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Developing Shadowrun Hero, could use some input!


zippercomics

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Hey all,

 

I'm a big fan of the Shadowrun setting (it was my first, you never forget your first), but I don't like the rules. So I'm going to convert it into the Hero rules. Naturally. ;)

 

Anyway, I've already taken care of the Cybernetics n' such. But the magic system, I just wanted some input. I'm trying to figure out the cleanest way to do it. Tentatively, my first issue is dealing with the whole Shamanic system. Keeping in mind, of course, that I'm a huge fan of keeping it simple.

 

So here's my theory. I was going to build Custom Perks for each of the Shamanic Tribes. Each of those Perks will be of approximately the same value (if I go with a 75 + 75 point character, I'm figuring around 6 point Perks), and will give +1 or -1 Skill Enhancers based on the schools of magic they affect. Makes sense to me, but then again, there may well be a better way, and you lads n' laddies are a virtual wellspring of better ways. So lemme know.

 

This is, of course, based on a magic system where all of the spells are 1/3 of their Real Cost, and each school of magic has it's own Skill Roll.

 

Any advice is good. Merci. :)

 

Zippercomics

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Re: Developing Shadowrun Hero, could use some input!

 

IMHO, it's not Shadowrun magic without the potential for the caster to harm his or herself through failure to properly deal with the spell's drain.

 

The mechanics of mana vs. physical spells will take some doing too.

 

The easy access to astral space enjoyed by SR mages is something to consider as well.

 

Obviously, the best approach isn't to try to model everything exactly, but just to capture what feels right. But even that's going to take some doing. I'm entirely certain I'd just give up and play Shadowrun (or adapt it to something less point-based, like Savage Worlds), but YMMV.

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Re: Developing Shadowrun Hero, could use some input!

 

IMHO, it's not Shadowrun magic without the potential for the caster to harm his or herself through failure to properly deal with the spell's drain.

 

Side Effect is the best I can come up with for this one, but I'm not sure if Side Efffect takes effect only on failure (it was in 4th, IIRC).

 

Mage takes Xd6 Stun (or Drain to End??) if spell activation roll fails, maybe??

 

As far as Phys Spells vs Mana Spells.... maybe Mana Spells should all be BOECV??

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Re: Developing Shadowrun Hero, could use some input!

 

Word up,

 

First off, I might throw out the differentiation between Mana and Physical magic, or at least perhaps define it as the difference between PD and ED. You're right, that's a hard nut to really crack. As for Drain, admittedly, I never gave it a ton of thought. What's the consensus on doing Drain as a Side Effect to each spell, rather than a Susceptibility, though? Since Drain was different on different spells, this would let me customize the amount of damage a Drain could potentially deal on a failure. I could (I think) set it up so that the Side Effect only occurs on a failed roll, right?

 

Again, thanks for any input.

 

Zippercomics

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Re: Developing Shadowrun Hero, could use some input!

 

This thread contains most of the material that's been posted to the current and old boards on the subject, either as discussion on the thread itself or as links- and there's quite a bit of it. There are extensive notes on creature conversions by johnflang near the end of the thread. Also look for the posts by Damon_Dusk: he developed a fairly comprehensive Shadowrun/HERO conversion, and included an email address where you could request a copy of the file. Not sure if it's still current, though.

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Re: Developing Shadowrun Hero, could use some input!

 

SHADOW MAGIC

 

All magical characters must pay for a talent that represents their magical ability. The Talents and their cost are listed below.

 

Talent Cost

Full Magician (Hermetic or Shamanic) 40

Aspected Magician (Hermetic or Shamanic Conjurers and Sorcerers) 20

Adept (Aspected Magician of the Somatic Way) 10

 

GENERAL RULES

All magician characters have a Magic Attribute. This magic attribute starts at 75, but can be reduced by implantation of cyberware or bioware, or if a character takes a deadly wound.

 

Cyberware and Bioware

For each point of Essence lost to cyberware or for each point of Bio Index spent on bioware, the magical character loses 1.5 points of magic, and suffers a -1 to all magical skills (Sorcery, Conjuring, Aura Reading).

 

Magic Loss

If a magical character is ever reduced to 0 BODY or lower, he has taken a deadly wound. This can cause Magic Loss. Make a CON roll. If the roll succeeds, the character loses no magic. If the roll fails, reduce the Magic Attribute by 1 per point the roll was missed.

 

MAGICIAN POWERS

 

Magicians have many powers available to them depending on their tradition and how naturally talented they are in the magical realm. Full magicians are those who have the most talent, and are able to have access to all magical powers for their tradition. Full magicians can either be hermetic (magicians who cast spells and conjure elementals based on scientific ritual and magical formulae) or shamanic (magicians who cast spells and conjure elementals based on their ties to a totem creature, a magical spirit that grants powers). Aspected magicians are those who are talented, but not completely in control of their magical abilities. Aspected magicians can either be Sorcerers (in either the hermetic or shamanic tradition) or Conjurers (in either the hermetic or shamanic tradition). Adepts are magicians that follow the Somatic Way, a method of tapping magical powers to supplement their natural abilities, typically in a physical way. The powers available to magicians are listed below.

 

ASTRAL PROJECTION

With this power, the magician projects his spirit into the astral plane. The astral plane is basically a mirror image of Earth, overlaid on the real world. Everything on earth has a presence on the astral plane, but only living things and magic have a physical presence. Characters who project into the astral plane have a change in their characteristics as detailed below.

 

Astral STR = Normal PRE

Astral DEX = Normal INT

Astral CON = Normal EGO

SPD = SPD + 2

 

The following general rules apply to astral projection:

• Characters that astrally project lose 10 Essence per hour in the astral plane. Once they return to their body, the essence returns at 10 per minute. If their Essence reaches 0, the character dies.

• Characters who cast spells while Astrally Projecting take 1d6 Normal Damage per 10 Force of the spell that is applied against their Mental Defense.

• Shamans who summon nature spirits while astrally projecting take 11d6 Normal Damage applied against their Mental Defense. (Great Form Spirits cause more damage)

• Astrally Projecting characters are able to fly at a combat rate of 10†and a non-combat rate of 6400†(4 km/Phase), with Noncombat Acceleration/Deceleration (meaning it takes no time to build up speed).

• While in the astral plane, a character can assense all astral presences just as if they were using Astral Perception (see below).

• A character in astral space cannot read anything written on the physical plane (it shows as incomprehensible symbols), but can understand any emotional content the writing conveys.

• A character in astral space can be noticed from the physical plane with a successful Sight Perception roll (-8 for mundane, -6 for magically active)

• A character that astrally projects leaves his physical body behind at the point where he or she astrally projected. They are considered to be 0 DCV and unaware. Astrally projecting characters are aware of damage to their physical body. If the body is killed while the magician is astrally projecting, their astral form lives on until they’ve used up their essence. If their body is moved, they are aware that their body is moving, but they do not necessarily know where it is being moved to. They can track down their physical body by making an Ego Roll (modifiers based on how well hidden the body may be). The base time to find the body is 20 minutes, and characters may take extra time to help the skill roll.

 

ASTRAL PROJECTION

Power: Extra-Dimensional Travel to Any point in the Astral Plane; Adv: None; AP: 25; Lim: Can be seen but not physically affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5); Cannot take equipment except magical foci (-1); Character leaves body behind (-1)

Real Cost: 6 points

 

ASTRAL PERCEPTION

This ability allows the magician to shift him or herself partially into the astral plane. This allows the magician to look into the astral to see astral presences, to assence auras, and to see magical auras. While astrally perceiving, the character suffers a -5 to all perception rolls in regards to the physical plane.

The following general rules apply to astral perception:

• An astrally perceiving character can see any astrally present auras. Astrally present auras are: Dual-natured beings (spirits, dragons, vampires, etc.), astrally perceiving characters, astrally projecting characters, magic foci, magic spells.

• An astrally perceiving character may cast spells or take any astral action against astrally present auras.

• An astrally perceiving character may assense auras. An Aura Reading skill roll is made. Each level of success for the perception roll or skill gives the reader one of the following details about the aura.

 

Normal Success of Aura Reading

• General state of subject’s health (healthy, injured, ill, etc.)

• The subjects general emotional state or impression (happy, sad, angry, etc.)

• Presence or absence of cyberware or bioware

• The class of magical subject (fire elemental, manipulation spell, power focus, etc.)

• Whether the subject is mundane or awakened.

• If the character has seen the aura before he will recognize it, regardless of disguises or alterations.

On a Critical Success (skill or perception under ½)

• Exact Essence, Magic Attribute, and Force of the subject

• Location of any implants

• Accurate diagnosis of any disease or toxin affecting the subject

• The exact emotional state and cause for it (a murder, riot, religious ceremony, etc.)

• Presence and general cause of any astral signatures upon the subject (combat spell, illusion spell, hearth spirit, etc.)

 

ASTRAL PERCEPTION

Power: Detect: Astral Plane and Auras, Discriminatory, Tracking; Adv: None; AP: 25; Lim: Extra Time: ½ Phase to Turn on (-.25); Character may be targeted by Astral Forms (-.5); Side Effect: -5 Perception Rolls for Physical Plane (-1)

Real Cost: 9 Points

 

DISPELLING AND BANISHING

A magician may attempt to dispel magic already in place, magic about to be cast, or magical foci. The magician may also attempt to banish spirits. For dispelling and banishing, the following general rules apply:

• Each attempt at dispelling is a Full Phase action.

