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Skip Navigation LinksContent>Magic>Magic Systems>Validus Familiaritas>Totemic Shamanism>Powers
Totemic Shamanism Totem Power Sets
Validus Familiaritas

Totemic Shamanism

Totemic Shamanism System Totemic Shaman Totemic Shamanism Variations
Totems & Gifts Totemic Shaman Package Deals  
SAMPLE TOTEMS EXPANDED TOTEMS
RUNNING FLIGHT SWIMMING LEAPING
TOOTH AND CLAW RAMMING TOUGHNESS SENSES
TRICKERY STEALTH MIGHTINESS FRENZY
AGILITY BREATH BLINK ENERGY RESISTANCE
Totemic Shaman believe that the concepts represented by animal Totems can grant them powers relevant to the traits of those animals.
TOTEMIC GIFTS
The following Power write-ups represent the magical abilities available to Totemic Shamanism.
Cost   Power END
RUNNING
7   Basic Running: Running +5" (6"/21" total), x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Totemic Shamanism]  1
15   Advanced Running: Running +10" (6"/21" total), x8 Noncombat (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Totemic Shamanism]  3
FLIGHT
7   Basic Flight: Flight 5", x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes: Totemic Shamanism]  1
15   Advanced Flight: Flight 10", x8 Noncombat (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes: Totemic Shamanism]  3
SWIMMING
7   Basic Swimming: (Total: 15 Active Cost, 7 Real Cost) Swimming +5" (2"/22" total) (x4 Noncombat) (10 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 5) plus LS (Expanded Breathing (Water)) (5 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 2) [Notes: Totemic Shamanism]  1
14   Advanced Swimming: (Total: 30 Active Cost, 14 Real Cost) Swimming +15" (2"/22" total) (x8 Noncombat) (25 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 12) plus LS (Expanded Breathing (Water)) (5 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 2) [Notes: Totemic Shamanism]  2
LEAPING
7   Basic Leaping: Leaping +10" (2"/35" forward, 1"/17 1/2" upward) (x4 Noncombat) (15 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4) [Notes: Totemic Shamanism]  1
15   Advanced Leaping: Leaping +14" (2"/35" forward, 1"/17 1/2" upward) (x8 Noncombat), Reduced Endurance (1/2 END; +1/4) (30 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4) [Notes: Totemic Shamanism]  1
TOOTH AND CLAW
7   Basic Tooth and Claw: HKA +1/2d6 (vs. PD), Lingering up to 1 Turn (+1/2) (15 Active Points); Incantations (-1/4), Gestures (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) [Notes: Totemic Shamanism]  1
15   Advanced Tooth and Claw: HKA +1d6 (vs. PD), +1 Increased STUN Multiplier (+1/4), Lingering up to 1 Minute (+3/4) (30 Active Points); Incantations (-1/4), Gestures (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) [Notes: Totemic Shamanism]  3
RAMMING
6   Basic Ramming: HA +2d6, Lingering up to 1 Turn (+1/2) (15 Active Points); HA (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Totemic Shamanism]  1
12   Advanced Ramming: HA +3d6, Lingering up to 1 Turn (+1/2), Penetrating (+1/2) (30 Active Points); HA (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Totemic Shamanism]  3
TOUGHNESS
7   Basic Toughness: Armor (5 PD/5 ED) (15 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Delayed Phase, Only to Activate, -1/2) [Notes: Totemic Shamanism]  1
13   Advanced Toughness: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Delayed Phase, Only to Activate, -1/2) [Notes: Totemic Shamanism]  3
SENSES
7   Basic Senses: +5 PER with all Sense Groups (15 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), (Delayed Phase, Only to Activate, -1/4) [Notes: Totemic Shamanism]  1
14   Advanced Senses: (Total: 29 Active Cost, 14 Real Cost) +8 PER with all Sense Groups (24 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 12) plus Nightvision (5 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 2) [Notes: Totemic Shamanism]  3
TRICKERY
7   Basic Trickery: Shape Shift (Sight Group, four (max) shapes) (15 Active Points); Concentration (0 DCV; -1/2), Extra Time (Extra Phase, Only to Activate, -1/2) [Notes: Totemic Shamanism]  1
13   Advanced Trickery: Shape Shift (Sight, Touch, Smell/Taste, Mental and Hearing Groups, four (max) shapes) (27 Active Points); Concentration (0 DCV; -1/2), Extra Time (Extra Phase, Only to Activate, -1/2) [Notes: Totemic Shamanism]  3
STEALTH
7   Basic Stealth: Invisibility to Hearing and Smell/Taste Groups (15 Active Points); Concentration (0 DCV; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4) [Notes: Totemic Shamanism]  1
15   Advanced Stealth: Invisibility to Sight, Smell/Taste and Hearing Groups (30 Active Points); Concentration (0 DCV; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4) [Notes: Totemic Shamanism]  3
MIGHTINESS
8   Basic Mightiness: (Total: 15 Active Cost, 8 Real Cost) +10 STR (10 Active Points); No Figured Characteristics (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 5) plus +5 PRE (5 Active Points); Costs END (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 3) [Notes: Totemic Shamanism]  2
16   Advanced Mightiness: (Total: 30 Active Cost, 16 Real Cost) +20 STR (20 Active Points); No Figured Characteristics (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 10) plus +10 PRE (10 Active Points); Costs END (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 6) [Notes: Totemic Shamanism]  3
FRENZY
7   Basic Frenzy: (Total: 15 Active Cost, 7 Real Cost) +5 STR (5 Active Points); No Figured Characteristics (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 2) plus +5 CON (10 Active Points); No Figured Characteristics (-1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 5) [Notes: Totemic Shamanism]  1
15   Advanced Frenzy: (Total: 30 Active Cost, 15 Real Cost) +10 STR (10 Active Points); No Figured Characteristics (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 5) plus +10 CON (20 Active Points); No Figured Characteristics (-1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 10) [Notes: Totemic Shamanism]  1
AGILITY
7   Basic Agility: +5 DEX (15 Active Points); Costs END (Only Costs END to Activate; -1/4), No Figured Characteristics (-1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) [Notes: Totemic Shamanism]  1
15   Advanced Agility: (Total: 28 Active Cost, 14 Real Cost) +6 DEX (18 Active Points); Costs END (Only Costs END to Activate; -1/4), No Figured Characteristics (-1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 8) plus +1 SPD (10 Active Points); Costs END (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) (Real Cost: 6) [Notes: Totemic Shamanism]  3
NOTE: The Cost column reveals the true Real Cost of these abilities and is intended simply to illustrate the correct normal write up of the Powers. Totemic Shaman do not pay this cost; they purchase Familiarities for each ability instead, as explained in the Totemic Shamanism System document.
SAMPLE TOTEMS

