Gilon 3010

Would you like to react to this message? Create an account in a few clicks or log in to continue.
Gilon 3010

Shadowrun game in an alternate, homebrew universe.


    Mentor Spirits

    GameMaster
    GameMaster
    Admin


    Posts : 4313
    Join date : 2018-04-30
    Age : 41
    Location : Florida

    Runner Dossier
    Name/Alias: Tester "Blankman" Runner
    Physical Track: 10/10
    Stun Track: 10/10

    Mentor Spirits Empty Mentor Spirits

    Post by GameMaster Wed May 02, 2018 12:09 am

    Posts in this thread are a list of mentor spirits by region/religion. If you choose to have a mentor spirit, choose from this list instead of the one in the book.

    Shinto
    This religion is unique to the Desu Islands. There, male priests call themselves "shinshoku" (literally "god's employee") while females call themselves "miko" ("shrine maidens") and the spirits are called "kami". Shinto worshipers respect all nature and believe that there are countless kami that live in everything. Still, while they worship and respect all kami, most do many have a specific mentor spirit that they focus on.  Key portions of their worship are respect for nature and ensuring physical and spiritual cleanliness though proper ritual. Honoring the kami is important to the Awakened, as they regularly ask favors of the spirits, especially looking for assistance in the use of magic.
    Shinto magic techniques are closely tied to the religion whose name they share. Protective charms, normally called ofuda are used to anchor wards within a building, normally placed within the home’s kamidana, or household altar. Personal protection amulets, called omamori, are frequently used to ward off bad luck or to encourage success in different endeavors; for the Awakened they are commonly made into foci for Counterpelling or Banishing. Other protective charms are also used by believers to bring good fortune, fight against bad luck, or induce and bless child birth.
    Reagents important to Shinto worshipers usually come from nature. Pure water is particularly important, as are rare stones. The purest water is often used in the brewing of sake, a rice based alcohol. The purest sake is then offered to kami in hopes of gaining favor.
    Shinto priests call their magical lodges "Jinja" (or "place of the gods"). These shrines are primarily constructed with the intention of housing a specific kami. This kami is almost always the priest's mentor spirit. Jinja are small wooden houses with paper ofuda hanging around the entrance. A large rope connected to a bell is usually placed near the front, with an offering basin just behind it. Those who wish to gain the attention of the jinja's kami ring the bell and then clap a few times while bowing to get the kami's attention. They then make an offering and perform a prayer, begging for a favor.
    While many international corporations tend to shun non-hermetic magic as being too far based in superstition, many corporations in the Desu Islands freely deal with Shinto priests. They may not be religious people, but they have a healthy respect for religion and fear the fallout that may come from disrespecting kami.
    Combat: Air
    Detection: Water
    Health: Plant
    Illusion: Beasts
    Manipulation: Man
    Drain: Willpower + Charisma

    Greater Kami

    Amaterasu Omikami
    Goddess of the sun and universe. She is a figure of kindness and benevolence is the source of light in this world. Her followers devote themselves to the betterment of others, even at their own expense. Most followers of Amaterasu throw themselves into a particular cause with great zeal. While some respect them for what they do, others refer to them as cult worshipers of the sun.
    ADVANTAGES
    All: +2 dice to Artisan skill tests or Alchemy skill tests (choose one)
    Magician: +2 dice for spells, preparations, and spell rituals in the Health category.
    Adept: 1 free level of Improved Ability on a non-combat skill
    DISADVANTAGES
    When someone sincerely asks you for help, you can’t refuse without succeeding in a Simple Charisma + Willpower (3) Test.

    Benzaiten
    One of seven gods of fortune (also called the Shichifukujin), she the only female shichifukujin and is the embodiment of talent, beauty and music among others. In many occasions her figure appears in the "Torii gates", which are large red arches that mark the entrance to holy grounds. She is represented as a smart, beautiful woman with all the aforementioned attributes. She carries a biwa, a traditional lute-like instrument and is normally accompanied by a white snake. She is the patron of artists, writers, dancers, and geisha, among others.
    ADVANTAGES
    All: +2 dice to Artisan skill tests or Performance skill tests (choose one)
    Magician: +2 dice for spells, preparations, and spell rituals in the Illusion category.
    Adept: 1 free level of Voice Control
    DISADVANTAGES
    Those who worship Benzaiten are obsessed with their appearance. They wear only the most fashionable clothing and being unkempt is simply unacceptable. The minimum acceptable lifestyle for these magicians is middle. Should they fall below this, they become irate, causing a -1 penalty to all die rolls until they are able to return to their proper lifestyle.

