TERROR on the dark frontier PLAYER'S HANDBOOK
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1 Terror on the Dark Frontier Player's Handbook Playtest, Advice, and Special Thanks: Michael Dann, PK Levine, Caleb Nelson, Johnny Roccia, Rob "Ndreare" Towell, Graham Bonnington, Ben Conrad, Chris Conrad, Tyler Morris, and Daniel Sencabaugh, Mike Morrison, Michael Husband, Mel Primus, Patrick Young, Christian Hodges, James Bridges, Jesse Merriett, the savagerifts. com community, and the illustrious playtesters of the official Pinnacle feedback forums. Written & Designed By: Aaron Burkett, PK Levine, Johnny Roccia, and John Stevens Additional Material: Sean Owen Roberson, Ross Watson Cover Illustration: Aaron J. Riley Interior Illustrations: Davide Corsi, Donald Crank, Bien Flores, Ani Ghosh, Ross Grams, Gunship Revolution, Peter Johnson, Vincenzo Sirianni, Dimitar Spasov, Don Tantiado Interior Graphic Design: Aaron Acevedo, Karl Keesler Layout: Sean Owen Roberson, Thomas Shook Art Direction: Aaron Acevedo, Sean Owen Roberson, Alida Saxon Line Manager: Sean Owen Roberson Production: Simon Lucas, Jessica Rogers, Darrell Hayhurst, Donald Schepis Marketing & Logistics: Jodi Black, Christopher Landauer, Christine Lapp Rifts® Created By: Kevin Siembieda of Palladium Books® Savage Worlds Created By: Shane Lacy Hensley Savage Worlds is © 2023 and TM Pinnacle Entertainment Group. All Rights Reserved. © 2023 Palladium Books Inc. All rights reserved, worldwide. Rifts® and Megaverse® are Registered Trademarks of Palladium Books, Inc. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under license. WWW.PEGINC.COM ADVENTUR E EDITION S A V A G E W O R L D S
2 ICONIC FRAMEWORKS These new MARS packages follow the same rules as those in The Tomorrow Legion Player's Guide, including use of the Fortune & Glory Table. Depending on a hero's origins GMs may allow equivalent gear substitutions from this and other Savage Rifts® books. The Shaman and Spirit Warrior MARS packages presented here localize the preexisting MARS from Arcana & Mysticism to the Spirit West. They are intended as optional variants and do not replace the preexisting versions. Mystic Warrior These warriors are renowned war chiefs and champions of the people. While some serve as the protector of a town or tribe many wander the frontier to undertake heroic quests or conquer evil creatures. All Mystic Warriors seek guidance from the spirits and rely on vision quests to dictate their next adventure. Begin with Psionics d6, Arcane Background (Psionics), the smite*, detect arcana*, and divination powers plus one power of choice from the Psionics list. Additionally, choose one of deflection, elemental manipulation, or puppet and gain access to the Mega Modifiers for that power. If you gain Master Psionics later, you gain a free reroll when using this power. Begin with Athletics d6 and Fighting d6. Begin with the Animal Totem, Danger Sense, and Psi-Blade Edges. Psi-Tomahawk: The Mystic Warrior’s PsiBlade deals Strength + Smarts + Spirit in Mega Damage with AP equal to Psionics, may be summoned by casting smite as an Innate Ability, and may be thrown (range 6/12/24); the Psi-Tomahawk automatically reforms in the warrior’s hand at the beginning of their next turn. Begin with standard starting gear plus one minor and one major Fetish of choice. Paradox Shaman While other shamans represent the forces of nature, the Paradox Shaman represents the primal forces of the Megaverse™ itself— particularly time and space. In the days before the rifts, they acted as guardians against intruders from other realms CHARACTER OPTIONS
