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Australian totems

by Nicholas Webb (webb@inf.net)

Almost all of the Koori (preferred name of Australian aboriginies) shaman are initiated within one large group, called “The Dreamers”. This is because of the fact that Australia has some of the strongest, and chaotic magic, around. All of the shaman are needed to put a check on that chaos. A Koori shaman takes only a small penalty for some tasks when astrally perceiving. As a trade off they are unable to mask. Any magician (full or adept) will notice this, whether or not he can assence. Mundanes even can tell when one of The Dreamers has entered the room. A Koori shaman will rarely travel outside of Australia, the need is too great in the outback for that.

White Australian shamans cannot join the dreamers, but some are associated with the koori group.

Kangaroo

Environment: DESERT Advantages:

  • +2d DESERT spirits
  • +4d MANIPULATION spells Character: Kangaroo is the original party animal—wild, spontaneous, willing to go to any lengths to get attention. They are also into material accquisition—they packrat stuff and just seem to accumulate a ton of bric-a-brac. They want souvenirs of everything they’ve ever done or seen. Disadvantages: Kangaroo shamans are often quite irresponsible. It is not uncommon for a Kangaroo shaman to jeopardize his security and life, and the safety of those around him, on some wild dumb-ass stunt. Kangaroo can’t keep a secret to save his life, and is often bragging or exaggerating things to boost his rep.

Koala

Environment: FOREST Advantages:

  • +2d FOREST spirits
  • +2d ILLUSION and HEALTH spells Character: Koala is cute and fuzzy and basically harmless. Koala shamans are an unambitious lot, and usually not suited to direct shadowrunning. However, they all show a marked interest in beating the system. They also have a strange gambling streak that often gets them in trouble. Koala shamans are a great source of background contacts—they make great info brokers, computer hackers (some even get wired to go netrunning), and other sources of inside data. Disadvantages: They lose 2 dice from Combat spells. They are easily panicked, startled, or distressed. They tend to be wary of other people, though not necessarily suspicious. However, many Koala shamans eventually go very paranoid in later life.

Dingo (aka warragal)

Environment: DESERT Advantages:

  • +2d6 for combat spells
  • +2d6 for desert spirits
  • +2d6 for spirits of man during hunt Character: Dingo is fed up with the laws of man. He has returned to the wild freedom of his ancient ways. He does however join man for the hunt. It is a blood thirsty time when he feels the kinship that Dog always feels toward man. Dingo will not betray his friends… in battle. If there is no hunt, or battle, Dingo will have little to do with others, often preying on their weakness for his own pleasure. Disadvantages: Dingo shaman thrive on violence. If there is none, he will make it. He hates rules. If a runner, he will probably not stay with his companions, unless it is time for the hunt. Because of this feral nature, there is a -2d6 for summoning spirits of man if the shaman is not in the hunt. If the shaman has any reason to get violent he must make a Willpower (4) test not to get violent. Often an enemy of the other Australian shaman, he will join them if their business is violent. He is treacherous.

Platypus

Environment: RIVER and LAKE Advantages:

  • +2d6 for a talent (probably a special skill)
  • +1d6 for one spell from each category
  • +1d6 for river spirits Character: Platypus is a shy outsider. She always seems out of place. She avoids trouble, and gets very anxious under stress. She is a very hard worker, and will proudly do her job. Nothing about her seems to fit at first, but more than others, everything about her, though awkward, makes perfect sense. Disadvantages: The Platypus shaman appears awkward, and wears eclectic clothing; not because it is unfashionable, but because he/she doesn’t realize what he looks like. Put a +1 on all target numbers under stress, except the “talent”.

Kookaburra

Environment: FOREST Advantages:

  • +2d on Illusion and combat spells
  • +2d on air spirits Character: Kookaburra is just a nice guy. He laughs at your jokes, even bad ones. He is good-natured, and easily humored. This does not mean he takes things lightly. He is not afraid to fight, but prefers to hide his strengths until the moment of pummeling begins. He then beats the crap out of his enemies. He is on the side of right and tries to protect humanity from evils such as insect spirits/shamans and the horrendous bunyip. Disadvantages: Kookaburra shaman will not join the fight, unless their help is direly needed, or to fight a magically evil force (see above). A Kookaburra shaman is always a Koori. They will only leave the country if hunting a bunyip, or particularly devastating insect spirit. They do not tolerate the injuring of an innocent, and will drop other business to help a child, or an old lady crossing the street.

  • As well as a hearty laugh, all Kookaburra shaman seem to share a craving for a rare candy called gum-drops.