A Nezumi tribe is not complete without one or more shamans. Healers, sages, and warriors, the shamans serve as intermediaries between the mortal world and the Spirit World and the spirits that inhabit both. The shamans communicate with spirits and bargains with them, sometimes offering sacrifices and services, and in return gains the favor of spirits who bestow spells and other magical abilities.

Nezumi Shaman

ENROLLING SPIRITS

The shaman has an affinity with spirits, and she enrolls spirits to her side so they help her in her daunting tasks. For each power she gains, she recruits one spirit responsible for that power.

Spirits are around the shaman, at all times, invisible, intangible. They can be seen with sense beings or darksight.

PLEADING FOR FAVORS

The activation roll represents her pleading (with the Faith arcane skill) one of her spirits to do her one favor (i.e. cast the power they represent).

The spirit materializes near her and fulfills the favor. The spirit is part of the Trapping: a blast could be a fire spirit turning into a nova to strike her opponents, a deflection could be a wind spirit parrying blows for her, a boost trait could be an animal spirit jumping inside her body empowering her moves.

When using Additional Recipients or casting the same power multiple times, either the spirit moves quickly between the recipients or he calls other similar spirit for help.

SHUTDOWN BACKLASH

On a Critical Failure, the spirit the shaman asked a favor to, refuses, sulks, or is simply unavailable.

All uses of the power linked to that spirit end immediately, and the shaman can no longer request favors from that spirit.

The shaman can perform some ritual (a dance under the moon, an astral journey, an offering to her ancestors) to reconcile with that spirit (and so recover her ability to cast that power).

SUMMONING SPIRITS

Summon ally is the only power the shaman can cast by herself (using Faith and Power Points as normal) without the need for a spirit. The shaman gets a +1 to her activation roll when casting that power.

She uses it to summon one of her enrolled spirits as an ally for a longer period. That spirit enters the mundane world, obeys her orders, and fights by her side.

Spirits linked to Novice powers works as an Attendant, Seasoned powers as a Bodyguard, Veteran powers are as strong as a Mirror Self, and Heroic powers are Sentinels.

When a spirit has been summoned, the range of their power is no longer taken from the shaman, but from the spirit (and Self powers are cast on the spirit instead of the shaman). You can end the summon ally power anytime to have the spirit instantly return intangible by the shaman side.

BANISHING SPIRITS

If the spirit is seen by opponents and then banished, or incapacitated while summoned, the spirit is unavailable and the shaman loses contact with that spirit, exactly like when she suffers Backlash.

The spirit can be called again to her side with the same ritual. The GM may decide the spirit needs at least one day to heal his Wounds in the spiritual world before he can come back.

ENROLLING NEW SPIRITS

While the shaman can gain new spirits by taking the New Power Edge, she can also willingly ask one of her spirits to leave (forgetting that power), and then seek a new spirit to enroll.

Seeking a new spirit is a one hour long ritual in a place related to the type of spirit she wishes to enroll. Then, it takes three days for the spirit and the shaman to perfectly understand each other (assuming their have time to train). During that time, the activation roll for that power suffers a Familiarization penalty of –2.