Knacks: Jani, Kuzama, Makaa, Mnyama, Uchafu, Upepo
Apprentice Degree: Touch the Spirits
Adept Degree: Embrace the Spirits
Master Degree: Become the Spirits
The Tar-Netjeran Sorcery known as N’anga is similar in many ways to Taramonde, a Sorcery practiced by houngan in the Midnight Archipelago. Each Sorcery is based primarily on voluntary possession by spirits, worshipped as gods (but properly called orisha) in the Midnight Isles. Practitioners of N’anga, however, identify the beings they channel as elemental spirits called mizimu (singular: mzimu).
To allow one’s self to be possessed by a mzimu is a less risky proposal than possession by an orisha. Unlike a houngan, a N’anga Sorcerer, called a farasi, never risk being “taken over” by a mzimu. The spirits of N’anga live in concert with the mizimu they channel, recognizing them as brothers and sisters rather than worshipping them (and essentially feeding their egos; even the orisha believe that they are gods).
To open one’s self up to a mzimu requires the use of candles and ceremonial garments in colors sacred to the god being summoned. The farasi must spend a Drama Die and make a Resolve + Knack roll (against the TN specified for each mzimu) to be possessed by that spirit. Unlike a houngan, the farasi cannot end the possession early; however, since there is no risk of the mzimu seizing control of the character and since N’anga is relatively common and widely respected throughout Tar-Netjer, this is not a particular problem.
A farasi possessed by a mzimu takes on some of that spirit’s s strengths, weaknesses, and physical characteristics. A farasi can only be possessed by one spirit at a time, and those with the Faith Advantage cannot be possessed at all.
A possessed character receives all of the benefits (and hindrances) specified under each mzimu, based on the Mastery Level of the farasi allowing himself to be possessed. The possessed character also takes on the Arcana associated with the spirit, in addition to any other Arcana the character possesses. If the spirit and the character possess the same Arcana, it may not be countered in any way when the GM attempts to activate it.
Apprentice Degree
An Apprentice farasi can only open the smallest part of himself to possession by a mzimu. He gains the Arcana and Apprentice-level ability associated with whichever mzimu he is channeling, and his physical appearances changes to show that he has been possessed by a spirit. Unless specified otherwise, physical changes revert to normal when the possession ends.
Adept Degree
An Adept farasi has learned to open a larger portion of himself to mizimu. In addition to physical changes, the Adept gains a bonus Rank in whichever of his Traits is most closely associated with the mzimu. In addition, he gains both the Adept and Apprentice-level abilities specified under each Knack listed below, as well as adopting the Arcana and physical changes an Apprentice undergoes.
Master Degree
A Master farasi is capable of fully embracing the mizimu he challenges. In addition to the abilities (and Arcana and physical changes) he gained as an Adept, he is endowed with a special ability associated with the mzimu in question. Activating these abilities requires the expenditure of a Drama Die (in addition to the Drama Die spent to begin the possession).
Sorcerous Knacks
Jani (TN 30). Jani is a plant spirit, one of many found throughout Tar-Netjer. While plant spirits are mostly interested in sunshine, wind, and rain and have little care for the concerns of humans, Jani is an exception, embracing the beauty that can be found in nature and wanting to pass that on to those he possesses. Jani’s colors are green and yellow, and while possessed by him, the farasi’s hair changes in color according to the season: green in spring, yellow in summer, red in autumn, and white in winter. Possession by Jani lasts until the next noon, and while possessed the farasi gains the Arrogant Hubris.
Apprentice: The character receives a bonus of twice the farasi’s Mastery Level to the use of any Knack in the Herbalist Skill.
Adept: The character’s Resolve increases by one (to a maximum of six, or seven with the Legendary Resolve Advantage, and he receives a free Raise on all Charm Repartee actions that he attempts..
Master: The character may spend a Drama Die to step “into” any tree and emerge from another tree within his line of sight.
Kuzama (TN 20). Kuzama, a water spirit, appreciates wisdom and emotion. Her color is green, and while possessed by her, the farasi constantly drips water from his hair and clothing, even though they remain perfectly dry. Possession by Kuzama lasts until the next sunset, and while possessed the farasi gains the Naïve Hubris.
Apprentice: The character receives a bonus of five times the farasi’s Mastery Level to any use of the Swimming Knack.
Adept: The character’s Wits increases by one (to a maximum of six, or seven with the Legendary Wits Advantage), and he gains the Keen Senses Advantage if he did not already have it.
