[UA] The Guide

James Palmer jrp36 at hermes.cam.ac.uk
Fri Jun 2 02:23:10 PDT 2000


The Guide (aka The Ferryman, The Teacher, The Guardian, The Psychopomp)

Attributes: There are always those who guide the journeys of
others; through the wilderness, across the sea, over the mountains.  More
than that, too; the Guide can lead past the guardian, through the maze,
from darkness to light, from slavery to freedom, from life to death.  The
Guide has a foot in two realms, and leads the chosen - sometimes
willingly, sometimes not - between them.   The journey on which the Guide
leads his Charges need not necessarily be physical; Guides have led people
through despair, fear, and adolescence, or from being a simple student to
a powerful magician.  Guides are often former Pilgrims, and the Avatar
rating from one Archetype can carry over without loss when a Pilgrim
completes their quest.

Taboo: The Guide must not allow anyone under his or her care to be lost on
the journey.  Note that this does not necessarily mean sparing them harm,
or indeed, death; these things may be part of the journey.  Nor, if the
souls under the Guide's care fail a crucial test along the way, is the
Guide to blame, provided that they led them to the place of testing. 

Symbols: Maps, coins pressed into the palm, a compass, a boat, a
broad-brimmed hat and a good pair of boots.  A Guide and a Pilgrim
travelling together both grow in strength.

Suspected Avatars in History: Harriet Tubman was undoubtedly a powerful
Avatar, although other members of the Underground Railroad were certainly
channeling the Archetype.  Several of the famous guides out to California
during the Gold Rush might have been Avatars (if I could remember their
damn names ...).  Squanto, who guided the Mayflower Pilgrims through their
first years in the new land, is another possible Avatar.  

Channels

Note: The Guide can be responsible for leading - mystically - a maximum
number of people equal to the tens digit of his Avatar score, called his
Charges.  Taking on a Charge requires the Charge to be willing and to pay
the Guide in some way, however desultory or symbolic.  

1-50%: The Guide never gets lost.  At this level, the Avatar may make a
simple check against his skill to determine the best path to the
destination he intends to lead his Charges too.  

51-70%: The Guide has an unnatural ability to determine the progress of
his charges.  When he reaches this level, he can roll against his Avatar
skill to determine the location of anyone he is currently Charged with.  A
good roll can also give their state of health, both mental and physical,
and what dangers they face in their immediate future.

71-90%: The Guide can be helpful even when not physically present.  
Provided their Charge has been properly and specifically instructed in the
obstacle they will face, and that the Guide makes an Avatar check and the
Charge a Soul check, they may use any one of the Guide's skills against
said obstacle, for the duration of that encounter only. The Guide does not
lose this skill while it's being used by his Charge, but the ability only
works on one Charge at a time.

91-98%: At this level the Guide gains the powerful ability to change the
shape of themselves and their Charges, for disguise, ease of travel, or
instruction.  With a simple Avatar roll the Guide can take on any animal
shape; with a roll above 30 vegetable, with a roll above 60 inanimate.  To
change your Charges adds 30 to the difficulty.  Speech and thought is
possible in all forms.  


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