Zum-Ra Ka-Cen

CON: 15 (+1)

INT: 13 (+1)

WIS: 18 (+3)

CHA: 18 (+3)

## Opis

**Zum-Ra Ka-Cen** *(Słuchający Echa Pośród Ciszy)* jest **Krokolitem** liczącym sobie ponad dziesięć tysiącleci, na pierwszy rzut oka wygląda na przesadnie przerośniętego kobolda, jednak po dokładnym przyjrzeniu się zauważa się przerośnięty tors, prymitywniejszą budowę ciała i ledwo przystosowane do chodzenia na dwóch nogach kończyny. Głos ma spokojny, nie unosi go niemal wcale, a do tego przez setki lat spędzonych w hibernacji posługuję się archaiczną odmianą wspólnego, **Zum-Ra** stara się być przewodnikiem dla istot, dzielić się swoją wiedzą i bystrym okiem, po rozwiązania siłowe sięga bardzo rzadko, z reguły starając się bardziej zniechęcić do walki niż faktycznie brać w niej udział. Zepchnięty po ścianę użyje niechętnie swoich zdolności ubolewając nad niepotrzebną przemocą.

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> *Otworzyły oczy pięć mocy ziemi żywej, nieprzenikniony cień krainę zalewa ze stron czterech. Siła piąta, ujrzała czyny braci i stopować je zaczyna. Wrogiem jednak oni najbardziej nie będą ich, lecz sami oni sobie. Drogę pokaż im idź, taka rola twa.
> ~ Przepowiednia*
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## Rasa

**Krokolit** - Prowadzony przez duchy lud krokolitów jest znany ze swoich zdolności bojowych, jednak rzadko kiedy z nich korzystają. Jednak ludzkość do dziś na swoich malowidłach przedstawia rysunki ogromnych gadów z zamkniętymi oczami rzucające się do boju.

Gdy duchy domagają się pokonania istoty, Krokolit zamyka oczy i oddaje ciało pod ich podszepty całkowicie im ufając. Dzięki temu może Rąbać i Ciąć na +WIS zamiast +STR

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> *Słabych i Natury duchy strzegą, lud mój strażnikami na ich usługach jest. Pokojowa istota, gdy świadkiem zniszczenia dziedzictwa jest, za namową duchów w bestię zmienia się.
> ~ Zum-Ra*
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## Więzi

1. Pomogę Adamowi pokazać świat takim jaki jest
2. Chce zrozumieć czym jest ta metalowa magia Tali
3. Przybliżę Kyrę bliżej drużyny

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> *Przywiązanie prowadzi do zazdrości. Cieniem chciwości jest ono. Pozbywać się wszystkiego ucz się, co boisz stracić się.
> ~ Zum-Ra*
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## Ruchy Startowe

### *Guardian Spirit - Irontree Spirit*

Choose a spirit that forever watches over you. **Once per attack, when you deal damage and roll a 1**, the spirit comes to your aid. Reroll that damage die and take **+1 forward to Defy Danger**

###  *Spiritual Adviser*

You may give Worldly Spirit Totems you have created to your allies. Describe what it looks like and how many Charges it has. And don’t forget to teach them the name to say aloud to release the spirit held within. The totems work normally but keep in mind: **only you can Spirit Talk.**

###  *Spirit Pact*

You have made a pact with the spirit realm, allowing you to create up to **3 Worldly Spirit Totems**. Describe what your totems look like. Are they wooden statues? Hex dolls or symbols carved from bone? Maybe they’re ceremonial masks or the skulls of fallen enemies? You have your own methods, but you always take great pride in crafting totems worthy of the spirits they hold.

**Totem Apperannce:** symbols carved from bone and fangs

###  *Totem Creation*

When you spend uninterrupted time (an hour or so) creating a new totem, **you can bind any Worldly Spirit on the list, or others the GM tells you about (which may be tied to a locationor event)**. You cannot bind more spirits than your pact allows, you must choose one to release first. Each totem starts with 1 Charge. Saying the spirit's name will release it and consume a Charge. When a totem runs out of Charges, the totem shatters and the spirit cannot return.

###  *Spirit Talk*

**When you say the name of a spirit bound to a totem you've made, instead of consuming a Charge, you can roll +WIS**. On a 10+, the spirit is successfully released and it returns to the totem afterwards. On a 7-9, the spirit is released but choose one:

• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

• Your reputation in the spirit realm is damaged. Take -1 Ongoing to Spirit Talk until you have about an hour to perform a ceremony honoring the spirits.

• A Charge on the totem is still consumed.