    Bishamonten
    One of seven gods of fortune (also called the Shichifukujin), he is god of fortune in war and battles, also associated with authority and dignity. He is the protector of those who follow the rules and behave appropriately. As the patron of fighters, he is represented dressed in armour and a helmet, carrying a pagoda in his left hand. He also acts as protector of holy sites and important places and holds a spear in his right hand to fight against the evil spirits. He is usually depicted in illustrations with a hoop of fire.
    ADVANTAGES
    All: +2 dice for Etiquette and Leadership Tests
    Magician: +2 dice for Combat spells, preparations,and rituals.
    Adept: 1 free level of Critical Strike (skill)
    DISADVANTAGES
    Those who worship Bishamonten must succeed in a Charisma + Willpower (3) Test to avoid responding to an insult in kind.

    Daikokuten
    One of seven gods of fortune (also called the Shichifukujin), he is the god of commerce and prosperity. There are other characteristics which have also been attributed to him, such as being the patron of cooks, farmers, bankers, and protector of crops. Curiously, he is also considered a demon hunter - legend says that the god Daikokuten hung a sacred talisman on the branch of a tree in his garden and, by using this as a trap, he was able to catch a demon. This god is characterized by his smile, having short legs and wearing a hat on his head. He is usually depicted with a bag full of valuable objects.
    ADVANTAGES
    All: +2 dice pool modifier for one social skill of choice
    Magician: +2 dice for Combat spells, preparations, and rituals.
    Adept: 1 free level of Enhanced Accuracy (skill) and 1 free level of Danger Sense
    DISADVANTAGES
    Those who worship Dikokuten are unable to turn down a request for aid against an evil supernatural threat. Should you do so, you receive a -1 to all skills until the threat has been dealt with.

    Ebisu
    One of seven gods of fortune (also called the Shichifukujin), he is the god of prosperity and wealth in business, and of abundance in crops, cereals and food in general. He is the patron of fishermen and therefore is represented with fishermen's costumes such as a typical hat, a fishing rod in his right hand and a fish that can be either a carp, a hake, a codfish or a sea bass, or any large fish, in general, that symbolize abundance in meals. His worshipers have a strong connection to the sea and are often sailors, fishermen or pirates.
    ADVANTAGES
    All: +2 dice pool modifier for Swimming Tests
    Magician: +2 dice to summoning, binding, and banishing spirits of water
    Adept: 2 free levels of Enhanced Perception
    DISADVANTAGES
    Those who worship Ebisu feel uncomfortable living on land for extended periods of time. If they go longer than a week without visiting the sea, they must succeed in a Charisma + Willpower (3) check or become extremely depressed, receiving a -2 to all checks until they spend a day at sea.

    Fūjin
    He is the god of the wind and one of the eldest Shinto gods. He is portrayed as a terrifying wizard-like demon, resembling a red headed green-skinned humanoid wearing a leopard skin, carrying a large bag of winds on his shoulders. In art, the deity is often depicted together with Raijin, the god of lightning, thunder and storms.
    ADVANTAGES
    All: +4 dice pool modifier any jumping checks
    Magician: +2 dice to summoning, binding, and banishing spirits of air
    Adept: 4 free levels of Light Body
    DISADVANTAGES
    Fūjin's followers are claustrophobic. When in any tight area, they must succeed in a Charisma + Willpower (3) check or have a complete nervous breakdown, being unable to do anything other than escape that area.