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Following are some sample Totems drawn from common animals found in most Earth-like settings, and the Totemic Gifts associated with them.
  • Bear: Basic Mightiness, Advanced Mightiness, Basic Toughness, Advanced Toughness
  • Boar: Basic Frenzy, Advanced Frenzy, Basic Ramming, Basic Toughness
  • Coyote: Basic Stealth, Advanced Stealth, Basic Trickery, Advanced Trickery
  • Deer: Basic Running, Advanced Running, Basic Leaping, Basic Senses
  • Dolphin: Basic Swimming, Advanced Swimming, Basic Ramming, Advanced Ramming
  • Eagle: Basic Flight, Basic Senses, Basic Tooth & Claw, Advanced Tooth & Claw
  • Fox: Basic Running, Basic Stealth, Advanced Stealth, Basic Trickery
  • Hawk: Basic Flight, Advanced Flight, Basic Senses, Basic Tooth & Claw
  • Horse: Basic Running, Advanced Running, Basic Leaping, Basic Mightiness
  • Lion: Basic Mightiness, Basic Tooth & Claw, Advanced Tooth & Claw, Basic Running
  • Lynx: Basic Leaping, Basic Agility, Advanced Agility, Basic Stealth
  • Owl: Basic Flight, Basic Senses, Advanced Senses, Basic Stealth
  • Panther: Basic Leaping, Basic Stealth, Advanced Stealth, Basic Tooth & Claw
  • Raven: Basic Flight, Basic Senses, Advanced Senses, Basic Trickery
  • Shark: Basic Swimming, Basic Frenzy, Basic Tooth & Claw; Advanced Tooth & Claw
  • Stag: Basic Ramming, Advanced Ramming, Basic Running, Basic Mightiness
  • Stingray: Basic Swimming, Basic Agility, Basic Tooth & Claw; Advanced Tooth & Claw
  • Tiger: Basic Stealth, Basic Leaping, Basic Mightiness, Basic Tooth & Claw
  • Weasel: Basic Stealth, Advanced Stealth, Basic Agility, Advanced Agility
  • Wolf: Basic Senses, Advanced Senses, Basic Tooth & Claw, Basic Running
  • Wolverine: Basic Toughness, Basic Tooth & Claw, Basic Stealth, Basic Frenzy
EXPANDED TOTEMIC GIFTS

