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Neue/Alte Totems

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Crazy Pole
Beiträge: 4212
Registriert: 28 Mai 2008 02:10

Neue/Alte Totems

Beitrag von Crazy Pole »

Die neue Edition ist da, auch das Magiebuch. Leider haben es die meisten Totems nicht geschafft.
Deshalb eine kleine Nachhilfe ;)

Ich werde die Beschreibung auslassen und mich voll auf die Regeln konzentrieren. Plus ich hab nur die Englischen Bücher, deshalb auch alles in Englisch.

Badger/Dachs
Advantages: +2 dice for combat spells, +2 dice for plant spirits
Disadvantages: Can fly into rage like followers of the Bear totem.

Bat/Fledermaus
Advantages: +2 dice for Perception tests, +2 dice for air spirits
Disadvantage: -1 die when casting spells in direct sunlight

Boar/Wildschwein
Advantages: +2 dice for combat spells, +1 service from combat spirits
Disadvantage: -1 die for Illusion spells, must make a Willpower + Charisma (3) test to withdraw from conflict.

Cobra/Kobra
Advatages: +2 dice for combat spells, +2 dice for Illusion spells
Disadvantage: If surprised, a Cobra follower needs to gain 1 more hit on every roll during combat to succeed.

Crab
Advantages: +2 dice for water spirits, +1 die for all damage resistance tests (including drain tests)
Disadvatage: -1 die for illusion spells, must make a Willpower + Charisma (3) test to change his mind.

Dove/Taube
Advantages: +2 dice for health spells, +1 die for air spirits, +1 die for detection spells
Disadvantage: Can't cast combat spells, must make a Willpower + Charisma (3) test to harm someone.

Elk/Elch
Advantages: +1 die for health spells, +1 die for spell defense, +2 dice for earth spirits
Disadvantage: -2 dice for combat spells

Fish/Fische
Advantages: +2 dice for detection spells, +2 dice for water spirits
Disadvantage: -1 die for combat spells

Fox/Fuchs
Advantages: +2 dice for illusion spells, +2 dice for spirits of man or spirits of the earth (choose one).
Disadvantage: -1 for combat spells, must make a Willpower + Charisma (3) test to spare a fallen enemy

Gecko
Advantages: +2 dice for illusion or manipulation spells (choose one), +1 die for resisting any type of poison
Disadvantage: -1 die for combat spells

Goose/Gans
Advantages: +2 dice for detection spells, +2 dice for combat spells
Disadvantage: Must choose a city or region, away from it a follower of the goose needs 2 extra hits for all magic rolls.

Hyena/Hyäne
Advantages: +2 dice for combat spells, +2 dice for banishing spirits
Disadvantage: -1 die for health spells, must make a Willpower + Charisma (3) test to perform an action with no benefit to herself.

Jackal/Schakal
Advantages: +2 dice for detection and illusion spells
Disadvantage: -1 for combat spells

Jaguar
Advantages: +2 dice for detection spells, +2 dice for plant spirits
Disadvantage: -1 die for health spells

Leopard
Advantages: +2 dice for combat and health spells
Disadvantage: -1 die for resisting illusion spells

Lizard/Eidechse
Advantages: +2 dice for health spirits, +2 dice for earth spirits
Disadvantage: Must make a Willpower + Charisma (3) test to prevent flying into berserk panic when trapped in a confined space place with no clear view of the sky.

Monkey/Affe
Advantages: +2 dice for manipulation spells, +2 dice for spirits of man
Disadvantage: -1 die for combat spells

Otter
Advantages: +2 dice for illusion spells, +2 dice for water spirits
Disadvantage: -1 die for combat spells

Parrot/Papagei
Advantages: +2 dice for illusion spells, +2 dice for plant spirits
Disadvantage: Needs 1 extra hit when his magical actions aren't witnessed by someone who can be impressed by them.

Polecat/Iltis
Advantages: +1 die for combat spells (+1 more when at night), +2 dice for spirits of earth
Disadvantage: -1 die for health spells, must make a Willpower + Charisma (3) test to break off an attack, otherwise he ignores other enemies.