    Fukurokuju
    Another Shichifukujin, he is a hermit who is seen as the god of wisdom, luck, longevity, wealth and happiness. Moreover, he is the only god who was said to have the ability to resurrect the dead. Fukurokuju is characterized by the size of his head, being almost as large as the size of his whole body, and he normally carries a cane in one hand and in the other a scroll with writings about the world. He is usually accompanied by a turtle, a crow or a deer, animals that are frequently used to symbolize a long life. It is also said that he likes to play chess, and so he is also credited for being the patron of chess players.
    ADVANTAGES
    All: +2 dice pool modifier any 3 knowledge skills (your choice)
    Magician: +2 dice to summoning, binding, and banishing spirits of man
    Adept: Free Astral Perception
    DISADVANTAGES
    Fukurokuju's worshipers feel uncomfortable in crowds and suffer a -1 penalty to all rolls while in one.

    Jurōjin
    Another Shichifukujin, Juroujin is the god of the elderly and longevity. It is said that the legendary Juroujin is based on a real person who lived in ancient times. He was approximately 1.82 meters tall with a very long head. Besides his distinctive skull, he is represented with a long white beard, riding a deer and is often also accompanied by a 1500 year old crane and a tortoise, as symbols of his affinity with long lives. In addition, he is usually represented under a peach tree, as the fruit of this tree is considered able to prolong life as it has antioxidant properties. In his hand he holds a cane and a book or a scroll. The wisdom of the world remains written in its pages. Jurojin enjoys rice and wine, and is a very cheerful figure.
    ADVANTAGES
    All: +2 boxes on your physical health monitor
    Magician: +1 dice for all drain checks
    Adept: 1 free level of pain resistance
    DISADVANTAGES
    Worshipers of Jurōjin have a mild addiction to wine and gain no benefit from it.

    Hachiman
    The divinity of archery and war, he is the patron god of warriors. He is also the divine protector of the Desu Island Chain and many samurai worship him. The name means "God of Eight Banners", referring to the eight heavenly banners that signaled the birth of the divine first Emperor Chōnan. His symbolic animal and messenger is the dove.
    Since ancient times Hachiman was worshiped by peasants as the god of agriculture and by fishermen who hoped he would fill their nets with much fish.
    ADVANTAGES
    All: +1 dice for archery
    Magician: The magician may use the fling spell to launch arrows as effectively as using a bow. Use the spell's force rating for a bow rating to determine damage (force+2 P) and AP (force/4). Though the spell is cast using spellcasting, the +1 die bonus to archery applies to this check as well. Like a bow, if the arrows have a lower rating, then the arrow rating is used instead of force. Magicians receive this spell for free at character creation.
    Adept: 1 free level of Missile Parry and Strength doubled for purposes of bow ranges
    DISADVANTAGES
    -1 to all checks to avoid melee attacks.

    Hotei
    God of fortune, guardian of the children, patron of diviners and barmen, and also the god of popularity. He is depicted as a fat, smiling, bald man with a curly moustache. He always appears half naked, as his clothes are not wide enough to cover his enormous belly. He carries a bag on his shoulders which is, according to the beliefs, loaded with fortunes for those who believe in his virtues. It is believed that he once was a real priest but his appearance and some of his actions were against their moral condition: his appearance made him look like a quite mischievous person and he didn’t have a fixed place to sleep. Foreigners often mistakenly believe that Hotei is "fat Buddha", but the two are completely unrelated people. Rubbing his belly does not provide good luck, and is in fact considered quite disrespectful by his followers.
    ADVANTAGES
    All: Double the amount of karma available for free contacts at character generation from 3 x Charisma to 6 x Charisma
    Magician: +2 dice for Manipulation spells, preparations, and rituals.
    Adept: 1 free level of pain resistance
    DISADVANTAGES
    While worshipers of Hotei tend to make friends with everyone, they rarely become close friends with anyone. The highest loyalty rating any of their contacts can ever have is 3.

