Ork Shaman

Jaws.jpgAttributes:
Body: 5
Quickness: 2
Strength: 4
Charisma: 4
Intelligence: 3
Willpower: 5
Essence: 6
Magic: 6
Reaction: 2

Skills:
Armed Combat: 4
Conjuring: 4
Etiquette (Tribal): 3
Magical Theory: 2
Sorcery: 4

Initiative: 2 + 1D6

Dice Pools:
Combat: 5
Magic: 4

Cyberware:
None

Contacts:
Another Magical Archetype
Any Tribal Type
Talismonger

Gear:
Leather Clothing (0/2)
Combat Ax
Medicine Lodge Materials: 2
Street Lifestyle

Spells:
Choose one orientation from the following (or 15 total power levels of spells):

(A) Fighter:
Mana Bolt: 4
Powerball: 6
Sleep: 5

(B)Healer:
Heal: 6
Hibernate: 4
Treat: 5

©Deceiver:
Chaos: 4
Confusion: 5
Entertainment: 3
Mask: 3

(D)Detector:
Analyze Device: 4
Clairvoyance: 3
Detect Enemies: 3
Detect Magic: 5

A Shaman must select a wilderness totem (Bear, Coyote, Eagle, Gator, Lion, Owl, Raccoon, Raven, Shark, Snake, Wolf).

Starting Cash: 10,315

Note: Ork has natural low-light vision.

Ork Shaman

Shadowrun Seattle 2050 wkcompton