Cursed and Exiled Blood Shaman



Character Aspects









Specialty Aspects







  • GREAT +4: Stealth, Athletics
  • GOOD +3: Blood Magic, Physique, Brawling
  • FAIR +2: Lore [Tribal Magic], Notice, Survival, Husbandry
  • AVERAGE +1: Larceny, Investigate, Resolve, Healing, Rapport

Refresh, Stunts and Extras




Subtle Casting (Magic)

Description: Even despite his unassuming form, employing blood magic has obvious physical signs that Shadowpaw has learned to hide as best he can, thus hopefully preventing enemies from noticing anything unusual about him despite his arcane endeavors.

You can cast spells without obviously chanting or making gestures – maybe just a mumbled word or twitch of a hand (paw). At the Story Teller’s discretion, you can combine this with a Deceive action to pretend to cast a different spell. You can also increase the difficulty to analyze the spell’s effects after casting (for example, by magically camouflaging or hiding something) by +2, in addition to any shifts the user expends to conceal his action.

In Plain Sight (Stealth)

Description: The character can conceal himself even in broad daylight out in the open, given the slightest opportunity. Ignore all environment-based difficulty increases when using Stealth. Once hidden, people actively searching for him don’t get the +2 bonus to Notice or Investigate. The ability only functions as long as you don’t move or do anything but hide. The moment you do something else, you break cover and are immediately visible.

Master of Shadows (Stealth)

Description: Your character is one with the shadows. You gain the benefit of In Plain Sight, and may also move one zone per exchange without automatically breaking cover, remaining hidden when moving, even when you shouldn’t be able to hide at all. In an environment that could give a Stealth bonus, like one with a “*_Dark_*” or “*_Smokey_*” aspect, or even one that simply justifies using Stealth to hide, you may pay a Fate point to make a full sprint action without automatically breaking cover.

Discovery penalties while moving are halved. Outside of conflict, this leaves observers at 1 for a cautious creep, +2 for walking,3 for jogging (short sprint) and +4 for an out-and-out sprint. During conflict, observers only get a +1 to detect the character for every zone moved in an exchange. Combined with Like the Wind (below), these discovery bonuses are eliminated entirely.


Shapeshifting Curse – Coyote

Description: Cursed to his form, Shadowpaw is unable to alter it in any way. Though he retains his memories, human intelligence, and life-span, his body is that of a coyote; marked by strange facial patterns and a black forepaw, but otherwise ordinary. This grants him a +2 to Athletics and Physique, but a -4 to his Rapport when interacting with any superstitious folk. Additionally, he has no boxes on his Wealth Stress Track, for wealth means little to a coyote, and other than burying a treasure, there is litte way the character could incur debt.

Blood Magic

Description: Trained as a shaman and medicine man, Shadowpaw has since shifted almost fully to what others may refer to as the dark arts, which he uses with impunity but is still somewhat secretive about.

The power of blood is potent for those who know how to extract it. All blood magic has a cost, and that cost always includes blood – either that of the caster or a victim.

Every point of physical stress a character takes generates one mana point (MP). Each physical consequence taken grants MP equal to its shift value—so a mild consequence generates two MP—as long as the consequence is a suitably bloody injury. MP remain until used for magic or until the stress or consequence is recovered. The physical blood remains even if the MPs are used to fuel a spell.


A blood magician may spill his own blood as a means of drawing directly on the power of blood magic. It takes an action to generate MPs. Being practiced in this art, he may cause as little or much stress as he wishes, including taking up to extreme consequences. The most common method to generate MPs is with a bladed weapon, but other more creative ways may be employed (although the caster’s blood magic aspect may be compelled – accidents happen). If the caster does not utilize a bladed weapon, a Blood Magic skill check vs. the MPs drawn must be made as part of the cost. Typically, the caster might be seen as bleeding from the eyes, ears, mouth or other orifices. Sometimes

Sacrifice of Others

A blood magician may also spill blood from other creatures to enhance the power of his magic. Spilling blood from another cannot be done in standard melee combat – the victim must be helpless or willing before you can start gaining magical power by spilling their blood, and it requires the use of a bladed weapon (for best results). Unlike self-sacrifice, harming others automatically inflicts at least one consequence on the victim. This consequence should be part of the narration of the scene, depending on the method (location, severity, etc.) of the wound inflicted. This is considered a ritual, and the MPs generated last for the scene or until used. It is possible to collect blood for use at another time, however (using a Blood Magic skill roll vs. the amount of MPs of blood). The purity of such stored blood diminishes over time, reducing one MP per time increment, starting after one minute unless preserved somehow.

Certain creatures’ blood may be more powerful than others or may produce uncommon results (be careful with the blood of the fey, for example). It is known that the blood of the very young is quite potent, as is that of great heroes or powerful spellcasters. Some creatures’ blood is weak in magical energies: the frail, infirm or elderly. The GM will determine any aspects associated with a creature’s blood.

The usual reason for sacrificing the blood of others is to increase the potency of a standard spell, or as a prerequisite cost for a ritual spell.

You gain access to the “blood magic” school’., and may select three spells with those keywords.

Cost and Blood Cost

Cost: Casting this spell requires you pay a cost of some sort. There are four ways to pay the cost:

• Accept one shift of health or composure stress, depending on the spell being cast.
• Pay a fate point.
• Use a boost.
• Create an advantage on your spellcasting aspect in one round, cast the spell the next.

Blood Cost: The spell requires an additional cost, the spilling of blood. You may inflict any number of stress (up to and including one consequence) which generate MPs (see above). These MPs are typically used to inflict wounds on victims or power spells that require higher than normal requirements.


Flesh From Blood (Blood Magic, Blood Cost, Touch): Draw MPs from a self-inflicted wound (the cost: MPs up to and including one consequence per casting) to heal a like amount of stress (or a single consequence equal to the maximum MPs generated).

Withering Bite (Blood Magic, Blood Cost, Touch): Draw MPs from a self-inflicted wound (the cost – up to one consequence per casting) to inflict a like amount of health stress. No matter how many MPs spent. Paying the cost of the spell (generating MPs), the casting of the spell, and the bite (Brawling) attack are all separate actions. If one or more stress is inflicted with the bite, the victim defends against the spell with their Physique. Failure indicates the additional health stress damage (or consequence) is inflicted. Success reduces the amount of stress inflicted by the spell, but not the original bite damage.

Inflict Sorrow (Blood Magic, Cost (health or composure)): Once the cost is paid ( Choose a target in a zone you can see. Make an attack, caster’s Blood Magic vs. the target’s Resolve, the attack does composure stress.



Notable Equipment




Shimmering Kingdoms FATE Teumessian_Fox