FUDGE Shamans
                     A Free Supplement for FUDGE
                Copyright 1995 by Johann A. Hibschman
                             Version 1.0

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i. Legal Notice
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   ABOUT FUDGE
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   DISCLAIMER
   
   The following materials based on FUDGE, entitled FUDGE Shamans, are
   created by Johann A. Hibschman and made available by Johann A.
   Hibschman, and are not authorized or endorsed in any way by Steffan
   O'Sullivan or any publisher of other FUDGE materials.  Neither
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   FUDGE materials (c) Copyright 1992-1995 Steffan O'Sullivan, All
   Rights Reserved.

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7.5  Alternate FUDGE Magic System: Shamans and Spirits
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Version 1.0
Date: 25 July 1995
By:   Johann A. Hibschman

Here is a combination magic and spirit system based on the following 
premises: 

Who can cast: Shamans only (supernormal power needed).
Levels of Power: no.  Effectiveness is base on Willpower.
Source of Power: Summoning and controlling spirits
Reliability:     Good
Drawbacks:       Spirits may get out of control

As an aside, this was my first attempt at creating a "shamanistic" 
magic system, made before I had read much about the subject. 
Therefore, it does not pretend to be at all similar to anything that 
the real world calls "shamanism." It is a magic system which deals 
with spirits. Nothing more. It may be a little bit like Native 
American or Siberian shamanism, but that is mostly accidental. I have 
another system in the works, more influenced by "real" shamanism than 
this one is.

The system assumes the existence of a "Willpower" attribute.  This can
easily by "Psyche," "Power," or whatever else is desired.

Since shamans are those who have power over spirits, they cannot be 
well defined without first defining the spirits themselves and where 
they live. 

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7.51  The Spirit World
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This system assumes that there are at least two planes of existence, 
the physical and the astral. The astral plane is the spirit world, the 
place where spirits reside when not active in the physical world. 
There are places in the astral plane which correspond to locations in 
the physical world, but not all places in the astral have a physical 
correspondent. 

The geography of the astral world depends on the mindset of the shaman 
visiting it. It does not necessarily correspond to the geography of 
the real world. In general, there are specific regions corresponding 
to different classes of spirits. For example, there is the "Place of 
Wolves," the "Place of Forests," and the "Place of Mountains." All of 
these different Places may be thought of as being layered on top of 
each other. They are different selective interpretations of the sheer 
complexity of the astral plane. 

The spirit of a forest may be found by traveling to the region of the 
astral plane which corresponds to the physical location of the forest. 
It may also be found by seeking it in the "place of forests." Both of 
these are equally valid symbolisms for the location of a certain 
spirit.  To use a computer metaphor, both are equally viable "sort 
indices" to find a particular spirit in the spirit world.

- - - - - - -
7.52  Spirits
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Spirits are beings which live in the astral plane. Typically, they 
cannot reach the physical world through their own power, requiring a 
shaman to show them the way. In strongly magical places, the astral 
plane is closer to the material, and spirits have an easier time 
passing from one to the other. 

A spirit is rated in power from Terrible to Superb. In general, this 
level indicates the level of the spirit's Willpower and other traits. 
Extremely potent spirits may even be at higher Steps of power. 

There are several general classes of spirits: Ghosts, Life Spirits, 
Elemental Spirits, and Spirits of Man. These groups are rough and often 
overlap. 

To contact a ghost, the shaman must either already know the spirit or 
have some material connection to the spirit. These material 
connections may be body parts, objects treasured by the spirit, or 
anything else appropriate.

Spirits of Life correspond to collections of plants and animals. The 
"soul" of an individual wolf typically cannot be contacted, but the 
collective spirit of a pack can be. An individual tree may not have an 
intelligent spirit, but a forest almost certainly will. These spirits 
typically have some influence over their component creatures, and may 
be petitioned for aid. For example, a lost shaman may contact the 
spirit of a local pack of wolves and request guidance in return for 
providing a substantial amount of food for the pack. On the physical 
plane, a wolf will go to the shaman and lead her back to the trail. 

Elemental Spirits can be found in the region of the astral plane 
corresponding to their real-world location. These spirits include 
spirits of fires, mountains, rivers, and other geographical features 
as well as storms, earthquakes, and other natural disasters. 