    Raijin
    Raijin is a god of lightning, thunder and storms in the Shinto religion. He is typically depicted as a demon-looking spirit beating drums to create thunder. Raijin's companion is the demon Raiju and the deity is known to challenge Fūjin, the wind god.
    Some Japanese parents tell their children to hide their belly buttons during thunderstorms. This is due to a folk belief that Raijin eats the navels or abdomens of children, and in the event of thunder, parents traditionally tell their children to hide their navels so that they are not taken away.
    Worshipers of Raijin are often cocky and with unhealthy levels of confidence. It is common for their lives to be cut short after attempting a dare that was beyond their abilities.
    ADVANTAGES
    All: +1 to edge (though this can not bring your edge beyond your racial maximum)
    Magician: Magicians gain all increase [attribute] spells for free. The penalty for sustaining these spells is halved.
    Adept: Adepts gain 1 level of Rapid Healing as well as Wall Running for free
    DISADVANTAGES
    Worshipers of Raijin are unable to back down from a challenge, no matter how dangerous it seems, provided there is an apparent chance of success. Those who do become obsessed with whether they could have done it or not, creating a -1 penalty to all dice rolls. This goes away once the challenge has been attempted (successfully or not).

    Ryūjin
    A dragon kami, Ryūjin is the master of the sea. He lives in his palace under the sea built out of red and white coral, from where he controls the tides with magical tide jewels. Sea turtles, fish and jellyfish are his servants. Like Ebisu, his worshipers feel a strong connection to the sea, though many prefer to explore its depths rather than limit themselves to the surface. There is even rumored to be a community of worshipers who live in a large underwater city.
    ADVANTAGES
    All: +2 to swimming checks
    Magician: Magicians receive no drain from the Oxygenate spell, regardless of the force.  
    Adept: Adepts are able to breathe underwater.
    DISADVANTAGES
    Worshipers of Ryūjin are obsessed with dragons and will never do anything to harm one.

    Sarutahiko Okami
    Sarutahiko Ōkami is seen as a symbol of Misogi, strength and guidance, which is why he is the patron of martial arts such as aikido. He is depicted as a towering man with a large beard, jeweled spear, ruddy face, and long nose. According to legend, while swimming in a river, he got his hand caught in the mouth of a giant clam and drowned, though it is unclear whether the kami actually perished from this. His worshipers are strong martial artists, though they often have an irrational fear of water. This legend is usually cited to justify the fear.
    ADVANTAGES
    All: +1 to edge
    Magician: +1 damage to all attack spells with touch range
    Adept: Killing Hands provided for free
    DISADVANTAGES
    Worshipers are unable to swim. They receive a -4 penalty to any attempts at swimming.

    Susanoo-no-Mikoto
    Susanoo, the powerful storm god of Summer, is the brother of Amaterasu, the goddess of the Sun, and of Tsukuyomi, the god of the Moon. Sosanoo and Amaterasu often get into fights with one another. In one particularly terrible fit of rage, he destroyed his sister's rice fields, hurled a flayed pony at her loom, and killed one of her attendants. Amaterasu then went into hiding, causing the sun to disappear until she could be persuaded to leave the cave she was hiding in. Susano-o was punished by being banished from Heaven for a time. He eventually made amends with his sister by presenting her a gift of a holy sword called "Ama-no-Murakumo-no-Tsurugi" ("Sword of the Gathering Clouds of Heaven"). This, along with the Yata no Kagami ("Sacred Mirror of Wisdom") and Yasakani no Magatama ("Holy Jewel of Yasakani") collectively became the three Imperial Regalia of the Desu Islands. His worshipers tend to have a short temper that gets them in needless trouble more often than not.
    ADVANTAGES
    All: +2 dice to Artificing checks
    Magician: +1 damage to all spells that deal electrical damage
    Adept: The adept may choose to deal electrical damage (either physical or stun) with unarmed attacks (or electric elemental strike, if using Street Grimoire)
    DISADVANTAGES
    Worshipers must make a Charisma + Willpower (3) check to back down from a fight.

