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Shaman — Elemental Control

Bonded element FP costs — move, purify, create water; range, speed, zones; astral sight; Talyra checklist.

Shaman — elemental control & astral sight

Game: Orion Corridor — 2277 · Ship: Verdigris · Rules: 3D6 Stats Also read: Khesret Magic System (mana zones, garden pool)


The one-minute version

You buy Control and/or Create for your bonded element(s). Control is what you actually need; Create is optional.

  • Control — sense, move, purify, and shape material that already exists. Buy this.
  • Create — condense or grow new material. Optional — Create without Control is useless (nothing to grip or aim).
  • Ice, steam, fog = Water (phases, not a second bond).
  • Temperature and Barrage are optional enhancements on Control — not separate advantages.
  • Every use: element present? → pay FP → roll Shamanic Elementalism.
  • No astral projection — assense only.

No free water. Move is not a weapon. No Temper without the Temperature enhancement.


Your advantages (character sheet)

AdvantageRequired?What it does at the table
Control (Element)Yes (in practice)Sense · Move · Purify · establish grip · Temper · Barrage
Create (Element)OptionalCreate operation · ammo for Barrage

\*Only if you bought the matching enhancement on Control (below).

Pick one element at creation (e.g. Water). More elements = GM unlock; changes your limitations and per-level cost.

Limitations (on each Control and Create you buy)

These are baked into shaman pricing — you do not shop them à la carte:

LimitationValueMeaning
Elemental−10%Cosmic matter/energy; countermeasures exist
Magical−10%Mana zones affect rolls
One element−10%Single bonded element at creation
Shaman+0%No astral projection (rule of this doc, not a discount)

Second element bonded: drop One element (−10%); Control/Create per-level cost rises (char-gen table). Same limitations otherwise.

Enhancements (on Control only)

Buy on the Control advantage for that element. Create does not get these.

EnhancementCostIf you skip it…
Temperature+5% of your Control advantage cost per levelNo Temper (freeze, boil, forge heat)
Barrage+10% of your Control advantage cost per levelNo weapon damage with your element

Barrage: each level = +1 damage die (max Barrage level = Control level). Water = piercing; fire = burning; earth/air = crushing.


At the table — six operations

Pay base FP × zone multiplier (round up). Roll Shamanic Elementalism unless noted.

#OperationAdvantageEnhancementBase FPTimeRoll
1 SenseControl0 / 11–10 secvs 12 / 15
2 MoveControl1 / 2 / 4 *1–3 secvs 12
3 PurifyControl1 / 2 / 4 †10 sec–1 minvs 12
4 CreateCreate2 / 3 / 5 / 81–5 minvs 12
5 TemperControlTemperature2 + 1/20°sec–minvs 12
6 BarrageControlBarrage21 secvs Dodge

\*Move by volume: 1 ≤1 L · 2 2–20 L · 4 21–100 L †Purify: 1 ≤5 L · 2 6–20 L · 4 21–50 L

Rush (combat): +2 FP — Create or Temper in 1 sec (max 5 L created/round).

Caps: Mass ≤ Control or Create level (table below). No element present = fails.

Move = walking-speed flow, not a weapon. Temper = degrees over time, not HP damage.

Temper rate (Temperature enhancement)

3D6 Stats Powers p. 83: 2° × Temp level per second, max 20° × Temp level total shift. Book also says ambient heat/cold is too slow for combat damage — use Barrage for that.

Khesret scope only: shamans apply that rate to mass already under Control (not whole rooms). Concentrate each second while heating or cooling.

Temp levelRateMax shiftExample
12°/sec20°Cup of water → ice in ~10 sec
24°/sec40°1 L spill → frozen in ~10 sec
48°/sec80°Forge heat on gripped metal

Rush (+2 FP): double rate for one action (still not Barrage damage).