• The magician must make a Sorcery skill roll at -1 per 20 Force of the dispel (default is -5)

• Roll the effect dice and compare it to the force of the spell. If the dispelling total equals or exceeds the spell or summon, then it is dispelled. If the total does not equal or exceed the spell, it is still active. The magician may attempt again next action, and the total is added to the previous one. Determine results as above.

• Multiple magicians can combine their results to determine dispelling effect.

• A magician may dispel an incoming spell if he or she has a Held Full Phase action.

• Dispel costs END no matter the outcome. 1 END per 10 Force.

 

FULL MAGICIAN DISPELLING/BANISHING

Power: 20d6 Dispel; Adv: All Magic (+.25); Cumulative (+.5); AP: 105; Lim: Gestures (-.25); Incantations (-.25); Extra Time: Full Phase (-.5); Requires a Sorcery or Conjuring Skill Roll, -1 per 20 Active Points (-.25)

Real Cost: 47 Points

Cost to increase: +1d6 Dispel for 2.5 points

 

ASPECTED MAGICIAN DISPELLING/BANISHING

Power: 20d6 Dispel (Spells); Adv: Cumulative (+.5); AP: 90; Lim: Gestures (-.25); Incantations (-.25); Extra Time: Full Phase (-.5); Requires a Sorcery or Conjuring Skill Roll, -1 per 20 Active Points (-.25)

Real Cost: 40 Points

Cost to Increase: +1d6 Dispel for 2 points

 

CONJURING

The magician has the power to summon powerful spirits to serve him. Mages summon elementals while shamans summon nature spirits. A character typically can only have 1 spirit serve him at a time, though this maximum can be increased for 1 point per extra spirit. The spirit stats are detailed at the end of the magic section.

 

Mages require a Hermetic Circle to summon elementals, which is a circle of runes and wards to protect the magician. Mages also require elemental conjuring materials, which are expended upon use. The following rules apply to mages for conjuring elementals:

• The cost of the Hermetic Circle is 35000¥ for a temporary circle, or 100000¥ for a permanently etched one.

• The cost of the elemental conjuring materials is 3000¥ for lesser elementals, 6000¥ for standard elementals, or 15000¥ for great form elementals.

• The process of conjuring the elemental takes 6 hours, all the while the mage is incanting, gesturing, and concentrating on making the elemental appear.

• At the end of the process the magician makes a Conjuring skill roll (-1 per 20 Force of the summon, default -4 for lesser elementals, -7 for standard elementals, and -11 for great form elementals).

• Success indicates the elemental has appeared and will perform a number of services equal to the magicians PRE divided by 5.

• On a particularly good success (10 or better under modified skill roll), double the number of services owed.

• If the magician fails, no elemental is summoned, but the materials are wasted.

• On a particularly bad failure, an elemental may appear and attack the caster (GM discretion).

• At the end of the conjuring, the magician pays END equal to 1 per 10 Force (14 Default).

• A Mage may be able to summon and control more than one elemental, but each must be summoned individually, following the rules above.

 

Shamans need only to be in the appropriate domain for a particular type of spirit to summon them, though he does require a type of spirit fetish, which is expended upon use. The following rules apply to shamans for conjuring nature spirits:

• The process of conjuring the nature spirit takes only an extra phase, but during this time the shaman is incanting, gesturing, and concentrating on making the nature spirit appear.

• At the end of the process the shaman makes a Conjuring skill roll (-1 per 20 Force of the summon, default -7).

• Success indicates the nature spirit has appeared and will perform a number of services equal to the magicians PRE divided by 5.

• If the shaman fails, no nature spirit is summoned, but the materials are wasted. On a particularly bad failure, a nature spirit may appear and attack the caster (GM discretion).

• At the end of the conjuring, the shaman pays END equal to 3 per 10 Force (33 Default).

 

CONJURE ELEMENTAL

Power: Summon Elementals (301 pt Elemental); Adv: Expanded Class (+.25); Devoted (+1); AP: 135; Lim: Concentrate to 0 DCV Througout (-1); Extra Time: 6 Hours (-3.5); OAF: Spirit Conjuring Materials, Expendable (-1.25); Gestures Throughout (-.5); Incantations Throughout (-.5); Only in Hermetic Circle (-1); Requires a Conjuring Skill Roll (-.5); Limited Number of Services (-1)

Real Cost: 13 Points

Cost to Increase: 1 point per 2x elemental maximum (max number of elementals equal to caster’s PRE/5)

 

CONJURE NATURE SPIRIT

Power: Summon Nature Spirit (307 pt spirit); Adv: Expanded Class (+.25); Devoted (+1); AP: 138; Lim: Concentrate to 0 DCV (-.5); Extra Time: Extra Phase (-.75); Gestures Throughout (-.5); Incantations Throughout (-.5); Limited Spirit Type defined by Area (-1); Extra Endurance x2 (-.5); Limited Services (-1); Requires a Conjuring Skill Roll (-.5); 1 Spirit at a time (-.5)

Real Cost: 20 Points

 

SORCERY

Sorcery is the ability to cast spells in the classical sense. The magician recalls a formula for a spell that he has learned, channels the magic through his or her body and brings it forth into the physical world. Spells are detailed later in this section. The following general rules apply to sorcery:

• A Sorcery skill roll is required to cast spells, and the skill is modified by -1 per 10 Force of the spell to be cast.

• Success in the skill indicates the spell is cast. Determine effects. Determine END cost.

• Failure in the skill indicates the spell cannot be cast, determine END cost.

• Spells cost END to cast, at the rate of 1 per 10 Force of the spell.

 

FULL MAGES AND SHAMANS

 

Full mages and shamans have access to all aspects of magical ability with the exception of Adept powers. They have access to the following abilities: Astral Projection, Astral Perception, Sorcery, Conjuring (elementals or nature spirits), Dispelling (spells), and Banishing (elementals and nature spirits).

 

SORCERER

 

Sorcerers are talented only in the casting of spells, to which they excel. Sorcerers can be either hermetic or shamanic, and gain totem bonuses that apply to sorcery. Sorcerers have access only to the abilities of Astral Perception, Sorcery and Aspected Dispelling (spells only).

 

CONJURER

 

Conjurers come in both hermetic and shamanic traditions, with shamanic conjurers gaining totem bonuses that apply to conjuring. The hermetic conjurer has access to Astral Perception, Conjuring (elementals), and Aspected Banishing (elementals and nature spirits). The shamanic conjurer has access to Astral Perception, Conjuring (nature spirits), and Aspected Banishing (elementals and nature spirits).

 

INITIATION

 

Initiation sharpens the natural Awakened sensitivity to magic and purifies the spirit. It allows a character to find his or her capacity to wield greater magical abilities, called metamagic, and provides access to the metaplanes of astral space. Only Awakened characters (full magicians, aspected magicians, and adepts) are capable of initiating.

 

To initiate, a character must fulfill any prerequisites set forth by the GM as well as pay 8 points for the Initiate Talent. This talent grants the character 10 points to his or her Multipower Pool, which will allow them to cast more powerful spells. For each grade of initation, one of the metamagical abilities listed below must also be purchased. They must be purchases separately at each initation, though the metamagic powers may be increased on their own once purchased. After all the metamagic powers have been purchased, the character can continue to initiate for 8 points, each time increasing the Multipower by 10 Points.

 

METAMAGIC

 

ANCHORING

Allows a magician to attach spells to specialized foci and delays their activation until a certain event occurs.

Power: Trigger Advantage; Adv: None; AP: 38; Lim: OAF (-1); Only for Spells (-1); Requires a Sorcery Skill Roll (-.5)

Real Cost: 11 points for any spell up to 75 Active Points

 

CENTERING

This assists a magician in channeling magical energy.

Power: Reduced END: ½ END Advantage; Adv: None; AP: 19; Lim: Only for Spells (-1); Requires a Centering Skill Roll (-.5)

Real Cost: 8 points for any spell up to 75 Active Points

 

CLEANSING

This ability clears away astral pollution known as background count from an area.

Power: 10d6 Dispel: Change Environment; Adv: Cumulative, 4x maximum points (+1); AP: 60; Lim: Only against background count (-2); Requires a Sorcery Skill Roll (-.5); Extra Time: 1 Turn (-1.25)

Real Cost: 13 points

 

DIVINING

This ability allows the magician to Read omens and signs to provide insight into future events.

Power: Clairsentience, Precognition; Adv: None; AP: 40; Lim: Requires a Divining Skill Roll (-.5); Vague and Unclear (-.5); Precognition only (-1)

Real Cost: 13 points

 

INVOKING

This summons powerful spirits known as great form spirits for magicians that can conjure spirits.

Invoke Great Form Elemental

Power: Summon Elementals (500 pt Elemental); Adv: Expanded Class (+.25); Devoted (+1); AP: 225; Lim: Concentrate to 0 DCV Througout (-1); Extra Time: 6 Hours (-3.5); OAF: Spirit Conjuring Materials, Expendable (-1.25); Gestures Throughout (-.5); Incantations Throughout (-.5); Only in Hermetic Circle (-1); Requires a Conjuring Skill Roll (-.5); Limited Number of Services (-1)

Real Cost: 9 Points

 

Invoke Great Form Nature Spirit

Power: Summon Nature Spirit (500 pt spirit); Adv: Expanded Class (+.25); Devoted (+1); AP: 225; Lim: Concentrate to 0 DCV (-.5); Extra Time: Extra Phase (-.75); Gestures Throughout (-.5); Incantations Throughout (-.5); Limited Spirit Type defined by Area (-1); Extra Endurance x2 (-.5); Limited Services (-1); Requires a Conjuring Skill Roll (-.5); 1 Spirit at a time (-.5)

Real Cost: 13 Points

 

 

MASKING

This ability disguises the aura and penetrates such disguises used by others. This talent allows the character to use his Aura Reading skill similar to the Disguise skill to change his aura. It also gives the character the ability to penetrate such a disguise.

