Spirit Warden

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Created by Castle, Companion of Crysalla, the Spirit Wardens are protectors of the Tribes and the Land. To become a Warden, a person must first speak to and befriend a spirit that embraces a Concept. (Castle has chosen "Loyalty" as his concept). Once this spirit has been befriended, it acts as a guide for the Warden and aids the Warden in finding other spirit allies to call upon. These allies act as the armour and shield of the Warden, protecting the Warden from other threats, and grants the Warden command of certain Aspects.

  • Skills: Awareness, Occultism
  • Status: Private, Political

Forget Yourself

To become a Spirit Warden, you need to forget who you are, and who you were. You need to live in the present, surviving by instinct, and by letting everything go. To develop the right mindset, most Spirit Wardens go into the wild and survive for a period of time, leaving behind any tools or aids, and existing as a part of the natural world. This is a gruelling period of self-punishment, as the petitioner attempts to find a way to live in harmony with the natural world, while surviving the hardships presented. The spirits know when someone has entered as a petitioner, and observe the individual through their trials. Predators, exposure, starvation, and thirst are only the beginning for a petitioner. Extended periods of isolation serve to test the psyche of the petitioner, and may lead to madness or sickness. If a petitioner can find the proper harmony, however, the spirits will approach them and make a pact. Once the first pact is complete, the new Spirit Warden can return to civilization.

The process to becoming a Spirit Warden is gruelling. It is an extended Spiritual + Survival roll. The specialty used depends on where the petitioner is. The goal is to gain a number of Successes equal to the character's Might x 10. Each roll represents one day's attempting to commune with nature and find a person's place within it. Successes are added together, until the character has either made the required number of Successes, or until they have given up or died in the process. Outside assistance acts to increase the Difficulty, rather than providing bonus dice. (Sorcery provides a +6 Difficulty, Psionics provides a +4 Difficulty, and equipment increases the Difficulty by what the Equipment Bonus would have provided as dice). Each roll inflicts Wounds. The number of Wounds inflicted is equal to the total number of rolls that have been made. So the first roll inflicts 1 Wounds. The second roll inflicts 2 Wounds, etc. Once the number of Successes have been made, the character has proven themselves and can take the Spirit Warden Order. As with other endurance tests, the Difficulty is increased by one per roll.

The process of becoming a Spirit Warden is transformative. Those who take the test are never the same, whether they succeed or fail. The harsh environment, the isolation, and the stresses placed upon an individual changes them in a number of significant ways, and leaves a mark on the psyche of the petitioner. A person can only petition once to become a Spirit Warden - the spirits do not accept failure.

Abilities

Daemon Pact

  • Type: Investment
  • Effect: The Warden learns to speak with spirits, and can make pacts with them, creating an entity called a Daemon. A daemon is a spirit who has willingly bound themselves to a mortal, gaining strength and evolving through the mortal's experiences, in exchange for teaching and guiding the mortal. The spirit remains present in the Spirit World, but is always close at hand, capable of manifesting in the physical world when called. Calling a daemon is an Instant Action and costs 1 Essence, allowing the daemon to manifest or slip back into the spirit world at will for the Scene with no additional cost. The mortal gains a telepathic link with the daemon, and the two can communicate with one another freely regardless of whether or not the daemon is in the spirit world or manifested. A Warden may have up to (Might) daemons bound at the same time, and if a daemon is destroyed or lost, a new one can be gained after twenty-four hours. A Daemon grows as the Warden grows, and all Traits are derived from the Warden's Growth. The first daemon is called the Personal Daemon, and is stronger than any other of the daemons later bound.

Daemons

  • Size: 0
  • Attributes: Spiritual (Might), All Others (Half Might).
    • Personal Daemons gain a +2 Attribute Bonus to all Attributes.
  • Skills: Awareness (Might), Occultism (Might), (Half Might) Additional Skills at (Growth) Rank
    • Personal Daemons gain a +1 Skill Bonus to all Skills.
  • Powers: Aura, Flight, Incorporeal, Spirit, Tongues, and (Half Might) Additional Powers
    • Personal Daemons have Aura (Spirit) and Strong Soul

Each daemon is connected to one Spell Effect, which determines the type of daemon it is. This Effect is the same as the Aura Effect chosen for the daemon. When the daemon gains a new Aura Effect, this also alters the type of daemon it is, as the daemon evolves and grows. A daemon is also capable of being trained, using the rules of Animal Ken, Profession (Teacher), and the rules for improving Retainers. These are all covered using the Occultism Skill, and the Resource Cost for improving a daemon is ignored.

