Ancestor Spirit - Old Grandpa The Boatman

(Generated 13 times)
Namelist Celt females (View names)
Tags
Spirit
Water
Rank Master
Race Spirit
Cult rank Overseer
Notes Old Grandpa was a master boatman and knew all the currents and best fi shing spots in the rivers and streams. He could talk to the water spirits and often brought fi ne catches to the high table. We remember how he hid the villagers in the marshes when the foul raiders slipped past the guards Source: Signs & Portents 90 Any of the spirit abilies are equal to 1d3+Intensity
Creatorhkokko
Stats
INT 3d6
POW 24+1d6
CHA 3d6
D20Hit locationArmor
Attributes
Movement 6
Natural armor No

Cults

Amount: 1
CultProb.
Ancestor Spirit - Old Grandpa 10

Additional features

FeatureProbability
Spirit Ability - Ancestor 100% View items

Non-random features

ListFeature
Spirit Ability Spellcasting -Allows the spirit to either cast magic on behalf of its summoner with a skill of 50%+POW+CHA, or share knowledge of the spells it knows with the holder of its fetish.
Gift (Secret Teaching) ***Lucky*** When rolling for any skill test, the character can choose which way to read the d100 result. For example, a roll of 90 could be read as 09. Note: if double digits, such as 00, 11, 22, and so forth, are rolled, the result cannot be reinterpreted. RQ pg 291
Spirit Ability Subjugate - Allows the spirit the ability to bind one or more other spirits of lesser Intensity, holding them as vassals without the necessity of a fetish. For spirits of the same tradition, this is usually a willing servitude – a mountain spirit holding several lesser earth elemental spir- its, for instance. If the spirits are not associated, the subjugation is more one of forced enslavement. Each lesser spirit held in subjugation reduces the holding spirit’s Magic Points by a value equal to its Intensity as an enduring cost. Subjugation ends if the holding spirit is ever reduced to zero Magic Points.
Gift (Secret Teaching) ***Sanctuary*** The character is gifted a special residence that is always safe from the cult’s enemies. This residence is usually no larger than a villa and can take many forms (a tower, a small cave complex and so on). Enemies of the cult – but not necessarily of the character – cannot pass the sanctuary’s threshold. RQ pg 291

Standard skills

Spectral combat POW+CHA+100 Stealth INT+CHA+50 Willpower POW+POW+50

Magic skills

Binding POW+CHA+50 Folk Magic POW+CHA+50 Trance POW+CON+50

Custom skills

Lore(Regional) INT+INT+100 Culture INT+CHA+100 Swim INT+INT+90
Boating INT+INT+90 Survival INT+INT+90 Lore(River) INT+INT+100
Craft(Net Making) INT+INT+100