Power: Masking Talent; Adv: None; AP: 5 Lim: None

Real Cost: 5 points

 

QUICKENING

The makes the effects of a constant spell uncontrolled and costing 0 Endurance.

Power: Uncontrolled Advantage; Reduced END: 0 END; Adv: None; AP: 75; Lim: Requires a Sorcery Skill Roll (-.5); Only for Spells (-1)

Real Cost: 30 points for any constant spell up to 75 Active Point

 

SHIELDING

This ability provides defense against spells for the magician and allies.

Power: Combat Skill Levels: Defense; Adv: Usable By Others, Simultaneously, x4 Targets (+1); AP: 10 per +1; Lim: Only against magical attacks (-1)

Real Cost: 5 per +1

 

ASTRAL TRAVEL

 

Characters traveling through the Astral Plane cannot pass through organic material or magical barriers. The Earth is considered a living creature in this case and normally cannot be moved through. Worked earth that is removed from the whole of earth is not considered to be part of Mother Earth as a whole. It is possible to move through Mother Earth, albeit at an incredibly slow rate. They may move through an amount of earth equal to their PRE/5 every 20 minutes. If he decides to stop trying to move through the earth, he may return to his starting point at his normal Astral movement rate.

 

ASTRAL VISIBILITY

The astral plane is lit by the auras of living beings, and is always perpetually lit by the Earth. The light level in the physical plan has no relation to the amount of visibility on the astral, though viewing the astral plane through semi-opaque things like water, fog, smoke, or fire can limit visibility.

 

ASTRAL BARRIERS

Astral barriers are dual-natured walls, with their astral form appearing as a hazy, solid wall that blocks all astral forms and astral perception. Dual-natured beings and items (such as active foci) cannot pass the barrier without defeating it in astral combat. Hermetic circles and Shamanic lodges form astral barriers, though the hermetic circle is only a barrier when it is used for magical purposes.

 

The physical forms of an astral barrier can be anything from painted runes on the floor to an actual wall, and it does not have to conform to the astral form’s shape.

 

Astral Barriers modify all skill tests by its Active Points/5 for any magical skills attempting to cross it.

 

If a mundane character or item with a spell upon it passes through an astral barrier on the physical plane, the character or item passes through, but the spell is stopped.

 

If a character possessing a quickened spell or an item with a quickened spell on it passes through an astral barrier on the physical plane. If the spell has a higher Active Point total, it passes through. If not, it is stopped.

 

An initiate who knows the metamagic Masking may attempt to synchronize auras with the barrier. Make an Aura Reading skill roll modified by –1 per 5 Active Points of the barrier. If they initiate succeeds they may pass through it freely in the same way as the creator. They must make a Aura Reading test each time they wish to move through the barrier.

 

 

WARDS

A ward is an astral barrier that has no other function than to be a barrier in astral space. Any Awakened character capable of astral perception can set up a ward, given time. The maximum area that can be warded is equal to the caster’s Magic attribute x 5 cubic meters. A group of characters can ward an area measuring 5 cubic meters x the sum of their Magic attributes.

 

A ward must be placed on a non-living thing (walls, a vehicle, rocks, etc.) and cannot be moved from its physical component to another location.

 

The warding ritual takes 1 hour per 10 Active Points and requires no special materials. At the end of the ritual, make an INT or Aura Reading skill roll modified by –1 per 10 Active Points. A group of characters make individual rolls and determine how much they succeed by. Each point of success determines the number of weeks the ward lasts before disappearing. A ward can be made permanent by paying character points equal to 1/10th the Active Points of the ward.

 

Endurance for creating the ward is equal to 1 per 10 Active Points, but the maximum force you can give a ward is equal to the creators Magic Attribute. A group can create a ward with a force equal to the sum of their Magic Attributes.

 

A warding ritual can also increase the life span of an existing ward. Make another INT or Aura Reading skill roll modified by the Active Points, and the life span increases by the number of weeks equal to the level of success. If the roll fails, the existing ward is not harmed except on a roll of 18, which destroys the ward.

 

Spirit and Wards

Spirits are capable of creating wards and will do so as a service for the character that summoned them. Regular spirits can create a ward with a Force up to 75. Great form spirits can create a ward with a Force up to 150 points.

 

Alarm Ward

An alarm ward is difficult to detect in astral space as anything other than a faint shimmer. Character may make a PER Roll modified by –1 per 10 Active Points to detect the Alarm Ward. An alarm ward alerts its creator when an unauthorized astral entity crosses its boundaries. Initiates may synchronize their auras to fool an alarm ward the same as any other barrier. Use the same rules for creating normal wards but reduce the time by half.

 

ASTRAL COMBAT

Characters who astrally project are faster as noted in their changed Speed characteristic, and those who change from physical to astral or vice versa during a combat must abide by all rules for changing their Speed.

 

All combat in the astral plane is hand-to-hand based with modifiers for reach. Characters may use Combat Skill Levels for All Combat, Melee Combat, or Magical Attacks when in astral combat.

 

Astral damage is figured based upon the character’s Astral Strength (PRE) in Normal Damage. If a character is using a weapon focus, the damage from the focus is normal, with the normal figuring of Stun modifier. Damage is applied against their Energy Defense. Body damage is ignored.

 

An astral form reduced to 0 Stun is disrupted. A disrupted astral form immediately disappears from astral space, and astrally projecting characters return to their physical bodies (regardless of any barriers separating them), while spirits vanish completely. The character is unconscious and must recover normally. A character disrupted in astral space must immediately check for Magic Loss. A spirit disrupted cannot return to astral space or the physical world for 28 days.

 

 

ASTRAL COMBAT AGAINST OBJECTS AND BARRIERS

When characters engage non-sentient items in Astral Combat, they use their normal astral attacks (usually based on Astral Strength) or their Dispelling power against the object. The object is considered to be a 0-point character with the following modifications:

 

It is considered to have a Strength equal to 10 + ¼ its Active Points (which figures its PD), Stun equal to 15 + ½ its Strength + ¼ its Active Points, and a Dexterity equal to 10 + ½ its Active Points divided by 3 (which figures its CV and Speed). So a Force 10 Spell has a Strength 13 (PD 3), Stun of 23, Dexterity of 11 (CV 3, Speed 2). Conversely, a 60 Active Point object would have a Strength of 25 (PD 5), Stun of 42, and Dexterity of 20 (CV 6, Speed 3). Also remember that astral presences add 2 to their effective speed (so the above examples would have a Speed 4 and Speed 5 respectively). Objects counterattack every phase they act as long as the previous action from the magician was to attack. If the magician decides to break off combat, the object does not attack and continues to function at full strength.

 

An object reduced to 0 Stun is effectively turned off, but will return to full Stun in 1 Turn. A character can keep the object or barrier “suppressed†by spending a full phase action every turn keeping it suppressed.

 

To permanently destroy an object, the object must be brought to 0 Stun, and the character must then make a PRE Roll modified by –1 per 5 Active Points of the object. Success destroys the object or barrier.

 

Destroying a focus in astral combat destroys its enchantment. Destroying a barrier destroys temporary barriers such as wards. Permanent barriers (like lodges, circles, and permanent wards) are rendered permanently ineffective against the character that defeated it, but are still effective against all other intruders.

 

BACKGROUND COUNT

The background count of an area refers to the presence of powerful magical and emotional influences that can affect the flow of mana in the astral plane.

 

In practice, the level of background count modifies all magical and astral rolls while in the area by –2. All spells cast in the area also suffer an additional 1 END per level of the background count.

 

Awakened characters that are not astrally active can still sense the presence of a background count that they enter. They can make a sight PER roll modified by –6 for a level 1, -5 for a level 2, -4 for a level 3, and so on.

 

 

TOTEMS

 

Each shaman has a totem. A totem is a powerful spirit that gives the shaman the magical power and knowledge. The shaman, in turn, follows the ideals represented by the totem.

 

A shaman’s totem is chosen when the character is created. Technically, it is the totem who chooses the shaman. At some point in a neophyte shaman’s life comes the call of a totem, in the form of a dream or vision. Often, a traumatic even brings on the call, like a serious illness, sudden shock, or near-death experience.

 

The environment listing determines where the shaman may set up their shamanic lodge, and also determines their most preferred surroundings.

 

Skill levels below may be used for the Sorcery or Conjuring skill roll or as Combat Skill Levels to attack. Penalties below apply to both the Sorcery and Conjuring skill roll and the OCV

 

BEAR

Bear is a totem found in cultures wherever bears are known, from North America to Europe and Asia. He is powerful, but gentle and wise. He tends to be slow moving and easy-going unless he has to move fast. Bear is slow to anger, but terrifying in battle. Bear shamans tend to be calm, cool and collected. They are healers and protectors of the natural world as they see it. A bear shaman cannot turn down someone who needs healing without giving a good reason.

Environment: Forest

Advantages: +2 Skill Levels to cast Healing spells, +2 Skill Levels to conjure Forest Spirits.

Disadvantages: Bear shamans can go berserk when wounded. Whenever a bear shaman takes Body in combat, roll to see if he goes berserk. The shaman must take this Disadvantage but gets no points for it. (Berserk, Common, 11- to go berserk, 14- to recover).