The Warden may call upon the daemon's Effect, Manifesting it as per the rules of Effect Manifestation. Only one daemon may be used at a time, though if the daemon has more than one Effect, the Warden may call upon these extra Effects simultaneously. Calling upon these Effects requires no Essence and is a Free Action. The Effect has (Might) Potency. In addition, the Effect may be used by touch, augmenting the attacks of the Warden or protecting the Warden if physically touched. The Warden may choose whether or not to unleash this Effect.

The Warden may project the Effect as an Action by spending 2 Essence. The Effect has (Might x 10) Range, but uses only the Effect to determine whether or not it inflicts damage. It may also be manifested as protection, using an Instant Action. This protection may be manifested as an Active Defence. Using the Effect as protection provides (Half Might) Innate Soak. Objects or people that strike the Warden suffer (Might) Damage and suffer a number of Wounds equal to the Successes of the attack made on the Warden, as well as any additional effects the Effect may have on the target.

Path of the Daemon

  • Type: Investment
  • Effect: The Warden may draw upon and shape the Effects granted by any daemon that they have. Only one daemon may be called upon at a time, but if the daemon possesses multiple Effects, the Warden may use them simultaneously. Calling upon a daemon's Effects requires 2 Essence and a Free Action, but allows the Warden to use the daemon's Effects for the Scene. The Warden may create, manipulate, or alter the Effect as it manifests for them - a wind daemon allows the Warden to create or alter air and wind, while a spirit daemon allows the Warden to create spirit matter or alter the Spirit World. These constructs have (Might) Potency, and may be used to attack as a weapon, deflect as a shield, and soak as armour. Only one mode (attack/deflect/soak) may be used at a time, unless an Active Defence is called upon. The effect when created can generate (Might) Size and Hardness, and the Size may be increased each Action. Once Concentration is broken on maintaining this Ability, if the item is not self-sustaining it collapses. The material created by this Effect comes from the spirit world itself, needing no source. At Growth 3, 5, and 7, the Warden may use an additional daemon's Effects at the same time.

Familiar Pact

Effect: The Warden learns to awaken the spirits within an animal, and can make pacts with them, creating an entity called a familiar. A familiar is an awakened animal who has willingly bound themselves to a mortal, gaining strength and evolving through the mortal's experiences, in exchange for protecting and aiding the mortal. The familiar will try to remain close at hand at all times, and the mortal gains a telepathic link with the familiar, allowing the two can communicate with one another freely regardless of whether or not the familiar is nearby. A Warden may have up to (Half Might) familiars bound at the same time, and if a familiar is destroyed or lost, a new one can be gained once a new animal is found and after at least twenty-four hours have passed. A familiar grows as the Warden grows, and all Traits are augmented by the Warden's Growth.

Familiars

  • Size: +1 over Normal
  • Attributes: All (+Half Might) Bonus
  • Skills: Athletics, Awareness, Endurance (+Half Might) Bonus.
    • (Half Might) Additional Skills with a (+Growth) Bonus.
  • Powers: Tireless, Tongues, Vitality, and (Growth) Additional Powers

A familiar is also capable of being trained, using the rules of Animal Ken, Profession (Teacher), and the rules for improving Retainers. These are all covered using the Animal Ken Skill, and the Resource Cost for improving a familiar is ignored.

Spirit Forms

  • Type: Training
  • Effect: Trained by the daemons, the Warden creates a style of movement which emulates the type of daemons he has bound to him. These movements may be used to attack or defend, or to alter or modify the Secondary Traits for use in combat or conflict. The Warden should shape the style around the symbolism of the daemon they are learning from, and are allowed (Half Might) forms to use. Example: A Wind Daemon may teach a form which grants a bonus to Defence, but restricts Damage by the same amount. A Plant Daemon may give bonuses to Grapple, but limit Initiative. A Light Daemon may have increased Initiative and Soak during the day, but decreased Initiative and Soak during the night. Most bonuses and penalties should either by (Growth) or (Half Might), and require staff approval before being taken.

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