###  *Spirit Catcher*

**When you witness a creature die, you can bind its spirit to a special totem you carry, roll +WIS**. On a 10+, the spirit is captured. The GM will tell you what happens when you release the spirit. The effect is something supernatural and associated with the spirit's nature or greatest desire in life. Your Spirit Catcher totem does not have Charges and can be released freely, but the spirit must move on after it is used (Spirit Talking does not work). You can only ever have one Spirit Catcher totem. On a 7-9, the GM will also tell you a complication, such as:

• The spirit is unpredictable

• There’s an additional undesirable effect

• The spirit is restless and must be used within a certain amount of time

###  *Murmur*

**When you Discern Realities, you can also ask**: What do the spirits whisper here?

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> *Obowiązkiem wypełniać duchów wole Szamana jest. Wole taka ich. Szeptały słowa podczas snu mojego. Wroga pokazać wam mam. Przewodnikiem być. Doradcą, pomocnikiem. Proroctwa do siebie mają rzecz głupkowatą, że mgliste są. Każde oczy zwrócone w mgłę wizji, co innego wypatrzeć mogą. Przyjacielem zostać pragnę, proroctwo wypełnić, światu grozi śmierć wbrew natury prawu.
> ~ Zum-Ra*
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## Ruchy Zaawansowane

###  *Séance*

Your connection to the spirit realm grows stronger. **You can now use Spirit Talk when releasing your Spirit Catcher totem as if it were a normal totem**

###  *Inciter*

When you Spirit Talk, on a 10+ you can still choose from 7~9 list. If you do, spirit effect is double or number of targets are doubles

###  *Wandering Spirit*

Your Spirit Pact allows for **1 additional Worldly Spirit Totem, but the spirit realm decides what spirit is bound**. When you craft this totem, the **GM will tell you which Worldly Spirit to use** (and it’s likely one you haven’t used much or at all).

###  *Totemic Defense*

When you take damage, say the name of one of the spirits you have bound. The spirit blocks the damage, but its totem is destroyed.

###  *Ancestral Healing*

You call upon your ancestors to act as Spirits of Mending. When you release a Spirit of Mending to heal an ally, add your level to the amount healed.

###  *Totem of the First Spirits*

When you spend about a day crafting a grand totem worthy enough for the most ancient of spirits, choose a First Spirit to summon and bind. This totem always has 1 Charge and it always shatters when you call the spirit's name (Spirit Talk does not work). Your Spirit Pact allows you to create and bind only 1 Totem of the First Spirits at a time. Be wary, calling on the First Spirits too often and the spirit realm might begin making demands of you.

###  *Protector*

The protection of your Guardian Spirit extends to anyone you have a bond (when they roll a 1 on a damage die, reroll + ghost)

###  *Totemic Weapon*

Choose a Worldly Spirit (Lightning Spirit) to bind to a weapon you carry. When you Hack & Slash or Volley with this weapon, on a 10+ you may also release the spirit for free

###  *Spirit Walkers*

When you and anyone with you sit in a circle around a fire, you may leave your bodies behind and enter the spirit realm. For as long as the fire burns, you may wander the world and see as a spirit sees

## Ruchy Specjalne

###  *Comrades in arms*

At the beginning of the session, get 1 hold. You can spend it for give +1 to any roll, any person with this move.

###  *Brain Storm*

When you sprout lore, and someone aid you, and you cap 12+. You can create facts to your advantage with GM

###  *Ghost Dancer*

When you Discern Realities, you can always ask "What do the spirits whisper here?" for free even on miss.

###  *Shepherd*

When you help a regular folks with their adversity, get +1 forward.

###  *Dragon Diplomatist*

When you start conversation with Dragon, take +1 forward.

###  *Die Hard*

When you are facing with forcefull pain, once per session you can ignore him.

###  *Veteran*

When you get a damage, subtract 1 from the result of the total damage.

###  *David and Goliath*

When you fight with enemy who is bigger than you, take additional 1 armor penetration if you fight at a distance

###  *Karm*

When someone aid you and roll 12+, you get +2 instead +1.

## Ekwipunek (8/8)

\*Dungeon Rations (15/15, 3 weight)

\*Spirit Catcher Totem (1 weight)

\*Carving Knife (hand, 1 weight)

\*Wood Staff (close, two-handed, 1 weight)

\*Light armor made of something like hide or bone (1 armor, 1 weight)

\*Liściasty Płaszcz (1 weight)

*- Płaszcz zmienia kolor dopasowując się do otoczenia, gdy chcesz zapytać duchy w nim się znajdujące skup się i rzuć +WIS. Na 10+ trzy pytania, na 7~9 dwa, na 6- jedno i szykuj dupe.*

*- Który kierunek jest najbezpieczniejszy?*

*- Gdzie znajdę jedzenie?*

*- Gdzie znajdę schronienie?*

*- Gdzie jest sekret zapomniany przez śmiertelników?*

## The Worldly Spirits

###  *Spirit of Mending* - **Naandawi**

Releasing this spirit heals you or a nearby ally for 1d8 damage.

###  *Lightning Spirit* - **Yuka-Oom**

When released, lightning streams to a nearby target, dealing 1d6 Damage. This damage ignores armor, unless the target is made of something resistant like stone or wood.

###  *Spirit of the Python* - **Chu'a**

Releasing this spirit summons a large snake that quickly wraps itself around your target. The victim cannot move anything but their mouth and the effect lasts until they take damage or you call off the snake spirit. Powerful creatures may be able to break out of the constriction, but if they do so, they take 1d6 Damage.