 

BUFFALO

Buffalo is a uniquely North American totem. She knows much medicine, which she uses to aid her people. She is kind and giving, strong and tireless in her work. The people take from Buffalo and honor her spirit for the bounty she provides. Buffalo shamans are healers and protectors; they cannot turn down an honest request for aid from someone who needs it. A buffalo shaman will lay down her life for a true friend or ally in need and will often take great risks to help others.

Environment: Plains

Advantages: +2 Skill Levels to cast Healing spells, +2 Skill Levels to conjure Prairie Spirits.

Disadvantages: -1 penalty to Illusion spells.

 

CAT

Cat is honored in cultures around the world. She is stealthy, sly and rather vain. Cat knows many secrets, but shares few of them. Cat shamans tend to be loners who keep their own council. They are fastidiously clean and presentable whenever possible. Cat shamans generally toy with their opponents -- threatening, taunting, and confusing – rather than going directly for the kill.

Environment: Urban

Advantages: +2 Skill Levels to cast Illusion spells, +2 Skill Levels to conjure City Spirits

Disadvantages: -1 penalty to all magical, Intellect, Background, and Interaction skills if dirty or unkempt. An unwounded Cat shaman must make an Ego roll when casting a damaging spell. If the roll fails, the shaman must cast her least damaging spell (at its minimum damage level). If the shaman is wounded, all this playing around stops.

 

 

COYOTE

Coyote the Trickster is a uniquely North American totem. He is unpredictable and ever-changing; bold one minute, cowardly the next. Old Man Coyote can be a friend or deceiver. He is intensely curious and fond of taking risks just for the fun of it. Coyote shamans are independent and refuse to be bound by anything other than their word. They live by their own rules, surviving on wit and charm.

Environment: Anywhere on land

Advantages: None

Disadvantages: None

 

DOG

Dog is a loyal friend honored by shamans around the world. He fights ferociously to defend his home and those under his protection. Dog shamans protect people from the harmful magic and dangerous spirits. They are loyal, generous and helpful to those who show them kindness and loyalty in return. They are single-minded, often to the point of stubbornness.

Environment: Urban

Advantages: +2 Skill Levels to cast Detection spells, +2 Skill Levels to conjure Field and Hearth Spirits.

Disadvantages: The dog shaman must make an Ego roll to change a declared course of action. The test requires a full-phase action as dog struggles to change his mind.

 

DOLPHIN

Dolphin is the free spirit of the sea, dancer on the waves. She is wise, yet playful, and a friend of man. Dolphin helps people against the threats of the sea (like Shark). Dolphin shamans are staunch protectors and helpers. The cannot turn down a deserving person who needs their help and must fight against evil that threatens people or nature.

Environment: On or by the sea

Advantages: +2 Skill Levels to cast Detection spells, +2 Skill Levels to conjure Sea Spirits

Disadvantages: -1 penalty to Combat spells

 

EAGLE

Eagle is the highest-flying bird in the sky, considered the noble by shamans in North America, Central America and Europe. He is proud and solitary, and sees everything happening in the world he soars over. Eagle shamans are proud and noble defenders of the purity of nature. They are intolerant of those who do not share their views, and have a strong distrust of technology and its tools. Those who damage nature are Eagle’s enemies, and the Eagle shamans brave great danger to defeat polluters and other evildoers.

Environment: Mountains

Advantages: +2 Skill Levels to cast Detection spells, +2 Skill Levels to conjure all Spirits of the Sky.

Disadvantages: Double essence lost caused by implanting cyberware.

 

GATOR

Found among shamans living near swamps and rivers, Gator also flourishes among urban shamans, since legend has it that he dwells in the sewers and storm drains of the city. He is ill-tempered and lazy, a strong fighter and a big eater. Gator shamans like big payoffs that allow them to take it easy for a while. It can take a hefty argument to talk a Gator shaman into any unnecessary exertion, but once a Gator shaman decides to do something, it is just as difficult to talk him out of it.

Environment: Swamp, river, or urban

Advantages: +2 Skill Levels to cast Combat and Detection spells. As a wilderness totem, +2 Skill Levels to conjure Swamp, Lake or River Spirits (shaman’s choice). As an urban totem, +2 Skill Levels to conjure City Spirits.

Disadvantages: -1 penalty to Illusion spells. It requires an Ego roll for a Gator shaman to break off a fight, chase or other direct action.

 

 

LION

Lion is followed by shamans from the veldts of Africa to the plains of Europe. He is a brave and powerful warrior, who protects his family with his life. Lion prefers to work from surprise or ambush, but will take the direct approach when necessary. Lion shamans demand the best from themselves. They also demand respect from those around them. A Lion shaman makes a loyal friend and a deadly enemy.

Environment: Prairie

Advantages: +2 Skill Levels to cast Combat Spells, +2 Skill Levels to conjure Prairie Spirits.

Disadvantages: -1 penalty to Health spells

 

MOUSE

Mouse knows just where to find the right thing for every situation. She is clever and resourceful; her wisdom often helps fierce and proud totems like Lion and Wolf out of trouble, showing them the common sense they might otherwise miss. Mouse is no one’s enemy and, if she has a flaw, it is that curiosity sometimes gets the better of her. Mouse shamans tend to be hoarders, collecting all manner of junk along with useless information and trivia, storing everything away “for a rainy dayâ€.

Environment: Urban or fields

Advantages: +2 Skill Levels to cast Detection and Health spells, +2 Skill Levels to conjure Hearth and Field Spirits.

Disadvantages: -2 penalty to Combat spells

 

OWL

Owl is wise and sees all. She rules the night sky and what she hunts, she finds. By day, she is nearly helpless. Owl is honored by cultures around the world, although some consider her appearance a bad omen. Owl shamans are nocturnal loners well-suited for life in the shadows. Their magic is weaker during the day, and the owl shamans tend to remain in the shadows even during daytime.

Environment: Anywhere

Advantages: +2 Skill Levels to Sorcery and Conjuring at night

Disadvantages: -2 penalty to all magic skills during the daytime.

 

RACCOON

Raccoon is a cunning bandit who can break into any trap and steal the bait. He fights when he must, but prefers strategy and trickery. Raccoon shamans are intensely curious, which often leads them into danger. They can be greedy (Raccoon is a thief totem) and many steal only the very best. Petty thefts and violent robberies are beneath a Raccoon shaman’s dignity

Environment: Anywhere but the desert

Advantages: +2 Skill Levels to cast Manipulation spells, +2 Skill Levels to conjure City Spirits.

Disadvantages: -1 penalty to Combat spells.

 

RAT

Rat is found wherever humans are, for who else’s bounty can sustain him? Rat is a stealthy thief too selfish to share anything. He is a coward who would rather run away than fight. Rat shamans tend to be dirty and unkempt. They dislike working out in the open, preferring to stick to the shadows. Rat shamans avoid fights whenever they can. When they must fight, they fight to kill.

Environment: Urban

Advantages: +2 Skill Levels to Detection and Illusion spells, +2 Skill Levels to conjure City Spirits.

Disadvantages: -1 penalty to Combat spells

 

RAVEN

Raven is a harbinger of trouble in cultures world-wide. He is a trickster, dark and devious, and a transformer, responsible for changes. Raven thrives off the bounty of carnage and chaos, but does not cause them. He merely knows an opportunity when he sees one. Raven shamans love to eat, and rarely refuse an offer of food.

Environment: Anywhere under the open sky

Advantages: +2 Skill Levels to Manipulation spells, +2 Skill Levels to conjure Sky Spirits.

Disadvantages: -1 penalty to all magical skills when not under the open sky.

 

 

SHARK

Shark is a cold and relentless hunter. When shark strikes, he does so without mercy, driven into frenzy by the blood of his prey. Shark shamans tend to be wanderers, always on the move. They are fierce and deadly warriors. A Shark shaman believes the only good enemy is a dead enemy. If challenged, they do not waste time with threats or boasts, but strike to kill.

Environment: On or by the sea

Advantages: +2 Skill Levels to Combat and Detection spells, +2 Skill Levels for Sea Spirits

Disadvantages: Shark shamans can go berserk when wounded or when they kill an opponent. Whenever a Shark shaman takes Body in combat or strikes the killing blow on an opponent, roll to see if he goes berserk. The shaman must take this Disadvantage but gets no points for it. (Berserk, Common, 11- to go berserk, 14- to recover). The Shark that goes berserk can continue to attack the body of his last kill instead of moving to a living target.

 

SNAKE

Snake is wise and knows and knows many secrets. She is a good councilor, but always exacts a price for her advice. Snake shamans are pacifists; they only fight to protect themselves and others. Snake shamans are obsessed with learning secrets and take great risks to order to do so. They trade their knowledge to others for whatever they can get in exchange.

Environment: Anywhere on land

Advantages: +2 Skill Levels for Detection, Health, and Illusion spells. As a wilderness totem, +2 Skill Levels to conjure any one Spirit of the Land (shaman’s choice). As an urban totem, +2 Skill Levels to conjure any one Spirit of Man (shaman’s choice).

Disadvantages: -1 penalty for all spells cast during combat

 

WOLF

Wolf is recognized as a hunter and warrior worldwide. He is fiercely loyal to the other members of his pack. As the ancient saying goes, Wolf wins every fight but one, and in that one he dies. Wolf shamans are loyal to friends and family unto death. They do not show cowardice in battle and their word is their bond.