3 protecting the people from dangers no one believed existed. Since the cataclysm, their role has only intensified as they seek to balance the most difficult and disruptive forces from overrunning the Earth and devouring their people. Begin with Academics d6, Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, begin with banish, dispel, and three powers of choice. Use the Ley Line Walker’s list. Begin with Master of Magic, One with Magic and Scholar (paired with Academics or Occult). Edges: Eligible for Ley Line Walker Iconic Edges. Begin with the Vow (Major) or Heroic Hindrance for no added benefit. This MARS package is only available to Native American Humans. Memories of the Earth: Paradox Shamans are gifted with memories of Earth’s past. They gain a free reroll on Academics and Common Knowledge checks related to Earth’s history (pre and post Cataclysm). Begin with Standard Gear, substituting Light Enchanted Armor and choice of a Spirit Bow or Spirit Spear. Shaman Few walk the Shaman’s path by choice, instead the spirits choose a kindred soul to speak for them in man’s world. They bestow the knowledge and abilities necessary to contact the spirit world upon their chosen vessel. Generally ignorant of spell knowledge, instead the Shaman asks for magic and the spirits listen. Such wisdom can never be stolen, only given freely. While associated with Native Americans, Shamans are found among many animistic societies. Begin with Faith d6, Arcane Background (Miracles), 10 PPE, and use the Mystic’s Miracle list. Start with divination, protection, and three other powers to start. Blessings from Beyond: The spirits’ smallest blessings flow through the Shaman without a second thought. Once per turn, the Shaman may ignore 2 points of any penalties when casting Miracles. They may also Siphon Power Points from willing entities or Places of Power, gaining the benefits of ley line proximity. Begin with Occult d6, and Survival d6. Begin with the Animal Totem and Channeling Edges. Begin with your choice of the Artificer, Beast Master, or Woodsman Edge. Immune to Disease. These gifts do not come freely. You must regularly perform small rituals or uphold a strident oath to maintain your connection with the spirits. Begin with the Obligation or Vow Major Hindrance for no additional benefit. Begin with standard starting gear plus two minor and two major Fetishes of choice.
4 Special: Players may select one of the Lodge Edges at character creation or anytime thereafter. All Lodge Edges are mutually exclusive. A Shaman may only ever have one but it may change at the GM's discretion. Spirit Warrior Sometimes greatness chooses you. Spirit Warriors are called by the Great Spirits to defend the people against the horrors from beyond the rifts. They are infused with the primordial powers of plants, animals, and the elements. They are joined to all spirits for the protection of all people. Begin with Faith d6, Arcane Background (Miracles), 10 PPE, and three powers from the following list: barrier, burrow, bolt, burst, blast, boost/lower Trait, damage field, darksight, detect/conceal arcana, elemental manipulation, entangle, environmental protection, fly, healing, invisibility, protection, smite, warrior’s gift. Realms of Power: Choose one realm of power for your Spirit Warrior from Earth, Air, Fire, Animal, or Plant. For +2 PPE powers activated using the Realm of Power Trapping gain a free reroll on all related Trait checks. Gain a bonus damage die type to bolt, burst, blast, and damage field, as well as a +2 Toughness bonus to barrier, entangle, and protection. Begin with Athletics d6 and Fighting d6. Begin with the Champion and Holy Warrior Edges. Spirit Warriors may make a natural healing roll once per day (instead of every five days). Permanent injuries may be recovered once all other Wounds are regenerated—treat each injury as an additional Wound (may try once per week). Begin with standard starting gear replacing armor with Heavy Enchanted Armor and adding one major Fetish of choice. Totem Warrior While many people take a totem animal the Totem Warrior enters a much deeper bond with their chosen spirit. Each exchanges a part of the other creating a unique blend of human and animal. The result is a warrior with a powerful animal spirit dedicated to go wherever the spirit takes them. Add one die type to Strength and Vigor, increase Trait maximums accordingly. Begin with Faith d4 and Arcane Background (Miracles) with the beast friend, detect arcana*, and fear powers. Begin with the Animal Totem and Alertness Edges. Begin with Fighting d4, and Survival d4.