Spirits of Man are all of the gnomes, guardians, imps, and other 
spirits which thrive in the presence of intelligent creatures. Perhaps 
they feed on thoughts, or are somehow the imprint of conscious minds 
on the spirit world. No one really knows. These spirits, if contacted, 
tend to know a great deal about the goings-on in their homes. Some or 
beneficial, others are not. For example, a spirit found in a library 
may be a helpful sort who keeps dust off of the books and knows the 
location of every last volume, or it may be the kind who shuffles card 
catalogs during the night. 

- - - - - - - - - - - -
7.53  Powers of Spirits
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When in the astral plane, most spirits are unable to affect physical 
things or even to know much about them. An astral being cannot simply 
look into the physical world and affect things there. They are in an 
entirely different world. 

Spirits in the physical world are still invisible, intangible, and (in 
general) incapable of communicating with normal physical beings. Some 
spirits have the ability to present an image of themselves, some have 
the ability to be heard, and some can even manifest a physical form. 
All of these depend on the kind of spirit involved. 

Some spirits, when in the physical plane, may attempt to possess a 
material being. Possession is a contest of skills between the 
Willpower of the spirit and the Willpower of the target. For a 
possession to work, the spirit must get a minimum result of Good. If a 
spirit succeeds in doing this, it inhabits the target, but does not 
automatically gain control. After a failed possession attempt, the 
spirit may not try to possess the same target again until a full day 
has passed. If the spirit tries and fails to possess a target three 
times, it may never again attempt to possess that target. 

A spirit inhabiting a target is simply "along for the ride." It can 
see through the senses of the target. It can also telepathically 
communicate with the target, but cannot order actions without further 
contests. Having a loud spirit in your head can get annoying even if 
it does not control your actions. 

Once a target has been possessed, the spirit may attempt to control 
it. For each simple command given to the target, such as "Attack 
Brian," the spirit must make another roll of Willpower vs. Willpower, 
but the target's Willpower is adjusted according to how much the 
ordered action is in accordance with the personality of the victim, up 
to +/- 3. If Brian were the victim's best friend, the victim would 
have at least a +2 to resist the command to attack. 

Many spirits also have magical abilities relating to their realm of 
expertise, which a shaman may use to his advantage. 

Rules Summary:
  Possession: Willpower vs. Willpower, minimum result Good to work
  Control:    Willpower vs. Willpower, modified by propriety of action

- - - - - - -
7.54  Shamans
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Enough with the spirits, who are these shamans? Shamans are those who 
have the power to journey to the Astral Plane and communicate with 
spirits. 

Gifts:
Second Sight:  This is the ability to directly see spirits in the physical 
  world.  It also includes a measure of sensitivity to magic and allows 
  minor divination.
Spirit Tongue: This is the ability to communicate with any and all spirits, 
  even with ghosts who do not speak your language. 

Supernormal Powers:
Astral Projection: This is the ability to visit the spirit realm through 
   ritual and meditation.  The astral projector's body is left behind.
Physical Projection: This is the ability to detach the spirit and
   send it wandering through the physical world, much like a ghost.  As
   a "ghost," the shaman is invisible and intangible, but can see and
   hear what happens around him. (optional)
Totem Spirit: A shaman with this power has a totem spirit, as described 
   below.  (optional)

Skills:
Banish Spirit (VH): Opposed Action of Banish skill vs. spirit's
  Willpower.  Success casts the spirit from the physical world back
  into the spirit world.  Only one attempt a day is allowed.
Divination (VH): GM call
Spirit Walk: astral navigation

- - - - - - - - - - - - -
7.55  Controlling spirits
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The act of controlling a spirit is an Opposed Action between the 
Willpowers of the shaman and the spirit in question.

On a relative degree of 0, the contest continues for another round. On 
a relative degree of 1 or 2, the contest also continues for another 
round, but the winner gets a +1 bonus in the next round. These 
modifiers are cumulative, so if the same individual won again by 1 or 
2, he would have a +2 bonus for the third round, etc. A similarly 
successful round by the other combatant would eliminate the bonus.

On a relative degree of 3+, the winner has the option of taking a +2 
bonus and continuing the struggle or simply claiming the win. If the 
shaman wins, he may command the spirit to perform one action for every 
relative degree above 2 he achieved. If the spirit wins, it can 
possess the shaman and command one action without contest for every 
relative degree above 2. In this case, both the spirit and the 
projected shaman immediately return to the shaman's body. If a shaman 
ever Astrally Projects while possessed, the spirit gains full control 
over the shaman's body while the shaman is "out." 