Environment: Forest, prairie, or mountains

Advantages: +2 Skill Levels to Combat and Detection spells, +2 Skill Levels to conjure Forest, Prairie, or Mountain Spirits (shaman’s choice).

Disadvantages: Wolf shamans can go berserk when wounded. Whenever a wolf shaman takes Body in combat, roll to see if he goes berserk. The shaman must take this Disadvantage but gets no points for it. (Berserk, Common, 11- to go berserk, 14- to recover).

 

 

ADEPT

 

Adepts are another form of magician who follows the Somatic Way. They channel their energies into physical manifestations of power. They do not have access to Astral Projection, Sorcery, Conjuring, or Dispelling/Banishing. They might have Astral Perception if they purchased it as a power. Adepts use their magic in the perfection of body and mind, and they tend to focus on training and discipline.

 

ADEPT POWERS

Adepts use their magic attribute to “buy†powers that are supernatural or magical abilities that become a natural part of the adept through study and training. Each power has a cost in points, of which the adept has the total of his magic attribute to spend on Adept Powers. A beginning Adept has a Magic Attribute of 60.

 

ASTRAL PERCEPTION

Power: Detect: Astral Plane and Auras, Discriminatory, Tracking; Adv: None; AP: 25; Lim: Extra Time: ½ Phase to Turn on (-.25); Character may be targeted by Astral Forms (-.5); Side Effect: -5 Perception Rolls for Physical Plane (-1)

Real Cost: 9 Points

 

ATTRIBUTE BOOST

The adept can all upon their inner strength to perform amazing feats beyond the norm. Attribute Boost may be purchased for any of the physical attributes: STR, DEX, BODY, CON. It must be purchased separately for each of the attributes, and cannot be purchased for mental attributes. To use this power, the character must make an EGO roll (-1 per 10 Active Points) to activate the power. Once activated, it stays on as long as the character pays endurance.

Power: Characteristics; Adv: None; AP: varies by Characteristic; Lim: Requires an Ego Roll (-.5); Costs END (-.5)

Magic Cost: +2 STR per point, +2 DEX per 3 points, +2 BODY per 2 points, +2 CON per 2 points

 

BLIND FIGHTING

The adept has the innate ability to fight effectively even while in darkness or blinded.

Power: Combat Sense Talent; Adv: None; Lim: None

Magic Cost: 15 points for Combat Sense, 2 points for +1 to roll

 

BODY CONTROL

The adept’s power of mind over body allows him to resist the effects of toxins and diseases. Each level of Body Control gives 1 Power Defense against any normal toxins.

Power: Power Defense; Adv: None; AP: 1 per 1 Power Defense; Lim: Only against normal toxins (-.5)

Magic Cost: 1 Power Defense per .7 points

 

COUNTERSTRIKE

The counterstrike power gives the adept a particularly strong ability to strike back at attackers.

Power: HKA; Adv: Continuous (+1); Damage Shield (+.5); AP: 38 per 1d6; Lim: Gestures (-.25)

Magic Cost: 30 points per 1d6 HKA

 

DIRECTION SENSE

The adept has an innate sense of direction. He can always tell the direction without reference to visual cues, and he can tell if he’s above or below ground.

Power: Bump of Direction; Adv: None; AP: 3; Lim: None

Magic Cost: 3 points

 

DISTANCE STRIKE

This power allows an adept to “transmit†an unarmed attack over a short distance and strike a target without physically touching them.

Power: Stretching; Adv: Invisible Power Effects: All (+1); Does not cross intervening space (+.25); AP: 11.25 per 1â€; Lim: Only for unarmed attacks (-1); No non-combat stretching (-.25); Always direct (-.25); No Velocity damage (-.25)

Magic Cost: 4 points per 1†distance

 

ENHANCED PERCEPTION

This power sharpens the senses of the Adept. Each level gives the Adept +1 to all perception rolls. The maximum is +10 PER.

Power: Enhanced Perception: All; Adv: None; AP: 3 per +1; Lim: None

Magic Cost: 3 points per +1 to Perception Rolls

 

FAULTLESS DEFENSE

The adept moves in such a way as to make Seeking Strikes more difficult to use.

Power: Lack of Weakness; Adv: None; AP: 1 per –1 to Find Weakness Rolls; Lim: None

Magic Cost: 1 per –1 to Find Weakness Rolls

 

FLARE COMPENSATION

The adept’s eyes quickly adjust to intense light, allowing him or her to avoid the affects of flash grenades and similar weapons.

Power: Flash Defense: Normal Sight; Adv: None; AP: 1 per 1 Flash Defense; Lim: None

Magic Cost: 1 point per 1 Flash Defense

 

FLEXIBILITY

This power makes an adept’s limbs unusually limber, able to twist and bend more than a normal person’s.

Power: Double-Jointed Talent; Adv: None; Lim: None

Magic Cost: 4 points

 

GREAT LEAP

Adepts with great leap are able to make incredible jumps into the air and over long distances.

Power: Leaping; Adv: None; AP: 1 per +1†Leap; Lim: None

Magic Cost: 1 point per +1†Leap

 

IMPROVED ABILITY

The adept focuses his magic to become more skilled. This allows the adept to buy SL for Combat and Agility skills.

Power: Skill Levels; Adv: None; AP: varies by skill level; Lim: None

Magic Cost: Varies by Skill Level

 

IMPROVED PHYSICAL ATTRIBUTE

The adept can buy his STR, DEX, BODY, or CON up with this power. The cost is the same as for buying the normal attribute, and the change does affect figured characteristics.

Power: Characteristics; Adv: None; Lim: None

Magic Cost: +1 STR per point, +1 DEX per 3 points, +1 BODY per 2 points, +2 CON per 2 points

 

IMPROVED REFLEXES

The adept can buy his SPD up with this power. The cost is the same as for buying the normal attribute.

Power: SPD; Adv: None; AP: 10 per +1 SPD; Lim: None

Magic Cost: +1 SPD per 10 points

 

IMPROVED SCENT

The adept can identify scents in the same way as a bloodhound. The adept can also track people by their scent.

Power: Tracking: Smell, Discriminatory: Smell; Adv: None; AP: 10; Lim: None

Magic Cost: 10 points

 

IMPROVED TASTE

The adept can recognize the ingredients of food or beverage by taste alone.

Power: Discriminatory: Taste; Adv: None; AP: 5; Lim: None

Magic Cost: 5 points

 

IRON FISTS

The adept channels magic into his strikes to give his attacks more power. A glow is evident when using this power and the adept must pay END (1 per 10 Active Cost) to use it.

Power: Hand-to-Hand Attack Adv: None; AP: 3 per +1d6; Lim: None

Magic Cost: 3 per +1d6 HA

 

KILLING HANDS

The adept channels magic into his fists and body to hone it to a killing machine. A telltale glow and crackle of power is evident when the adept is using this and he must pay END (1 per 10 Active Cost) to use the power.

Power: Hand-to-Hand Killing Attack; Adv: None; AP: 15 per 1d6 HKA; Lim: None

Magic Cost: 15 points per 1d6 HKA (Max 4d6 HKA)

 

LOW LIGHT VISION

The adept can see in low light areas as well as he or she can see in the daylight.

Power: Ultraviolet Perception: Sight; Adv: None; AP: 5; Lim: None

Magic Cost: 5 points

 

MAGIC RESISTANCE

The adept has an inherent resistance to sorcery. He can choose what spells to affect him fully and those he wishes to resist.

Power: Suppression Field; Adv: Reduced END (0 END, +.5); AP: 7.5 per 1d6; Lim: Self only (-.5); Only incoming spells of his choice (-.25)

Magic Cost: 4 points per 1d6 of Suppression Field

 

MISSILE MASTERY

An adept with missile master has such a highly developed talent for throwing weapons that normally harmless items such as pens, credsticks, and ID cards become deadly weapons when thrown by him or her.

Power: 1d6 RKA; Adv: None; AP: 10; Lim: OIF: Objects of Opportunity (-.5)

Magic Cost: 10 points

 

MISSILE PARRY

The adept can catch slow moving missiles out of the air. This includes all thrown weapons and projectile weapons.

Power: Missile Deflection; Adv: None; AP: 10, +2 per +1 OCV; Lim: None

Magic Cost: 10 points, 2 points for +1 OCV on Deflection roll

 

MYSTIC ARMOR

This power magically toughens the skin of the adept, allowing him or her to resist the effects of damage.

Power: Armor; Adv: None; AP: 3 per 2 points of Armor; Lim: None

Magic Cost: 3 points per 2 points of Armor (Max +8 rPD/+8 rED)

 

PAIN RESISTANCE

An adept with this power makes him almost impervious to torture, deprivation, or physical hardship. This doesn’t mean that the user isn’t hurt, just that he won’t notice the pain until he collapses.

Power: CON; Adv: None; AP: 2 per 1 CON; Lim: Only to resist being stunned (-1)

Power: Resistance Talent; Adv: None; Lim: None

Magic Cost: 2 points for +1 Resistance Talent, +1 CON (to resist stunning)

 

PERFECT DEFENSE

The adept using this power cannot be harmed by any non-magical attacks, but similarly cannot attack or otherwise affect another character with any ability, though he may move around. Using this power costs END.

Power: Desolidification; Adv: None; AP: 40; Lim: Cannot Pass Through Solid Objects (-.5); Extra Time: Full Phase (-.5)

Magic Cost: 20 points

 

PERFECT STEALTH

The adept becomes as silent or invisible as the wind. While paying END for this power, the adept can be completely silent or invisible.