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The Totems could be expanded to include more fantastic abilities such as those used by some fantasy creatures. Following are some examples of this:
BREATH
7   Basic Breath: Killing Attack - Ranged 1d6-1 (vs. ED), Explosion (Cone; -1 DC/2"; +1/2) (15 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2) [Notes: Totemic Shamanism (pick an Energy SFX by Totem) ]  1
15   Advanced Breath: Killing Attack - Ranged 1d6+1 (vs. ED), Explosion (Cone; -1 DC/2"; +1/2) (30 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2) [Notes: Totemic Shamanism (pick an Energy SFX by Totem) ]  3
BLINK
7   Basic Blink: Teleportation 6", MegaScale (1" = 1 km; +1/4) (15 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) [Notes: Totemic Shamanism]  2
15   Advanced Blink: Teleportation 6", x2 Increased Mass, MegaScale (1" = 10 km; +1/2), Can Be Scaled Down (+1/4) (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) [Notes: Totemic Shamanism]  6
ENERGY RESISTANCE
7   Basic Energy Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); Extra Time (Full Phase, -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4) [Notes: Totemic Shamanism]  1
15 Advanced Energy Resistance: Energy Damage Reduction, Resistant, 50% (30 Active Points); Extra Time (Full Phase, -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4) [Notes: Totemic Shamanism]  3
NOTE: The Cost column reveals the true Real Cost of these abilities and is intended simply to illustrate the correct normal write up of the Powers. Totemic Shaman do not pay this cost; they purchase Familiarities for each ability instead, as explained in the Totemic Shamanism System document.
EXPANDED TOTEMS

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More fantastic Totems can be created, with more Gifts, as demonstrated by the following list:
  • Dragon: Basic Flight, Basic Senses, Basic Energy Resistance, Basic Mightiness, Advanced Mightiness, Basic Toughness, Advanced Toughness, Basic Tooth & Claw, Advanced Tooth & Claw, Basic Breath, Advanced Breath
  • Griffin: Basic Flight, Advanced Flight, Basic Senses, Advanced Senses, Basic Tooth & Claw, Advanced Tooth & Claw, Basic Agility
  • Phoenix: Basic Flight, Advanced Flight, Basic Senses, Advanced Senses, Basic Energy Resistance, Advanced Energy Resistance, Basic Breath, Advanced Breath
  • Cave Bear: Basic Mightiness, Advanced Mightiness, Basic Toughness, Advanced Toughness, Basic Frenzy, Advanced Frenzy
  • Manticore: Basic Flight, Basic Mightiness, Advanced Mightiness, Basic Toughness, Basic Leaping, Basic Agility, Basic Tooth & Claw, Advanced Tooth & Claw, Basic Breath (Spikes vs. PD), Advanced Breath (Spikes vs. PD)
  • Sabretooth: Basic Stealth, Basic Leaping, Basic Mightiness, Advanced Mightiness, Basic Tooth & Claw, Advanced Tooth & Claw
  • Chimera: Basic Flight,  Basic Mightiness, Basic Trickery, Advanced Trickery, Basic Tooth & Claw, Advanced Tooth & Claw, Basic Toughness, Basic Energy Resistance, Basic Breath
  • Pegasus: Basic Running, Advanced Running, Basic Flight, Advanced Flight, Basic Senses, Basic Mightiness
  • Unicorn: Basic Running, Advanced Running, Basic Leaping, Basic Mightiness, Basic Stealth, Basic Blink, Advanced Blink