5 Totem Warrior: The animal spirit and warrior spirit meld to create a unique bond. This bond allows the totem warrior to use the shape change power as an Innate Ability at no Power Point cost to transform into their totem animal (and no others). The Totem Warrior also gains access to the following Power Modifier for their Animal Totem form. Supernatural Form (+4): The warrior is immune to Gritty Damage, can speak, use powers, and gains +3 Size (increase Toughness accordingly) when in animal form. Natural Weapons (Bite, Claws, Horns, etc.) deal Str + damage dice ×2 MD, with AP equal to damage die type. E.g. a Str+1d6 Claw deals Str+2d6 MD, AP 6). These Natural Weapons are considered holy and add an additional damage die against supernatural evil. Begin with standard starting gear substituting armor for a Great Armor Fetish. Tribal Warrior Every tribe has heroes and champions — those called upon to fight in war, gain honor in their deeds, and protect the people and the land. Tribal warriors blend ancient spiritual practices with modern weapons and technology to accomplish amazing things in the face of the dangers of Rifts® Earth. Add one die type to Agility and Vigor Begin with Athletics d6, Fighting d6, Riding d4, Stealth d6, and Survival d4. Begin with the Animal Totem Edge and one combat Edge of choice. Begin with standard starting gear, an L-20 Pulse Rifle, one minor, and one Major Fetish of choice. Begin with Connections (Tribe) and Vow (Major—Serve the tribe) for no added benefit. Reactions start one level higher than normal among members of their community
A CYBER-SLINGER MODEL COMBAT CYBORG 6 EDGES Iconic Edges ANIMAL TOTEM Requirements: Novice Those connected to the land and creatures can gain benefits from their animal spirit even while in human form. Select two points of positive Racial Abilities reflective of your Totem Animal. This Edge may be taken once per Rank. CYBER-SLINGER MODEL Requirements: Novice, Combat Cyborg The Cyber-Slinger is smaller, lighter, and optimized for quick reflexes and precise action. They are just Size 0 with Strength d12+1 and two levels of Armor Plating (so +4 Armor without MDC). However, they start with Agility d12 and lack the usual Loss of Dexterity Complication, greatly improving the 'Borg’s physical prowess out of combat. They start with the Extra Set of Arms upgrade (great for holding multiple guns) and if they add Targeting Eye (not included in this Edge) it can calibrate weapons as a free action. If chosen at character creation, substitute two pistols of choice for the NG-56 Light Ion Pistol and the Infantry Rail Gun. FACELESS LODGE Requirements: Shaman, Artificer, Repair d6 The Shaman’s role is one of connection. While others act as envoys for the spirits of plants and animals, the Faceless Lodge literally embody the Great Spirits by donning their faces via sacred, Living Masks. Such a direct connection comes with a price as the Shaman finds their magic weakened when unmasked. A Shaman with this Edge gains a Living Mask fetish, adds the Ley Line Walker list to their power list, and learns one power. Additionally, the Shaman gets a free re-roll on any Faith roll. If the mask is lost, then the Shaman loses all benefits of this Edge and must undertake a week-long vision quest to sculpt a new one with the spirits' blessing.