    Tsukuyomi-no-Mikoto
    Tsukiyomi is the moon god in Shinto mythology. Tsukuyomi was the second of the "three noble children". After climbing a celestial ladder, Tsukuyomi lived in the heavens with his sister Amaterasu Ōmikami, the sun goddess, who also later became his wife.
    Tsukuyomi angered Amaterasu when he killed Uke Mochi, the goddess of food. Amaterasu once sent Tsukuyomi to represent her at a feast presented by Uke Mochi. The goddess created the food by turning to the ocean and spitting out a fish, then facing a forest and spitting out game, and finally turning to a rice paddy and coughing up a bowl of rice. Tsukuyomi was utterly disgusted by the fact that, although it looked exquisite, the meal was made in a disgusting manner, and so he killed her.
    Soon, Amaterasu learned what happened and she was so angry that she refused to ever look at Tsukuyomi again, forever moving to another part of the sky. This is the reason that day and night are never together.
    Worshipers of Tsukiyomi enjoy the darkness, and shun daylight. As such most of them are completely nocturnal. This lifestyle fits well with the life of a shadowrunner as there are far more shadows at night than during the day.
    ADVANTAGES
    All: Natural thermographic vision. Races who already have thermographic vision gain a +2 to perception checks in dark areas.  
    Magician: +2 dice for all Detection spells, preparations, and rituals.
    Adept: The adept receives 2 ranks of improved sense for free
    DISADVANTAGES
    Worshipers must make a Charisma + Willpower (3) to resist destroying anything that disgusts them.

    Lesser Kami

    Akaname
    The lowest of all kami, akaname are known to make themselves at home in old, forgotten bathhouses and dilapidated estates. There, they are said to lick up the filth that collects in bathtubs and bathrooms. They are a common mentor spirit for those who live in heavily sprawling, urban areas. Their worshipers are squatters who have adapted to living in poverty and squalor, living off of the scraps they can find in dumpsters. Akaname worshipers are looked down upon by everyone and avoided when possible.
    ADVANTAGES
    All: +2 to stealth checks
    Magician: The penalty for sustaining all illusion spells is halved.
    Adept: Receive Traceless Walk for free
    DISADVANTAGES
    Everyone looks down on akaname worshipers. They receive a -2 penalty on all social checks

    Baku
    Baku are tapir-like creatures that devour dreams and nightmares. According to legend, they were created by the spare pieces that were left over when the gods finished creating all other animals. They are a shy chimera with an elephant’s trunk, rhinoceros' eyes, an ox's tail, and a tiger's paws, which protect against pestilence and evil.
    ADVANTAGES
    All: +2 to first aid and medicine checks
    Magician: Drain for all health spells is halved  
    Adept: Adepts have access to the Heal spell, though they use Willpower + Magic to cast it instead of spellcasting. Like other adept powers, drain is still resisted Body+Willpower
    DISADVANTAGES
    Baku's followers love to sleep and like to do so for about 12 hours a day. If they do not get this sleep, they are exhausted and cranky for the day, resulting in a -2 penalty to all rolls until they can get proper sleep.

    Hō-ō
    Hō-ō is a phoenix-like fire bird that rules over all other birds. It is believed that the bird only appears in areas or places that are blessed with utmost peace and prosperity or happiness. It's body symbolizes the celestial bodies: the head is the sky, the eyes are the sun, the back is the moon, the wings are the wind, the feet are the earth, and the tail is the planets. The Hō-ō is said to have originated in the sun. It sometimes carries scrolls or a box with sacred books and is sometimes depicted with a fireball.
    ADVANTAGES
    All: +4 to resistance checks against fire or explosions
    Magician: Magicians may conjure/bind spirits of fire in addition to all other spirit types that Shinto priests can summon
    Adept: Adepts receive killing hands for free, however the attack deals fire damage instead of normal physical damage (or fire elemental strike, if using Street Grimoire)
    DISADVANTAGES
    Hō-ō's followers are flashy and tend to wear bright clothing and jewelry that makes them stand out in a crowd. They absolutely refuse to wear anything else and are completely miserable if forced to do so, resulting in a -2 penalty to all rolls until they are able to dress properly.

    Kappa
    Kappa are water spirits that appear as a creature with green fur, a duck bill and a shallow pocket on their heads (called a plate) which contains water. Their personalities are somewhat dual-natured. On the one hand, they are mischievous pranksters and skirt chasers who cause all sorts of trouble. They can even be deadly, as their favorite treat is a ball of soul energy that supposedly resides in the anus of metahumans, the removable of which is fatal. On the other hand, they are known to be extremely polite and are unable to disrespect those who are polite to them. As legend goes, the easiest way to escape from a kappa is to bow to them. The kappa then bows in return, spilling the water from the plate their head. This paralyzes the kappa until the plate can once again be filled with water, allowing one to easily flee to safety.
    Their followers have similar personalities. They appear to be serious and polite, though quick to pull a prank when one least expects it.
    ADVANTAGES
    All: +2 to Etiquette checks
    Magician: The drain for all illusion spells is halved
    Adept: Adepts gain 2 levels of voice control for free
    DISADVANTAGES
    Kappa followers are miserable when they are unable to play pranks, and perform them in situations where it is best that they didn't. While on a job, they must perform at least one humorous prank or suffer a -2 penalty to all rolls for their next job.