Once a control attempt has begun, neither party can quit until one or 
the other has won.

Ex: Bob the Shaman has a Great Willpower and is trying to control a 
spirit with Good Willpower. Bob rolls a -1 (Good), while the spirit 
rolls a +2 (Superb). The spirit won that round by 2, so it has a +1 
bonus for the next round. Next round, Bob rolls a +1 (Superb) and the 
spirit rolls a 0(+1) (Great). Bob wins, so the spirit loses the bonus. 
In the third round, Bob rolls a 0 (Great), but the spirit rolls a -2 
(Mediocre). Bob has a relative degree of 3, which would entitle him to 
win the contest, but he wants to get more services from the spirit, so 
takes a +2 bonus and continues. Next round, Bob rolls a -1(+2) 
(Superb) while the spirit rolls a +1 (Great). Bob gets another +1 and 
is now at +3. He then rolls a +1(+3) (Superb+3) while the spirit rolls 
a 0 (Good). Bob wins by a relative degree of 5, and he decides to 
declare the win. He gets three services from the spirit, one for each 
relative degree above 2. If the spirit had somehow won that round, 
Bob's +3 bonus would have immediately evaporated. 

A shaman may also attempt to bargain with a spirit. The spirit may be 
willing to help the shaman in return for some service in return. If 
the shaman is significantly more powerful than the spirit, the shaman 
may even intimidate the spirit into cooperating, without the risk of a 
control contest. 

- - - - - - - - - - - -
7.56  Locating Spirits
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To locate a particular spirit in the spirit world, the caster must try
an Unopposed Action using Spirit Walk skill against a difficulty level
of Fair for a familiar spirit or Good (or higher!) for an unfamiliar
spirit. Some spirits, such as demigods or totems, may dwell in less
accessible regions of the astral plane than normal, so they may
require arbitrarily high difficulty levels to locate.

If the shaman is physically in a place inhabited by the spirit, a 
location roll is still needed (unless the spirit actively wants to be 
found), but the location attempt takes no time. In addition, the 
difficulty is one step easier. 

To locate a spirit, the shaman walks through the astral plane, 
focusing his attention on locating the spirit. Much like the 
shadow-shifting abilities of Amberites, the time it takes to find 
something depends not so much on how fast the shaman moves, but on how 
good the shaman is at manipulating (in this case, filtering) the world 
around him. The time required depends on the margin of success 
achieved by the shaman as per the table below.

If the shaman fails the roll, he spends 1 hour and is lost. He may 
try again or return to his own body. If he rolls a -4, he is 
completely lost. He can no longer automatically return to his body, 
but must find it first. Luckily a shaman's own body is a familiar 
destination. 

Margin of Success   Time required
       0              30 min
       1              15 min
       2               5 min
       3               1 min
       4+             instant

Spirit Walk vs. Fair (for familiar) or Good (for unfamiliar)

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7.57  Summoning Spirits to the Physical World
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A spirit is generally trapped in the spirit world and cannot use any
of its powers.  A shaman, however, can provide a conduit to the
physical world for the spirit.  Typically, a shaman would only do this
for a spirit he has controlled or made a bargain with.  The shaman
controls the amount of time a spirit can spend in the physical world,
from "go back immediately after completing this task" to a maximum
time of one month (until the next new moon.)

If a shaman fails a control attempt, the spirit is free to travel to
the physical world and stay there until banished. 

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7.58  Totem Spirits
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Many shamans have a spirit "sponsor," or totem spirit. Typically, 
these are are spirits of general Archetypes, such as wolf, badger, 
tiger, tree, or fire. Spirits and other astral beings can identify a 
shaman's totem, which will affect their reactions. Spirits associated 
with a shaman's totem will usually be willing to aid the shaman, but a 
shaman is typically prohibited from trying to directly control such 
spirits. 

A totem spirit grants the shaman spell-like abilities appropriate to 
the totem. To invoke her totem, a shaman uses the Totemic Channeling 
skill, which has a default of Non-Existent and no maximum value. The 
rolled degree of the skill is compared to the difficulty of the 
action. 