7 FIRE & BRIMSTONE FAITH Requirements: Novice, Priest The Priest speaks with a tongue of flame and when they call, fire roars down from the heavens. They gain the blast power with a fire Trapping, and may add the Mystic’s Celestial Silver Power Modifier (see The Tomorrow Legion Player’s Guide). The Priest can use all Mega-Power Modifiers for blast. If the priest has the Master of Magic Edge (and can thus already use Mega-Power Modifiers), he instead pays just +3 for Greater Blast. FREE ‘BORG MODEL Requirements: Novice, Combat Cyborg, Special This Edge can only be chosen at character creation. While most states (including the Coalition) reserve full cyborg conversions for the military, some unscrupulous tyrants convert unwilling subjects for use as slave labor. The hero was one such “Slave 'Borg” who escaped or was freed. The 'Borg has just one level of Armor Plating (so +2 Armor without MDC) and lacks the Adrenal System, Audio Package, and Optics Package upgrades. They start with Strength d12+4, have 10 Strain available (instead of 6), and get two additional attribute points to spend on Smarts and Spirit. The hero also chooses two Background or Professional Edges to reflect their life before being captured. With the GM’s permission one Edge may be traded to instead gain a noncombat, skill-based, special ability from a MARS Framework (e.g., the Operator's Gearhead ability could be taken this way, but the Robot Vehicle Ace's Killing Machine ability couldn't). Alternatively, both Edges may be traded for the player’s choice of a MARS Fortune & Glory Table result; see the Tomorrow Legion Player’s Guide for details. GREEN LODGE Requirements: Shaman, Woodsman, Healing d6 Though frequently overlooked, plants have spirits too and the Green Lodge speaks for the trees. Their miracles reinforce plant life with magical vigor and their green cousins fill the Shaman with spiritual potential. The Shaman gains the barrier power and can use all of the power’s Mega Modifiers with a Plant Trapping. If they already have barrier, then they can use barrier’s Mega Modifiers and choose another power from the Mystic’s Miracles list. Additionally, the Shaman recharges Power Points as if they have the Rapid Recharge Edge while 50 or more miles from civilization. This stacks with Rapid Recharge.
A PROSPECTOR MODEL COMBAT CYBORG 8 IMPROVED REALMS OF POWER Requirements: Seasoned, Spirit Warrior Your hero draws strength from another Realm of the Great Spirits. Choose an additional Realm of Power for your Spirit Warrior. This edge may only be taken once. PEACEMAKER FAITH Requirements: Novice, Priest Known for compassion, the Priest quells quarrels and plants seeds of hope. Their Reactions start one level higher than normal. They can add the Mystic’s Gift of Life Power Modifier to healing (see the Tomorrow Legion Player’s Guide) and they may add the unique Light Within Modifier to arcane protection, boost Trait, deflection, protection, and smite. Light Within (+3): The target gains the benefits of the Brave and Elan Edges. If the target already has those Edges, the effect does not stack. PRIMAL LINK Requirements: Seasoned, Totem Warrior The bond between warrior and totem animal is so deep the spirit will often help the hero on their current quest. Asking the beast friend to stay and help requires a small ceremony appropriate to the culture at hand (dance, drum, chant, etc.) and 5 PPE but increases the duration of the beast friend power from rounds to days. PRIMAL MIGHT Requirements: Seasoned, Animal Totem Many spirits embody raw strength and warriors can invite these spirits to enter their bodies. As spiritual power floods the warrior's form, their destructive power surges to match. The hero gains a free reroll on damage once per encounter. PROSPECTOR MODEL Requirements: Novice, Combat Cyborg CYBORG MODEL UPGRADES The various Combat Cyborg Edges here are mutually exclusive and represent the 'Borg being built as (or retrofitted to) a variant model. A 'Borg may only ever have one and can never change it. Some may only be chosen during character creation; for those which can be taken afterward, it must make sense in the story for the 'Borg to be retrofitted.