###  *Stubborn Turtle Spirit* - **"Mishi-Mishi"**

This turtle spirit increases the speaker's Armor by your (the Shaman's) WIS modifier, but only for attacks against the back. Once released, the spirit lasts until the end of battle.

###  *Prickly Porcupine Spirit* - **Paheen**

Once released, the porcupine spirit lasts until the end of battle. When the speaker is struck by a melee attack, the attacker takes damage equal to your (the Shaman's) WIS modifier and the damage ignores armor.

###  *Spirit of the Owl* - **Suu'ak**

When released, this owl spirit will stay near you, waiting to bestow its wisdom. Take +1 when Discerning Realities. If you get a 6-, the owl spirit will disappear, but not before giving you one last piece of wisdom (reroll the failure).

###  *Playful Tiger Spirit* - **Amotekun**

Once released, point to the target you wish the spirit tiger to begin stalking. Anytime the target attempts a ranged attack, the tiger will leap out and stop them, preventing the attack. The spirit will then jump away and begin stalking the target again. This lasts until the target dies or you call the tiger away.

###  *Ornery Donkey Spirit* - **Balubera**

When released, this particularly stubborn donkey spirit will carry 10 load. Once a day, you must feed it berries or some other delectable food. It lasts until you dismiss it or it was not fed the previous day.

###  *Whisper Wind Spirit* - **Madweyaashi**

Whenever you whisper, your voice emits from this totem, no matter how far away it is. Once a week, release the spirit and rebind it, or it will begin to grow restless.

###  *Spirit of Desire* - **Telakapa**

Point this spirit's totem towards someone when you speak its name. The target will be filled with an immense desire to touch the totem. They will stop at nothing and do everything in their power to hold the totem. Once the totem touches their skin, the spirit releases and the desire disappears.

## The Ancient First Spirits

###  *Spirit of the First Earthformer* - **Senu-Taahi**

After releasing this spirit, the ground will grow hot and emit a deep rumble. The earth will crack and melt away as a volcano begins to form. When it finally erupts, it will spew lethally hot lava and massive chunks of rocks everywhere nearby

###  *Spirit of First Love* - **Senu-Nayok**

When you touch this totem to a person’s skin and release the spirit, speak a name. If the person knows whose name you speak, they will fall into deep, naive love with them. This is no meager love potion; the effects are permanent, but note: hearts can still be broken. Beware the wrath of a lover scorned.

###  *Spirit of First Fear* - **Senu-Goshi**

When you bind this spirit, speak the name of a specific person or creature. When that person or creature sees the totem, they will be filled with immense terror and stop at nothing to get away from the totem or destroy it. If released, the spirit will haunt the person or creature until you call it off or it's exorcised.

###  *Spirit of the First Trade* - **Senu-Genv**

When you press this totem to someone's skin and release the spirit, choose something about your target, such as their face, magical ability, or even their spirit. Whatever you chose, you will gain it and your target will gain something of yours that is the equivalent (a face for a face, an ability for an ability, a spirit for a spirit). Destroying the totem will reverse the effect.

###  *Spirits of the First Wolves* - **Senu-Hoka**

When released, this pack of ferocious spirit wolves will hunt and pursue a specific person or creature of your choice, no matter how far away they are. When you raise your head to the sky and howl as loud as you can, the pack will howl back and you will know which direction they are. They will continue to stalk the target until you catch up, at which point the pack will disappear.

###  *Spirit of the First Harvest* - **Senu-Lesqua**

When released, this spirit causes every nearby fruit, vegetable, and crop to immediately grow and ripen, ready to be reaped and gathered. If there is nothing of the sort nearby then edible mushrooms, desert fruit, or something of nourishment will burst forth ready to be eaten.

###  *Spirit of the First Winter* - **Senu-Wanber**

Upon releasing this spirit, the temperature will plummet and the land around you will be covered in a thick snow. Those who are susceptible to the cold gain the Clumsy tag (-1 ongoing) until they warm up.

###  *Spirit of the First Spring* - **Senu-Doona**

When released, every plant as far as you can see will experience immense growth. Flowers will bloom brightly, saplings will grow into tall trees, and all manner of undergrowth will flourish. Every creature nearby (no matter their alignment) will be healed for 2d8 damage.

###  *Spirit of the First Sun* - **Senu-Sakuun**

No matter the time of day or night, the sun rises to its apex in the sky. The temperature increases rapidly and any water nearby quickly evaporates. Plants dry up and shrivel and anyone caught in direct sunlight risks severe burns.

###  *Spirit of the First Storm* - **Senu-Yuka**

The sky grows dark with clouds of black when this spirit is released. An immense
and powerful storm engulfs the land. Rain and hail pour from the sky, lightning
strikes every few seconds, and thunder shakes the earth. You have limited control
over the storm, allowing you to do such things as focusing its rage on particular
targets or willing its hurricane winds to topple a building

###  *Spirit of First Home* - **Senu-Jati**

This spirit can only be bound in a place you consider safe and familiar. Later, when you release this spirit, anyone touching the totem will be dragged through the spirit realm, eventually depositing them back at the binding location.