Power: Invisibility; Adv: None; AP: 20 for One Targeting Sense, +10 per Additional Targeting Sense Group, +5 per Additional Targeting Sense, 10 for One Nontargeting Sense, +5 per each Additional Nontargeting Sense Group, +3 per Additional Nontargeting Sense; Lim: Only when not Attacking (-.5)

Magic Cost: 13 for One Targeting Sense, +7 per Additional Targeting Sense Group, +3 per Additional Targeting Sense, 7 for One Non-Targeting Sense, +3 per each Additional Nontargeting Sense Group, +2 per Additional Nontargeting Sense

 

RAPID HEALING

The adept recovers more quickly form all forms of injury.

Power: REC; Adv: None; AP: 2 per +1 REC; Lim: None

Magic Cost: 2 points per +1 REC

 

QUICK STRIKE

Adepts with this power can leap into action with startling suddenness.

Power: Lightning Reflexes Talent; Adv: None; Lim: None

Magic Cost: 3 points per +2 Lightning Reflexes

 

ROOTING

Adepts with the rooting power can hold themselves in place by will alone.

Power: Clinging; Adv: None; AP: 10 for normal strength, +1 per +3 clinging STR; Lim: Only to prevent being moved (-1)

Magic Cost: 5 points for character’s normal strength, +6 STR per 1 point

 

SEEKING STRIKES

The adept has a knack for finding the weak points in his opponent’s defense, thus making his attacks Armor Piercing.

Power: Find Weakness Adv: None; AP: 10 for base roll of 11- with one type of attack, +10 for a related Group, +10 for All Attacks, +5 per +1 to roll; Lim: None

Magic Cost: 10 for base roll of 11- with one type of attack, +10 for a related Group, +10 for All Attacks, +5 per +1 to roll

 

SOUND DAMPENING

The adept’s ears are protected from loud noises and adjust quickly to sudden changes in noise level.

Power: Flash Defense: Normal Hearing; Adv: None; AP: 1 per 1 Flash Defense; Lim: None

Magic Cost: 1 point per 1 Flash Defense

 

SUSPENDED STATE

This ability allows the adept to enter into a meditative state, reducing his metabolism and requirements for food, water, and air.

Power: Simulate Death Talent; Adv: None; Lim: None

Magic Cost: 3 points for Simulate Death, +1 to EGO roll for +1 point

 

SWIFTNESS

The adept is remarkably fleet of foot.

Power: Running; AP: 2 per +1†Running; Adv: None; Lim: None

Magic Cost: 2 per +1†Running

 

TEMPERATURE TOLERANCE

The adept’s body is exceptionally resistant to extremes of heat and cold.

Power: Life Support: Safe Environment: Intense Heat and Intense Cold; AP: 4; Adv: None; Lim: None

Magic Cost: 4 points

 

THERMOGRAPHIC VISION

The adept can see heat signatures overlaid on his normal sight.

Power: Infrared Perception: Sight; Adv: None; AP: 5; Lim: None

Magic Cost: 5 points

 

TRACELESS WALK

An adept with traceless walk can move over soft or brittle surfaces such as snow, sand, or thin paper without leaving any visible traces.

Power: Flight; Adv: None; AP: 2 per 1â€; Lim: Only to move across surfaces without touching them (-1)

Magic Cost: 1 point per 1†of movement.

 

ULTRASONIC HEARING

The adept can hear high and low frequency sounds, such as dog whistles.

Power: Ultrasonic Perception: Hearing; Adv: None; AP: 5; Lim: None

Magic Cost: 5 points

 

 

SPELLS

 

Sorcery allows a magician to cast spells as noted earlier. The system is built thus:

Power: 75-point Multipower Reserve; Adv: None; AP: 75; Lim: Requires a Sorcery skill roll (-.5)

Total Cost: 50 points

The magician need not pay the cost for this multipower as it is already accounted for in the Shadow Magic System. Just keep in mind that a magician may never have more than 75 total active points allocated to spells at one time.

 

The magician pays the cost of each spell individually depending on the force at which he or she would like to learn it. If the magician wishes to make the spell always work at maximum power (in that he or she cannot turn it down), then the cost is 1 point per 10 points of the Real Cost of the spell. If the character wishes to be able to cast the spell at a lower force, then the cost is 1 point per 5 points of Real Cost of the spell. Real cost can be reduced by adding limitations to the spell such as Gestures (-.25), Incantations (-.25), Focus (varies), Extra Time (varies). Learning spells this way allows the character to spend fewer points to learn the spell, but it places restrictions on the casting or effects of the spell. All spells below are listed with no casting restrictions.

 

COMBAT SPELLS

 

DEATH TOUCH

Death Touch requires the caster to touch the target. The spell does physical damage to a single target.

Power: Ranged Killing Attack (Magic); Adv: Based on Ego Combat Value: Mental Defense (+1); Does Body (+0); AP: 30 per 1d6; Lim: No range (-.5); Requires a Sorcery Skill Roll (-.5)

Real Cost: 15 points per 1d6 RKA

 

MANABALL

Mana Ball channels destructive magical energy into targets in its area causing physical damge.

Power: Ranged Killing Attack (Magic); Adv: Based on Ego Combat Value: Mental Defense (+1); Does Body (+0); Area of Effect: Radius (+1); AP: 45 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 30 points per 1d6 RKA

 

MANABOLT

Mana Bolt channels destructive magical energy into the target causing physical damage

Power: Ranged Killing Attack (Magic); Adv: Based on Ego Combat Value: Mental Defense (+1); Does Body (+0); AP: 30 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 20 points per 1d6 RKA

 

POWERBALL

This spell channels destructive magical energy into an area causing physical damage. This spell affects living and non-living targets.

Power: Ranged Killing Attack (Magic Physical); Adv: Area of Effect: Radius (+1); AP: 30 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 20 points per 1d6 RKA

 

POWERBOLT

This spell channels destructive magical energy into the target causing physical damage. This spell affects living and non-living targets.

Power: Ranged Killing Attack (Magic Physical); Adv: None; AP: 15 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 10 points per 1d6 RKA

 

STUNBOLT

This spell channels magical energy directly into the target causing stun damage. It is often referred to as a “Sleep†spell because it can render targets unconscious.

Power: Ego Attack (Magic); Adv: None; AP: 10 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 6.7 points per 1d6 Ego Attack

 

STUNBALL

This spell channels magical energy directly into several targets in an area causing stun damage. It is often referred to as a “Sleep†spell because it can render targets unconscious.

Power: Ego Attack (Magic); Adv: Area of Effect: Radius (+1); AP: 20 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 13.3 points per 1d6 Ego Attack

 

DETECTION SPELLS

 

ANALYZE DEVICE

This spells allows the subject to analyze the purpose and operation of a device or piece of equipment within range of the sense.

Power: Detect Device: Sight, Analyze; Adv: Usable on Others (+.25); AP: 10 +1 per +1 PER Roll; Lim: Requires a Sorcery Skill Roll (-.5); Costs END (-.5)

Power: Skill Levels: Overall; Adv: None; AP: 10 per +1 Lim: Only for use with that device (-1); Requires a Sorcery Skill Roll (-.5); Costs END (-.5); Linked to Detect Device (-.5)

Real Cost: 9.4 points; +.6 point per +1 to PER Roll; +2.8 points per Skill Level

 

ANALYZE TRUTH

This spell can tell whether or not a target’s statements are the truth. Half-truths or falsehoods the target believes to be true are not detected by this spell. The spell does not work on written materials or any sort of electronic communication.

Power: Detect Truth: Hearing, Analyze; Adv: Usable By Others (+.25); AP: 18.75 +1 per +1 PER Roll; Lim: Requires a Sorcery Skill Roll (-.5); Does not work through electronic sound (-.5); Costs END (-.5)

Real Cost: 7.5 points; +.4 points per +1 to PER Roll

 

CLAIRAUDIENCE

The subject can hear distant sounds as if physically present.

Power: Clairsentience: Hearing; Adv: Usable By Others (+.25); AP: 25; Lim: Blackout (-.5); Requires a Sorcery Skill Roll (-.5)

Real Cost: 12.5 points; +3.1 points per x2 range

 

CLAIRVOYANCE

The subject can see distant scenes as if physically present.

Power: Clairsentience: Sight; Adv: Usable By Others (+.25); AP: 25; Lim: Blackout (-.5); Requires a Sorcery Skill Roll (-.5)

Real Cost: 12.5 points; +3.1 points per x2 range

 

COMBAT SENSE

The subject can subconsciously analyze combat and other dangerous situations. The subject senses events a split-second before they happen.

Power: Combat Skill Levels: All Combat; Adv: Usable By Others (+.25); AP: 10 per +1; Lim: Requires a Sorcery Skill Roll (-.5); Costs END (-.5)

Real Cost: 4 per +1 CSL

 

DETECT ENEMIES

The subject can detect living targets who have hostile intentions toward him. This spell does not detect traps, nor can it detect someone about to shoot into a crowd at random. This spell can detect an ambush or other surprise attack.

Power: Detect Enemies: Sight; Adv: Usable By Others (+.25); AP: 12.5 +1 per +1 PER Roll; Lim: Requires a Sorcery Skill Roll (-.5); Costs END (-.5)

Real Cost: 6.3 points; +.5 points for +1 PER Roll

 

DETECT INDIVIDUAL

The subject can detect the presence of a specific individual named when the spell is cast.

Power: Detect Individual: Sight; Adv: Usable By Others (+.25); AP: 12.5 +1 per +1 PER Roll; Lim: Requires a Sorcery Skill Roll (-.5); Costs END (-.5)

Real Cost: 6.3 points; +.5 points for +1 PER Roll

 

 

DETECT LIFE

The subject detects all living being, knowing their number and relative location.