9 Also known as Mining ‘Borgs, Prospectors are the most common specialized ‘Borgs across the Western Territories. The typical Prospector package prioritizes versatility over high end motors, trading the FleetFooted Edge for the Wilderness Scout Package, the Ultimate Walking Tool Kit Package, and a Built-in Mining Drill (TLPG p 86). Together these use 2 Strain of the Combat Cyborg’s remaining 6. The mining drill replaces the cyborg's non-dominant arm, but due to how wellintegrated the upgrade is, it doesn't count as an improvised weapon nor does the 'Borg suffer an off-hand attack penalty when using it. Aside from being unable to hold a second item, the 'Borg doesn't suffer from the One Arm Hindrance as he can use his drill arm to brace a two-handed weapon, climb, etc. at no penalty. RED LODGE Requirements: Shaman, Beast Master, Perform d6 Many indigenous people have relationships with a specific animal spirit. The Red Lodge goes one step further, sharing a bond with all animal spirits. Their miracles quicken the blood and sharpen dull, human instincts to predatory sharpness. The Shaman gains the boost Trait power with the aspect (boost) limitation and can use all of the power’s Mega Modifiers with an Animal Trapping. If they already have boost Trait, then they can use boost Trait’s Mega Modifiers and choose another power from the Mystic’s Miracles list. Additionally they may add the unique Pack Hunters Modifier to boost Trait and smite when using the Additional Recipients Modifier. Pack Hunters (+1): Increase Gang Up bonus and Pace by 2. WIRED GUNSLINGER CONVERSION Requirements: Novice, Crazy, Gun Nut Designed to make the Crazy into the ultimate gunfighter, the Brain Fryer is a specialized M.O.M. converter emphasizing reflexes and visual acuity. The Wired Gunslinger Conversion may use a Wild Attack even when attacking with Shooting or Athletics (and while Losing It, must do so). In addition, whenever the Wired Gunslinger is on Hold wants to interrupt an opponent’s action, she automatically succeeds if her action is a Shooting attack.
10 EQUIPMENT Fetishes When an animal dies, whether of natural causes or from hunting, a Shaman may commune with the animal spirit and negotiate for some of the spirit's power. If the spirit consents, then portions of the carcass can be fashioned into magical items called fetishes. Most fetishes carry great personal and historical significance so their owners pass them down from generation to generation. Many fetishes can be used to cast powers. Unlike Techno-Wizardry Gear, fetishes are only usable by characters from cultures aware of and in tune with the spirits. As an action the wielder checks Spirit to activate the power at no Power Point cost. Embedded Powers can be used three times per day unless otherwise noted. LIMITATIONS: Conferred: Given to a specific person, can only be passed on via ritual gifting. Natural: Made from natural materials such as stone, bone, and wood and can only be used by flesh and blood beings. Activation: Spirit, or Faith if the user has Arcane Background (Miracles). Fetish Weapons Powerful shamans, under the guidance of the Great Spirits, can craft weapons that contain a spiritual essence. These sacred weapons are made for a particular person, who must be present during the creation ritual as the spirit agrees to link with them. All fetish weapons have the following characteristics: Conferred: Given to a specific person, can only be passed on via ritual gifting
11 MINOR FETISHES TYPE MATERIALS EFFECT Armor Thick hide, armored shell, scales, etc. +2 Armor +1 Toughness. Stacks with worn armor and protection. Climbing Teeth, horns, or hide of a climbing animal like a Mountain Goat Free re-roll on Athletics (Climbing) checks Body Hide of buffalo or bear +2 Toughness. Stacks with worn armor and protection. Damage Deep tree root, high mountain rock, or other elemental icon +1 damage die to Medieval Melee Weapons, see Savage Worlds. Ear Ear or ear tips of keen hearing animal +2 to auditory Notice checks. Healing Bones of a bear, snake, or buffalo Make a Natural Healing roll once per day. Permanent injuries cannot be recovered. Heritage Beads, turquoise, feathers, bits of bone, personal item Free reroll to resist puppet and other forms of mind control or possession. Luck Parts from “trickster” animals such as rabbits, ravens, and foxes Gain one additional Benny per session Ritual Feet, tail, or hide of rodents or felines +2 bonus to Stealth checks. Song Feathers or