Mana zones

ZoneFP ×RangeSkillAstral drain
Dead void×32 m *−41 FP / 10 min
Verdigris ship×1.5Will × 2 m−11 FP / 20 min
Hub / world×1Will × 5 m01 FP / 30 min
High preserve×0.75Will × 10 m+11 FP / 60 min

\* Bond anchor: ≥¼ L of your element on you, or within 3 m of ship garden → void range 5 m, astral drain = ship row.


Skill

Shamanic Elementalism (IQ/Average) — defaults Naturalist-4, Religious Ritual-4, Meditation-4.

Good margin: +10% volume or +1 m range (GM picks). Cannot exceed Control/Create caps.


Astral sight

Layer 2 only — assense, read signatures, spirit mood. No projection.

ActionCost
Snap read0 FP
Sustained assense1 FP / min
Spirit contests youResist 10 + Will (void −2)

Garden pool (Verdigris)

Water-bond ops may use garden pool: 1 MP = 1 FP (still × zone). Magic system.


Example at the table

Any shaman — FP = base × zone multiplier; mass caps = your Control / Create levels.

JobOperationBase FPTime
Fill cupCreate2–8 (by volume)1–5 min
Purify 1 LPurify110 sec
Move spillMove1–4 (by volume)1–3 sec
Freeze gripped waterTemper2 + 1/20°see Temper rate

On Verdigris (ship ×1.5): multiply base FP by 1.5 (round up). Garden pool: 1 MP = 1 FP (still × zone).


Character creation

Step 1 — Buy Control and/or Create

Control is the core buy. Create is optional — you can skip it, but Create without Control does nothing useful at the table (no grip, no Barrage ammo workflow).

3D6 Stats base: Control 20/level, Create 10/level (Common element). Buy only Control, only Create (not recommended), or both. Effective cost after shaman limitations (Elemental + Magical + One element = ×0.729 → we round to clean numbers):

Elements bondedControl / lvCreate / lv
1168
22010
32413
42815
53218
63620

Step 2 — Add enhancements on Control

EnhancementFormula
Temperature+5% × Control advantage cost × levels bought
Barrage+10% × Control advantage cost × levels bought

Control advantage cost = levels × per-level rate from table (before enhancements).

What levels give you

LvMax mass≈ WaterMove speed
110 lb~4 L1 yd/sec
240 lb~18 L2 yd/sec
390 lb~41 L3 yd/sec
4160 lb~73 L4 yd/sec
5250 lb~114 L5 yd/sec
6360 lb~164 L6 yd/sec

Created matter vanishes in 10 sec unless drunk, used on a plant, or sealed.

Example budget (water shaman, 1 element)

Illustrative levels only — not a preset PC.

Advantage / enhancementLevelsPoints
Control (Water)44 × 16 = 64
Create (Water)22 × 8 = 16
Temperature on Control22 × 5% × 64 = +6
Total86

At those levels: ~73 L move cap · ~18 L create cap · up to 40° on gripped water at Temp 2 (4°/sec, 3D6 Stats rate).

+ Barrage 2 on Control: +2 × 10% × 64 = +1399 total · 2d pierce.

Starter packages (~200 pt games)

BuildControlCreateTemp~PtsRole
Ship322~69Garden / galley
Field422~86Spill / freeze
Fighter422 + Barrage 2~99+ icicles

Leave room for skill, Will, FP, disadvantages.

Advancement

  • Raise Control or Create at current element-row rate.
  • Add Temperature or Barrage levels on Control at enhancement rates.
  • New element → next table row, lose One-element discount, GM initiation.

GM notes

Establish Control: Touch solid/liquid + roll, or Concentrate for gas. Contest if opposed. Concentrate while shaping.

Failure: FP spent on fail. Crit fail → Strain +1.

3D6 Stats: Powers Control, Create; Temperature and projectile damage as Control enhancements.

Mirror: WCP_Website/campaign-authoring/palimpsest/KHESRET-SHAMAN-ELEMENTAL.md

KHES

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