Prairie Dog/Präriehund
Advantages: +2 dice for detection spells, +1 die for illusion spells, +2 dice for spirits of earth
Disadvantage: -2 dice for combat spells, must chave a charisma of minimum 4

Puma
Advantages: +2 dice for illusion spells, +2 dice for earth spirits
Disadvantage: Needs 2 extra hits on magic rolls when in direct sunlight or in a crowd

Python
Advantages: +2 dice for health spells, +1 die for plant spirits, +1 die for manipulation spells
Disadvantage: Must make a Willpower + Charisma (3) test to break off combat or any other sustained activity.

Scorpion/Skorpion
Advantages: +2 dice for combat and illusion spells, can milk venom from ordinary and awakened scorpions, scorpion venom has a Power rating of 3 against Scorpion followers
Disadvantage: Nedds 2 extra hits when spellcasting during daytime, -1 die for conjuring tests,

Stag/Hirsch
Advantages: +2 dice for health and illusion spells
Disadvantage: -1 die for manipulation spells

Turtle:
Advantages: +2 dice for illusion spells, +2 dice for water spirits
Disadvantage: -2 dice for combat spells

Whale/Walfisch
Advantages: +2 dice for combat spells, +2 dice for water spirits
Disadvantage: -1 die for illusion spells

Hier endete im MiS der Teil über tierische Totems, die nächsten sind die sog. Naturtotems.

Moon/Mond
Advantages: +2 dice for illusion and manipulation spells, +1 die for guidance spirits
Disadvantage: -1 die for combat spells, must make a Willpower + Charisma (3) test to engage in direct confrontationb. Negotiation is not direct confrontation, but arguments are.

Stream/Bach
Advantages: +2 dice for health spells, +2 dice for water spirits
Disadvantage: -1 die for combat spells

Wind
Advantages: +2 dice for detection spells, +2 dice for air spirits
Disadvantage: Needs 2 extra hits on spellcasting rolls when not under the open sky

Als nächsten kommen die mythischen Totems.

Fenrir
Advantages: +3 dice for combat spells, +1 die for beast spirits
Disadvantage: When wounded a Fenrir follower flies into rage like a bear follower, must make a Willpower + Charisma (4) test to back down or flee from any confrontation.

Gargoyle
Advantages: +1 die for detection and illusion spells, +2 dice for guardian spirits
Disadvantage: -1 die for spirits of water, must live either in a skyscraper or a castlelike structure, which usually requires a high or luxury lifestyle. Their homes always feature some sort of accesible perch, walkway or balcony near the roof.

Leviathan
Advantages: +1 die for health and manipulation spells, +2 dice for water spirits
Disadvantage: -1 die for illusion spells

Plumed Serpent
Advantages: +2 dice for detection spells, +2 dice for air spirits
Disadvantage: Needs 2 extra hits on spellcasting rolls when outside of Aztlan

Unicorn/Einhorn
Advantages: +2 dice for health and illusion spirits, +2 dice for earth spirits, a follower of the unicorn recieves the Assensing skill for free at one half his starting Intuition
Disadvantage: Double all essence losses from cyberware

Wyrm
Advantages: +2 dice for health and manipulation spells, +2 dice for earth spirits
Disadvantage: Must make a Willpower + Charisma (3) test to quit a task and do something else instead. They must also sleep an average of seventy hours a week.

Bacchus
Advantages: +2 dice for illusion spells, +2 dice for spirits of man
Disadvantage: Must make a Willpower + Charisma (3) test to continue a course of action if something more interesting, prettier or more relaxing presents itself.

Lover/Liebhaber
Advantages: +2 dice for illusion and manipulation spells
Disadvantage: Followers of the lover must have a minimum charisma of 4

Sea King/König der Meere
Advantages: +2 dice for manipulation spells, +2 dice for water spirits
Disadvantage: -1 die for combat spells

Siren/Sirene
Advantages: +2 dice for illusion and manipulation spells, +1 die for water spirits
Disadvantage: Followers of the lover must have a minimum charisma of 4, they also have problems focusing on more than one opponent, they recieve a +1 spellcasting modifier when attacked by more than one foe.

Wild Huntsman/Wilder Jäger
Advantages: +2 dice for detection and illusion spells
Disadvantage: Followers of the wild huntsman may go berserk.
The August and Sagacious Decadent Dynasty-Toppling Devil

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