parts from song birds and other lyrical animals +2 to Performance (Singing) Rolls and Free rerolls on Support rolls in rituals involving song and dance. Speed Foot parts from wolves, coyote, horses, or bird feathers +2 Pace. Strength Teeth, horns, hooves, bone from an elk, moose, buffalo, or bear. +2 to Strength checks. Sure-Footed Horns, hooves/feet, bone from deer, mountain goat, mule, or squirrels. Ignore penalties for Difficult Ground in fetish animal’s habitat (ie forest for a deer) Swimming Teeth or bones of aquatic mammals or frogs and turtles. Move at regular Pace while Swimming. Tooth & Claw Teeth or claws of predatory animals. Fists and feet are considered Natural Weapons (see Savage Worlds) Str +d4. Does not add to existing Natural weapons like Claws. Tracking Nose or beak of tracking and hunting animals. Free reroll on Survival (Tracking) rolls. Wind Wing Wing of any bird. +2 to Survival (Navigation) rolls
12 MAJOR FETISHES TYPE MATERIALS EFFECT Armor Headdress or headpiece made of animal skull, bone, shell or tough hide with a hide shirt adorned with similar material. +6 Armor +3 Toughness. Immune to Gritty Damage. Applies if shape changed and stacks with protection but not worn armor. Great Body Hide cloak from an elk, buffalo, bear or dinosaur. Once per round, if not Shaken or Stunned, the wearer makes a Spirit roll in response to any attack they are aware of to gain +2 MDC Armor until her next turn. This stacks with all other armor. Great Ear Skulls or hides of rabbits, wolves, deer, owls, bats or other animals with keen hearing. Confers +2 Notice and the Danger Sense Edge. Great Luck Heads, skulls and bones of trickster animals like rabbits, ravens, and foxes. May spend a benny (and only one) to reroll a Critical Failure using the Dumb Luck rule (see Setting Rules in Savage Worlds). Great Speed Feet of a wolf/coyote, or hooves and tail of a horse/deer, along with at least two feathers from a bird of prey. Roll Spirit to activate the Greater speed power. Great Tracking Skull and hide or skull and feathers of a predatory animal known for its sense of smell and hunting abilities. Grants the ability to detect arcana, interpreting it as a scent, using the Notice skill to detect the presence and location of anything psychic, magic, or supernatural. Can use Survival to track a specific entity or item fitting the above criteria. Living Mask Sculpted from the bark, flesh, and heartwood of a living tree Hardness 22 MDC. Grants the Master of Magic Edge while worn. If broken, it repairs itself after 24 hours. Special: This is only available through the Faceless Lodge Edge at character creation. Medicine Bundle A special collection of fetishes for use in rituals to help and protect an entire tribe, clan or group of people. +4 to Ritual Rolls when attempting to extend the Duration or Range of protection, boost Trait, barrier, or healing power (see Rituals in the Tomorrow Legion Player’s Guide). Shapechange Animal hide, cloak, or cape with the head of the animal worn as a hood or attached headdress. Use Spirit to activate the shape change power, limited to the animal type the fetish is made from. Limited to Size 3 or less. Supernatural Damage Deep tree root, high mountain stone, and animal tendon wrapped around the hilt or handle of an ancient weapon Use Spirit to activate Greater smite with a holy trapping. Superhuman Strength Skull, horns, paws, or bones of an elk, moose, buffalo, bear or dinosaur. Roll Spirit to activate Greater boost Trait (Limitation: Strength). While active the wearer also gains the Brute Edge. Great Tooth & Claw Claws, jawbone, and teeth of a predatory animal, or the entire skull and talons of a predatory bird. Roll Str+d6 when hitting with their fists or feet (or Claws if they have them). If they already have a damage die from Claws, the Martial Artist Edge, etc., increase the damage die type by one instead. Wing Flight A pair of wings from a medium to large bird Roll Spirit to activate the fly power with the Swift Flight modifier.
13 FETISH RANGED WEAPONS WEAPON RANGE DAMAGE ROF AP SHOTS WEIGHT MIN STR RARITY COST Fetish Bow 24/48/96 2d6 1 6 — 2 d8 −6 — Notes: Fires spirit arrows. Normal arrows can be used. Great Hunter's Bow 30/60/120 4d6 1 6 — 3 d8 — — Notes: Min Spirit d8. Mega Damage. Fires spirit arrows. Normal and trick arrows can be used. +6 extra damage and 6 AP to supernatural evil. Light In The Darkness: As an action the wielder checks Shooting to cast Exalted light within range.