Power: Detect Life: Sight; Adv: Usable By Others (+.25); AP: 12.5 +1 per +1 PER Roll; Lim: Requires a Sorcery Skill Roll (-.5); Costs END (-.5)

Real Cost: 6.3 points; +.5 points for +1 PER Roll

 

DETECT (LIFE FORM)

The subject detects all of a specified type of life form within the range of the sense and knows their number and relative location. Each different life form requires a separate spell (Detect Orks, Detect Elves, Detect Dragons, etc.)

Power: Detect (Life Form): Sight; Adv: Usable By Others (+.25); AP: 3.75 +1 per +1 PER Roll; Lim: Requires a Sorcery Skill Roll (-.5); Costs END (-.5)

Real Cost: 2 points; +.5 points for +1 PER Roll

 

DETECT MAGIC

The subject can detect the presence of all foci, spells and spirits. It does not detect awakened characters or the effects of permanent spells once they have become permanent.

Power: Detect Magic: Sight; Adv: Usable By Others (+.25); AP: 6.25 +1 per +1 PER Roll; Lim: Requires a Sorcery Skill Roll (-.5); Costs END (-.5)

Real Cost: 3 points; +.5 points for +1 PER Roll

 

DETECT (OBJECT)

The subject detects all of a specified type of object and knows their number and relative location. Each type of object requires a separate spell (Detect Guns, Detect Computers, Detect Explosives, etc.)

Power: Detect (Object): Sight; Adv: Usable By Others (+.25); AP: 3.75 +1 per +1 PER Roll; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 2 points; +.5 points for +1 PER Roll

 

MIND LINK

This spell allows any two voluntary subjects to communicate mentally, exchanging conversation, emotions and mental images.

Power: Mind Link: Any Willing Target, One at a Time; Adv: Usable By Others (+.25); AP: 18.75; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 13 points

 

MIND PROBE

This spell allows the subject to telepathically probe the mind of a visible target.

Power: Telepathy; Adv: Usable By Others (+.25); AP: 6.25 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 4.2 points per 1d6 of Telepathy

 

HEALTH SPELLS

 

ANTIDOTE

This spell helps a poisoned subject to overcome the toxin.

Power: Suppress; Adv: Variable Effect: Any Toxin Effect (+.25); Cumulative (+.5) AP: 5.25 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 3.5 point per 1d6 Suppress

 

CURE DISEASE

This spell helps a poisoned subject to overcome the illness.

Power: Suppress; Adv: Variable Effect: Any Disease Effect (+.25); Cumulative (+.5) AP: 5.25 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 3.5 point per 1d6 Suppress

 

DECREASE (CHARACTERISTIC)

This spell drains away the specified characteristic, causing the target to function at lower capacity. Each primary characteristic has a separate spell (Decrease Strength, Decrease Presence, etc.) but there are none for the figured characteristics.

Power: Drain (Characteristic); Adv: Delayed Return Rate: 5 Minutes (+.5); AP: 15 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 10 points per 1d6 Drain

DETOX

Detox relieves the effects of an ingested drug or poison

Power: Healing; Adv: Any number of Powers/Characteristics affected by ingested toxins at the same time (+2); AP: 30 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 20 points per 1d6 Healing

 

HEAL

This spell repairs physical injuries to anyone.

Power: Healing: BODY; Adv: None; AP: 10 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 6.7 points per 1d6 of Healing

 

HEALTHY GLOW

This spell brightens eyes and hair, sloughs off dead skin cells, improves circulation and promotes general well being. A cosmetic spell, the rich use Healthy Glow as a status symbol and pick-me-up. The effects of the spell wear off eventually as per standard Transform. Or the character may simply “get dirty†again and the spell ceases to function.

Power: Minor Transform: Target into Healthy, Glowing Person; Adv: None; AP: 5 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 3.3 per 1d6 Minor Transform

 

HIBERNATE

This spell puts a voluntary subject into a form of suspended animation.

Power: Invisibility to Detect Life Signs/Paramedics/Forensic Medicine; Adv: Usable By Others (+.25); AP: 25; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 17 points

 

INCREASE (CHARACTERISTIC)

This spell aids the specified characteristic, causing the target to function at higher capacity. Each primary characteristic has a separate spell (Increase Strength, Increase Presence, etc.); but there are none for the figured characteristics.

Power: Aid (Characteristic); Adv: Delayed Return Rate: 5 Minutes (+.5); AP: 15 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 10 points per 1d6 Aid

 

INCREASE REFLEXES

This spell aids the target character’s speed, allowing him to go more often in a turn.

Power: Aid SPD; Adv: Delayed Return Rate: 5 Minutes (+.5); AP: 15 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 10 points per 1d6 Aid to SPD

 

OXYGENATE

Oxygenate relieves the effects of an inhaled drug or poison

Power: Healing; Adv: Any number of Powers/Characteristics affected by ingested toxins at the same time (+2); AP: 30 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 20 points per 1d6 Healing

 

ILLUSION SPELLS

 

CHAOS

This spell produces a storm of conflicting sensations and images to confuse the senses.

Power: Change Environment: Hearing/Sight Group Perception Rolls, OCV, DCV, All Characteristic Rolls; Adv: None; AP: 50 +5 per x2 Radius; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 33 points per –1 to Hearing/Sight Group PER Rolls, OCV, DCV, and All CHAR Rolls in 1†area; +3.3 points for x2 area

 

ENTERTAINMENT

This spell creates obvious, but entertaining, visual illusions. The entertainment industry uses illusionists as literal “special effects wizards.†Magical designers and artists work to create new and interesting sensations, including sensations that can’t otherwise be experienced in the real world. Only the wealthy can afford the unique experiences offered by such spellcasters.

Power: Images: Sight Group; Adv: None; AP: 10; Lim: Requires a Sorcery Skill Roll (-.5); Only to create obvious illusions (-.5)

Real Cost: 5 points for Images in 1 hex

INVISIBILITY

This spell makes the subject invisible to normal vision. The subject is completely tangible and detectable by the other senses. Their aura is still visible to astral perception.

Power: Invisibility to Sight Group; Adv: Usable By Others (+.25); AP: 25; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 16.7 points

 

MASK

The mask spell alters the target’s voice, scent and other physical characteristics. The target assumes a physical appearance (of the same basic size and shape) chosen by the caster.

Power: Shape Shift: Sight, Hearing, Smell, Touch into Humanoid Shapes; Adv: Usable By Others (+.25); AP: 45; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 30 points

 

PHANTASM

This spell creates convincing visual illusions of any object or creature the caster desires. The can create an illusion of anything the caster has seen before, from a flower or a credstick, to a dragon breathing fire, so long as the illusion is no larger than the spell’s area.

Power: Images: Sight Group; Adv: Area of Effect: Radius (+1); AP: 10; Lim: Requires a Sorcery Skill Roll (-.5); Must be something caster has seen (-.5)

Real Cost: 10 points; +1.5 points per –1 to observer’s PER Rolls

 

SILENCE

Silence creates an area that dampens sounds.

Power: Darkness: Sound Group; Adv: None; AP: 10; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 6.7 points for Darkness in 1†radius; +3.3 points for +1†radius

 

STEALTH

Stealth is cast on a target who becomes inaudible to normal hearing. The subject can more in complete silence and nothing they do makes noise.

Power: Invisibility to Sound Group; Adv: Usable By Others (+.25); AP: 25; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 16.7 points

 

MANIPULATION SPELLS

 

ACID STREAM

This spell creates a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material. Anyone in full-body armor treated to resist toxic materials (like a firefighter’s suit) takes no damage.

Power: Ranged Killing Attack (Acid); Adv: No Normal Defense: Hazmat Gear (+1); Does Body (+0); AP: 30 per 1d6; Lim: Requires Sorcery Skill Roll (-.5)

Real Cost: 20 points per 1d6 RKA (NND)

 

ARMOR

This spell creates a glowing field of magical energy around the target that protects against physical damage

Power: Force Field; Adv: Usable By Others (+.25); AP: 1 per 1 point of Force Field; Lim: Requires a Skill Roll (-.5)

Real Cost: .8 per +1 rPD

 

ASTRAL BARRIER

This spell creates a wall or dome made entirely of magical energy solely to protect against astral attacks, dual-natured beings and the like.

Power: Force Wall; Adv: Transparent to Physical Attacks (+.5); AP: 7.5 for 2 rED wall 1†long and 1†tall, +2 per +1†width or height; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 5 points for 2 rED wall 1†long and 1†tall; +1.3 points per +1†width or height

 

BALL LIGHTNING

This spell creates an area filled with lightning that electrifies anything inside. Armor provides no protection but insulated clothing or a lack of grounding makes the character immune.

Power: Ranged Killing Attack (Electricity); Adv: No Normal Defense: Insulated Clothing (+1); Does Body (+0); Area of Effect: Radius (+1); AP: 45 per 1d6; Lim: Requires a Skill Roll (-.5)

Real Cost: 30 points per 1d6 RKA (NND)

 

CLOUT

This spell creates a bolt of invisible psychokinetic force that does stun damage. Physical Armor protects against damage.

Power: Energy Blast (Psychokinetic Punch); Adv: None; AP: 5 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 3.3 points per 1d6 Physical EB

 

CONTROL THOUGHTS

The caster seizes control of the target’s mind, directing everything the target does. The caster can mentally give commands and the target is compelled to obey.