The powers granted by animal totems fall primarily into 4 categories: 
communication, detection, senses, and transformation. Transformation 
can be anything from the shaman growing claws to a complete 
metamorphosis into the totem animal. A typical table of difficulties 
is given below: 

Wolf: (great hunter)
Poor            Howl like a wolf
Mediocre        Wolf ears, talk to wolves
Fair            Run like a wolf, Eyes of the Wolf
Good            Track by scent, Claws
Great           Wolf Form
Superb          Call wolves

Owl: (silent wisdom)
Poor            Imitate Owl
Mediocre        Move Silently, talk to owls
Fair            Owl Eyes, Sense prey
Good            Targeting hearing
Great           Owl Form
Superb          Flight (in human form)

Fire: (a bit of a stretch)
Poor            Matchlight
Mediocre        Sense Fire, Light
Fair            Create fire (campfire size), Resist Normal Fire
Good            Resist All Fire (absolute immunity)
Great           Immolate
Superb          Flame bolt

Oak:
Poor            Identify Plants
Mediocre        Find Plant
Fair            Oak Armor, Warp Wood
Good            Speak with Trees
Great           Tree Form
Superb          Animate Tree

If the rolled degree is equal to or greater than the difficulty, the 
attempt works. If the rolled degree is two or more levels higher than 
the difficulty, there is no fatigue cost. Otherwise, the caster loses 
1 fatigue level, even for a failed attempt. 

If the rolled degree is less than the difficulty, the shaman assumes 
some aspect of the totem's appearance (e.g. yellow eyes for Wolf) for 
about one hour. If the shaman attempts and fails any further Totemic 
Channeling in that time, the transformation may become permanent. The 
shaman is also stunned for one combat round. 

A roll of -4 or a rolled degree 4 less than the difficulty offends the 
totem so much that no further attempts may be made for the rest of the 
day. At sunrise the following day, the shaman may attempt a Totemic 
Channeling roll against the difficulty of the original failure. On a 
successful roll, the totem forgives the shaman. On a failure, the 
totem will still ignore any request of the shaman that day, although 
the shaman may try again the following sunrise. 

- - - - - - - - - - -
7.59  Helper Spirits
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For the price of one gift, a shaman may have one friendly helper 
spirit. This spirit can take control of the shaman's body while the 
shaman is astrally projecting, and it will resist any other spirit 
which tries to possess the shaman's body. For resistance purposes, it 
has a Willpower of Fair. This can be improved for 3 skill points per 
attribute level.

The helper spirit is its own creature, with its own personality and 
desires.  It likes and wishes to help the shaman, but it may do 
things the shaman will later regret.  When animating the shaman's 
body, the spirit cannot use any of the shaman's skills, and it has 
too little experience in the mortal world to have any effective 
skills of its own.

- - - - - - - - - -
7.60  Spirit Powers
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Spirits are typically rated in terms of Power.  Power ranges from
Terrible through Superb, and beyond for truly awesome spirits.
A spirit always has Willpower equal to its Power.  Mental and physical
attributes default to Power, but may be adjusted up and down on a
level for level basis.

Spirits also have one or more supernormal powers which they can use
when in the physical plane.  Many spirits may Manifest, creating a
material body with which to perform tasks.  Other common powers are
Telekinesis (for poltergeists), Pyrokinesis (fire elementals), and
Control Element (elementals and nature spirits).  The power level of
these supernormal powers equals the spirit's Power.

For example, a Terrible Power poltergeist has a Terrible Telekinesis
power.  It can knock over a glass once a day.  A Great Power
poltergeist, however, has a Great Telekinesis power, and can fling
chairs about at will.

Similarly, a Fair Power earth elemental can Manifest a body with Great
Strength, Fair Health, and Poor Dexterity, while a Superb elemental
might have Legendary+1 Strength, Superb Health, and Good Dexterity.

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7.61  Shamans and Disease
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In this world view, many kinds of disease are caused by spirit
possession.  A shaman may cure these diseases through Banishment.  The
Power of the disease spirit is based on the severity of the disease.

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7.62  Shamans in Society
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In an actual society, a shaman spends very little time directly
controlling spirits.  Instead he bargains with powerful local spirits
to ensure proper rains, abundant game, etc., in return for having his
followers worship the spirit and obey any taboos the spirit may
decree.  Many of these "greater" spirits cannot enter the physical
world, yet can manipulate it subtly from the spirit world.

If any of these taboos are broken, the shaman is responsible for
finding the spirit once more, apologizing, and asking if any penance
is required.