14 Natural: Made from natural materials such as stone, bone, and wood and can only be used by flesh and blood beings. Indestructible: Cannot be destroyed by conventional means. Holy: Imbued with an essence of the spirits, these weapons count as Holy for the purpose of Weaknesses and add an additional damage die when used against supernatural evil. Legendary Fetishes COSMIC AWARENESS A headdress made from the head and hide of a large predator; daubed with paint and decorated with horns, beads, and feathers. This fetish expands the wearer's consciousness to all aspects of the Circle of Life. The wearer gains the Alertness and Danger Sense Edges. As an Innate Ability the wearer can make a Spirit roll and, if successful, the wearer gains the Mystic's Spiritual Awareness and the Ley Line Walker's Ley Line Sense abilities. Additionally the wearer also add +1 (+2 on a Raise) to all Trait rolls while this feature is active. DRAGON BONE ARMOR Although named for dragons, this powerful armored suit consisting of a bone shirt, leather legging and a hide shield may not be made with true dragon bones. However, the shamans who craft it never reveal their secrets and so the rumor persists. Regardless, the suit offers powerful mystic protections from damage and the environment. Armor: +6 MDC Armor, +3 Toughness. Rugged: +4 on Vigor rolls made to survive environmental hazards (see Hazards in Savage Worlds) and ignore 1 point of Fatigue penalties. Weakness: Vulnerable to weapons and abilities that do additional damage to dragons and serpents. MEDICINE LODGE To outsiders the Sweat Lodge looks like a sapling hut housing a smoldering fire. To the initiated, it is a birthplace of miracles. Shamans treat the Lodge as a Ley Line Nexus for Arcane Effects and Magic Rituals. In addition, a Shaman of at least Veteran Rank can cast resurrection as a Magic Ritual after paying the requisite Power Points. This feature cannot resurrect anyone who has been dead longer than a lunar cycle. The Lodge acts as a communal sacred space more than personal property. All characters, other than Shamans, forget their experience in the Lodge and its location. At most they recall vague generalities. According to myth, the spirits magically relocate Lodges after they are used.
15 FETISH CLOSE COMBAT WEAPONS WEAPON DAMAGE AP MIN STR WEIGHT RARITY CREDITS Knife Str+2d4 8 d4 1 −2 — Notes: Keen Edge (extra damage die, double AP, applied above). Spear Str+d6 6 d6 5 −4 — Notes: Parry +1, Reach 1, two hands. Can be thrown 12/24/48 and magically returns at the beginning of wielder’s next turn. Warchief's Spear Str+3d6 6 d6 3 — — Notes: Min Spirit d8. Parry +1, Reach 1, two hands. Can be thrown 12/24/48 and magically returns at the beginning of wielder’s next turn. +6 extra damage and 6 AP to supernatural evil. Martial Memories; As an action the wielder checks Spirit to cast Greater warrior’s gift with up to 4 Additional Recipients. Staff Str+d6 4 d6 4 −4 — Notes: Circle of Protection; per the arcane protection power with the Exalted modifier, centered on the weapon. Affects the wielder and all allies within a SBT. Tomahawk Str+d8 6 d6 4 −4 — Notes: Can be thrown 12/24/48 and magically returns at the beginning of wielder’s next turn. War Club Str+d8 8 d8 6 −8 — Notes: Blessing of Valor; The wielder and allies within a SBT are +2 vs Fear and to recover from being Shaken.
16 SPIRIT WING Assembled from the wings of a large bird, this fetish grants the wearer flight to rival the SAMAS’ aerial mastery for short periods. With a successful Spirit roll, the wearer gains flying Pace 48, Nimble, and Flight System (Handling +2, 300 MPH) for 30 minutes. Each activation after the first incurs a cumulative −1 penalty to the Spirit roll until the next sunrise. "I'm just a soul in tension with a sole intention—learning to fly!" —Tseena