    Kirin
    Similar in some ways to the western unicorn, kirin have Eastern dragon-like features. Most notably their heads, eyes with thick eyelashes, manes that always flow upward and beards. The body is fully or partially scaled and often shaped like an ox, deer, or horse. They always have cloven hooves and antlers. They are quiet creatures who supposedly can walk on grass without disturbing it. They are known to appear with the imminent arrival or passing of a sage or illustrious ruler. Those who follow kirin are quiet types who like to observe people of power. They rarely interfere with these people, content to observe from a distance. For some, this may involve following those people in the news. For others, this might actually involve physical stalking. In either case, kirin followers are excellent infiltrators, capable of getting into and out of places with no one aware that they were even there.
    ADVANTAGES
    All: +2 to Stealth checks
    Magicians: Magicians suffer no penalty for sustaining invisibility spells on themselves.
    Adepts: Adepts receive traceless walk for free.
    DISADVANTAGES
    Kirin is a peaceful creature and prefers not to see people hurt. Kirin followers may never intentionally kill a sentient creature. Doing so causes them to lose access to their magical abilities until they can find a way to atone for it.

    Kitsune
    Though they appear as a fox, kitsune are shapeshifting pranksters. As they grow older and ever more powerful, they gain tails until eventually they have a nine different ones. It is said that to touch the tail of a kitsune is to bring great misfortune upon oneself. They are known for tricking mortals, particularly by posing as metahumans. One common story involves them posing as a young beautiful woman and seducing a male into eventually marrying them, then making their lives miserable afterwards.
    ADVANTAGES
    All: +2 to Con checks, and both adepts and magicians can change their form to any person or creature of the same general size at will with no drain. To mimic a specific person, one needs to be able to carefully study the person to be mimicked (an image of the person will do). Whenever they encounter someone who might recognize them visually, they must make an opposed disguise vs perception check. Note that this ability only changes your appearance and does nothing about your voice, so it is possible that talking may give you away unless you have means to account for that.
    DISADVANTAGES
    The mimicry abilities of kitsune's followers are both highly prized and highly feared. If discovered, they may find people looking to exploit or kill them.

    Inugami
    The inugami is a type of dog kami that is often attached to a household or family. It is said that they are created through a ritual involving cutting off the head of a starving dog and burying the dog at a crossroads to inflame its grudges as people pass over its heads so that its spirit would turn into a curse that could be used. Desians avoid marrying into families associated with inugami as strengthening their family also strengthens the inugami. Though they bring great prosperity to the family they are attached to, inugami are known to possess members the family without warning, lashing out at those they see as a threat to their family. Though there is no physical transformation, in many ways this is considered similar to the legends of werewolves in other lands. It is said that the only way to rid a family of an inugami is to lure the kami into a single family member and exile them far from society. The inugami's line then ends with that member.
    ADVANTAGES
    All: The character receives a free luxury lifestyle that pays for itself, thanks to the prosperity brought by the inugami.
    Magician: Spirits of beast summoned by the magician may have the possession ability, rather than materialize. The spirit is an inugami.
    Adept: Adepts may allow themselves to be possessed by spirits of beast if they have a conjuring skill (the spirit is an inugami). This does not allow them to conjure other types of spirits however.
    DISADVANTAGES
    In stressful situations, inugami may choose to forcibly possess the character. The person possessed loses all control of their bodies and retains no memories during this time until the inugami chooses to release them. Many a inugami follower has awakened to find themselves covered in blood and wondering what just happened.
    If the follower ever acquires an ally spirit, it is always their inugami.