Master: The character may spend a Drama Die to receive a hint from the GM regarding any puzzle, riddle, or similar obstacle he faces. If he spends a second Drama Die, the GM must tell the farasi the solution.
Makaa (TN 40). Makaa is a fire spirit, representing strength and force. Those who channel him are usually powerful warriors (and if not, the farasi will become one while he is possessed). Maker’s color is red, and once possessed by him, all the hair on the farsi’s head falls out, replaced by tattoos of swirling flames. The farasi will not regain his hair after the possession ends, but it will grow back normally (the tattoos disappear as soon as the possession is over). Possession by Makaa lasts until the next noon, and while possessed the farasi against the Hot-Headed Hubris.
Apprentice: The character receives a bonus of five times the farasi’s Mastery Level to any use of the Blacksmith Knack.
Adept: The character’s Brawn increases by one (to a maximum of six, or seven with the Legendary Brawn Advantage), and he gains the Combat Reflexes Advantage if he did not already have it.
Master: The character may spend a Drama Die to receive free Raises equal to his Rank in Makaa on any melee Attack Roll.
Mnyama (TN 30). Mnyama is an animal spirit, one of many found throughout Tar-Netjer. While animal spirits are mostly concerned with hunting, reproduction, and sleep and have little care for the concerns of humans, Mnyama is an exception, embracing the savagery of the great beasts of Tar-Netjer and passing that on to those he possesses. Mnyama’s colors are tan and yellow, and while possessed by him, the farasi’s fingernails and toenails lengthen into claws, and his teeth lengthen into fangs. Possession by Mnyama lasts until the next noon or midnight (whichever comes first), and while possessed the farasi gains the Hedonistic Hubris.
Apprentice: The character receives a bonus of twice the farasi’s Mastery Level to the use of any Knack in the Hunter Skill.
Adept: The character’s Brawn increases by one (to a maximum of six, or seven with the Legendary Brawn Advantage), and his unarmed attacks have a Damage Rating of 0k2.
Master: The character may spend a Drama Die to gain a Fear Rating of 2, or increase his Fear Rating by 2, until the end of the Scene.
Uchafu (TN 35). Uchafu is an earth spirit who represents stability and endurance. His colors are brown and grey, and while possessed by him, geode-like crystals sprout from the farisi’s joints. Possession by Uchafu lasts until the next midnight, and while possessed the farasi gains the Stubborn Hubris.
Apprentice: The character receives a bonus of five times the farasi’s Mastery Level to any use of the Balance Knack.
Adept: The character’s Resolve increases by one (to a maximum of six, or seven with the Legendary Resolve Advantage), and he gains the Toughness Advantage if he did not already have it.
Master: The character may spend a Drama Die to remain rooted in one spot, unable to be moved by any known force on Terra, until the end of the Scene or until the character chooses to move.
Upepo (TN 25). Upepo is a whimsical air spirit, representing creativity, dexterity, and the intellect. Her color is blue, and while possessed by her, the farasi’s hair and clothing remain continuously rustled by a breeze that no one else can feel. Possession by Upepo lasts until the next dawn, and while possessed the farasi gains the Inattentive Hubris.
Apprentice: The character receives a bonus of five times the the farasi’s Mastery Level to any use of the Attack (Archery) Knack.
Adept: The character’s Wits increases by one (to a maximum of six, or seven with the Legendary Wits Advantage), and he gains the Musical Ear Advantage if he did not already have it.
Master: The character may spend a Drama Die to receive free Raises equal to his Rank in Upepo on any roll involving Knacks in the Artist Skill.
Game Master’s Secrets
The mizimu of Tar-Netjer actively work against the Bargainers and the other creatures that dwell beyond the Barrier. Its effect on the Barrier is indirect; just as Sorte manipulates probabilities to bring about the fall of the Barrier, the mizimu nudge mortals into taking seemingly random or unconnected actions that, collectively, eliminate threats to the Barrier. Though each of the mizimu has his or her own agenda and modus operandi, as a group, they strive towards the same goal.
The Serpent Lord Zombi, however, is interested only in amassing personal power, and sees bringing down the Barrier and releasing those trapped on the other side as the best way to do so (for surely such powerful beings will handsomely reward the agent responsible for their return to Terra). Unlike Baron Sange of Taramonde, Zombi does not need to possess mortals. Instead, he gifts his followers with Mwachi Sorcery and provides explicit instructions to them regarding how they should behave and what actions they should take. Currently, those actions primarily involve opposing the Magic-Eaters of Mganga and the farasi of N’anga, and searching for information on the Bargainers and on the ritual that summoned them to Terra in the first place.