    Shinigami
    Literally "Death god", shinigami are the embodiment of death. Often compared with grim reapers from other cultures, shinigami are spirits who lead the spirits of the recently deceased to the world of the dead. Followers of shinigami are often a maudlin bunch as they are constantly confronted with the spirits of the dead. As such, many take up jobs that involve appeasing the spirits of the dead. Others take to heavy drinking, drug use and other escapes from reality to avoid seeing them.
    ADVANTAGES
    All: Followers of shinigami are able to see and speak to spirits of the dead at all times.
    Magicians: +4 to attempts to banish all spirits
    Adepts: Touching a corpse allows the adept to see the final moments of their life.
    DISADVANTAGES
    Shinigami followers can't turn off their ability to see the dead. In places where many have died and yet to move on, this can be very distracting. They are also a beacon for ghosts who will often choose to possess them in order to complete some unfinished business or lash out at the living.

    Tanuki
    The legendary tanuki is reputed to be jolly, a master of disguise and shapeshifting, but somewhat gullible and absentminded. It is also a common theme in art, especially statuary. "Tanuki" is often mistakenly translated as "badger" or "raccoon", two unrelated types of animals with superficially similar appearances. Although this animal exists as a completely normal, non-magical animal, the bake-danuki that is followed by magic users has always been depicted as a strange, supernatural animal.
    Tanuki were once deified as governing all things in nature, but lost their divinity over time. Many now see them as evil spirits or yokai. Similar to kitsune, the tanuki loves magical disguises. However, their purpose for transformation is mainly to make people look stupid instead of causing mischief. Their followers similarly delight in making others appear foolish, particularly braggarts.
    ADVANTAGES
    All: Followers of tanuki are masters of disguise and receive +4 bonus dice to any checks for disguising themselves or impersonating others.
    Magicians: Halve the penalty for sustaining any manipulation spells. Also the spell "shapechange" (Street Grimoire p.118) may be sustained at no penalty when the magicians use this spell on themselves.
    Adepts: May use the shapechange spell, even if they do not normally have the ability to cast spells. They do not need to learn it as they naturally know it. However, they can only cast it upon themselves. These adepts do not need a spellcasting skill. They may cast it with a charisma+magic check and drain is resisted as normally with body+willpower. There is no penalty for sustaining this spell.
    DISADVANTAGES
    Despite how much they enjoy fooling people, followers of tanuki are quite gullible and often fooled themselves. They receive a -4 penalty to any checks to judge intentions.

    Tsukumogami
    Common to urban areas, tsukumogami are the spirits of inanimate objects that are over 100 years old and have gained sentience. Any object can potentially become one, but common ones are lanterns, clocks, umbrellas, and various tools. Those who follow tsukumogami are usually scavengers, hoarders or both. Their homes are filled with all kinds of discarded items that they swear will be useful "once they get the chance to fix them up". Many are quite skilled at repair and take up professions that can use those skills, such as mechanics, handymen and general contractors. Some even get involved with cyberware, installing it into themselves.
    ADVANTAGES
    All: +2 to all checks to repair something. Also both adepts and magicians can install up to 1 point of cyberware without taking a hit to their magic. Further cyberware affects magic normally
    DISADVANTAGES
    Tsukumogami followers are obsessed with saving things. If they find an object that might be even remotely useful to them (even if it is extremely damaged), they must succeed in a Willpower + Charisma (4) check to avoid picking it up, even if they risk their lives to do so.

    Yōsei
    Similar to fairies of other cultures, yōsei are small spirits who look like winged, metahuman children. They are eternally youthful and are feared to be able to bring back the dead, though there is no evidence to suggest they have such capability. It is said that they remain eternally youthful because they have no knowledge of great evil. Yōsei followers are sickeningly saccharine and able to remain positive in the worst of situations. To some this can be uplifting, to others it is extremely irritating.
    ADVANTAGES
    All: Yōsei followers do not age upon reaching adulthood and never die of natural causes.
    Magicians: Magicians may use Heal on wounds that have already been magically healed, though they must wait 24 hours from the last attempt to do so
    Adepts: Adepts receive Empathic Healing and 2 levels of Rapid Healing.
    DISADVANTAGES
    Their personalities can be really annoying to others. Magicians in particular may be exploited for their healing abilities.

      Similar topics

      -

      Current date/time is Fri Apr 26, 2024 4:18 pm