Power: Mind Control; Adv: Telepathic (+.25); AP: 6.25 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 4.2 points per 1d6 Mind Control

 

FIREBALL

This area spell creates an inferno of flames for an instant and then ceases. The flames can ignite flammable materials.

Power: Ranged Killing Attack (Fire); Adv: Area of Effect: Radius (+1); AP: 30 per 1d6; Lim: Requires Sorcery Skill Roll (-.5)

Real Cost: 20 points per 1d6 RKA

 

FLAMETHROWER

This spell creates flames the caster can direct. The flames flash into existence and burn out after striking the target, but can ignite flammable materials.

Power: Ranged Killing Attack (Fire); Adv: None; AP: 15 per 1d6; Lim: Requires Sorcery Skill Roll (-.5)

Real Cost: 10 points per 1d6 RKA

 

ICE SHEET

This spell creates a flat sheet of ice covering an area. Characters attempting to cross must make a DEX Roll or fall prone.

Power: Change Environment: DEX Roll; Adv: None; AP: 8, +5 per +1†Radius, +3 per –1 to DEX Roll; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 5 points for 1†area; 3.3 points per +1†radius; +2 points per –1 to DEX Roll

 

LEVITATE

This spell allows the caster to telekinetically lift an object and move it around.

Power: Flight; Adv: Usable As Attack (+1); AP: 4 per 1†Flight; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 2.7 per 1†of Flight

 

LIGHT

This spell creates a mobile point of light, illuminating the area around it.

Power: Images: Sight Group; Adv: Increased Size: x8†Radius (+.75); AP: 17.5; Lim: Requires a Sorcery Skill Roll (-.5); Only to create light (-1)

Real Cost: 7 points

 

LIGHTNING BOLT

This spell creates a flash of lightning that shoots from the caster down a specified line. Armor provides no protection but insulated clothing or a lack of grounding makes the character immune.

Power: Ranged Killing Attack (Electricity); Adv: No Normal Defense: Insulated Clothing (+1); Does Body (+0); Area of Effect: Line (+1); AP: 45 per 1d6; Lim: Requires a Skill Roll (-.5)

Real Cost: 30 points per 1d6 RKA (NND)

 

MAGIC FINGERS

This spell creates a psychokinetic effect like “invisible hands†that can hold or manipulate items.

Power: Telekinesis With Fine Manipulation; Adv: None; AP: 10 for 0 STR, +3 per +2 STR; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 6.7 points for 0 STR Telekinesis, +1 point per 1 STR

 

PETRIFY

This spell transforms living tissue into stone-like calcium carbonate. The target can be turned back to flesh by being immersed completely in water.

Power: Major Transform: Person into Calcium Carbonate; Adv: None; AP: 15 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 10 points per 1d6 Major Transform

 

PHYSICAL BARRIER

This spell creates a wall or dome made entirely of magical energy solely to protect against physical attacks.

Power: Force Wall; Adv: Transparent to Energy Attacks (+.5); AP: 7.5 for 2 rED wall 1†long and 1†tall, +2 per +1†width or height; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 5 points for 2 rPD wall 1†long and 1†tall; +1.3 points per +1†width or height

 

POLTERGEIST

This spell picks up all small objects within the spell’s area and whirls them around in random patterns.

Power: Change Environment 4†Radius: -2 Sight Group Perception Rolls, 1d6 Physical Damage; Adv: None; AP: 36; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 24 points

 

SHADOW

This spell creates a globe of darkness that blocks sight.

Power: Darkness: Sight Group; Adv: None; AP: 10 for 1†radius, +5 per +1â€; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 6.7 points for Darkness in 1†radius; +3.3 points for +1†radius

 

SPARK

This spell creates a flash of lightning that shoots from the caster to the target. Armor provides no protection but insulated clothing or a lack of grounding makes the character immune.

Power: Ranged Killing Attack (Electricity); Adv: No Normal Defense: Insulated Clothing (+1); Does Body (+0); AP: 30 per 1d6; Lim: Requires a Sorcery Skill Roll (-.5)

Real Cost: 20 points per 1d6 RKA (NND)

 

TOXIC WAVE

This spell creates a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material. Anyone in full-body armor treated to resist toxic materials (like a firefighter’s suit) takes no damage.

Power: Ranged Killing Attack (Acid); Adv: No Normal Defense: Hazmat Gear (+1); Does Body (+0); Area of Effect: Radius (+1); AP: 45 per 1d6; Lim: Requires Sorcery Skill Roll (-.5)

Real Cost: 30 points per 1d6 RKA (NND)

 

 

 

ELEMENTALS

 

AIR ELEMENTAL

Val Char Cost Roll Notes

0 STR -10 9- Lift: 25 kg; 0d6

23 DEX 39 14- OCV/DCV: 8/8

10 CON 0 12-

10 BODY 0 12-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

12 COM 1 11-

 

6 PD 6 Total: 6 PD (6 rPD)

10 ED 7 Total: 10 PD (10 rED)

4 SPD 7 Phases: 3, 6, 9, 12

4 REC 2

30 END 0

0 STUN 0

 

Movement Running 0â€/0â€

Leaping 0â€/0â€

Flight 20â€/40â€

Total Characteristic Cost: 54

Cost Power END

45 Air Powers: Multipower, 45 points reserve 0

5u 1) Air Blast: Energy Blast 6d6 (Air), Reduced END (0 END; +.5) 0

5u 2) Whirlwind: Energy Blast 4d6, Area of Effect (3†Radius; +1), Personal Immunity (+.25) 5

4u 3) Lack of Air: Energy Blast 4d6, NND: Self-Contained Breathing (+1) 4

5u 4) Accident: Telekinesis 30 STR 1/5 STR

5u 5) Movement: 4d6 Aid (Succor), Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

5u 6) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

5u 7) Aid Sorcery: 6d6 Aid (Succor), Magic Multipower and any Slot simultaneously (+.5) 5

40 Moves Like Air: 20†Flight 1/5â€

27 Body of Air: Desolidification (Affected by Magic); Cannot pass through solid objects (-.5) 4

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

5 Immunity to Normal Weapons: Damage Resistance 6 PD/10 ED; Does Not Work against Magic (-.5) 0

20 Elemental Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Elemental Body: Life Support Total 0

10 Elemental Body: No Hit Locations 0

60 Elemental Body: Takes No Stun, Takes only Body 0

-14 True Flier: Running –6â€; Swimming –2†0

18 Elemental Energy: 100 point END Reserve, 5 Recovery (All Elemental/Magic Powers); Usable By Others, Simultaneously (+.5); Only usable by Elemental or Mage that summoned it (-.25) 0

Cost Skill Roll

12 +6 Skill Levels with Flight -

Total Powers & Skills Cost: 322

Cost Disadvantages

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Vulnerability: Water-based attacks (Common, x2 damage)

20 Distinctive Features: Elemental (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 306

EARTH ELEMENTAL

Val Char Cost Roll Notes

40 STR 30 15- Lift: 6400 kg; 8d6 (12d6)

15 DEX 15 12- OCV/DCV: 5/5

20 CON 20 13-

20 BODY 20 13-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

8 COM -1 11-

 

10 PD 4 Total: 10 PD (10 rPD)

10 ED 6 Total: 10 PD (10 rED)

3 SPD 5 Phases: 3, 6, 9, 12

10 REC 0

40 END 0

0 STUN 0

 

Movement Running 6â€/12â€

Leaping 3â€/6â€

Tunneling 4â€/8â€

Total Characteristics Cost: 107

Cost Power END

45 Earth Powers: Multipower, 45 point reserve 0

5u 1) Earthwalking: Tunneling 4†through 6 DEF material, Fill In 1/5â€

4u 2) Engulf: Entangle 6d6, 6 DEF Only against targets on the ground 5

4u 3) Movement: 4d6 Aid (Succor) to Running, Area of Effect: Radius (+1) 4

5u 4) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

5u 5) Aid Sorcery: 6d6 Aid (Succor), Magic Multipower and any Slot simultaneously (+.5) 5

18 Fists of Stone: Hand-to-Hand Attack +4d6; Reduced END (0 END, +.5) 0

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

8 Immunity to Normal Weapons: Damage Resistance 10 PD/10 ED; Does Not Work against Magic (-.5) 0

6 Earthen Body: Armor +4 rPD

20 Elemental Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Elemental Body: Life Support Total 0

10 Elemental Body: No Hit Locations 0

60 Elemental Body: Takes No Stun, Takes only Body 0

18 Elemental Energy: 100 point END Reserve, 5 Recovery (All Elemental/Magic Powers); Usable By Others, Simultaneously (+.5); Only usable by Elemental or Mage that summoned it (-.25) 0

Cost Skill Roll

6 +2 OCV with Unarmed Attacks -

Total Powers & Skills Cost: 263

Cost Disadvantages

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Vulnerability: Water-based attacks (Common, x2 damage)

20 Distinctive Features: Elemental (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 306

 

 

FIRE ELEMENTAL

Val Char Cost Roll Notes

0 STR -10 9- Lift: 25 Kg; 0d6

20 DEX 30 13- OCV/DCV: 7/7

13 CON 6 12-

13 BODY 6 12-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

25 PRE 15 14- PRE Attack: 5d6

12 COM 1 11-

 

6 PD 6 Total: 6 PD (6 rPD)

10 ED 7 Total: 10 PD (10 rED)

4 SPD 10 Phases: 3, 6, 9, 12

4 REC 2

30 END 0

0 STUN 0

 

Movement Running 0â€/0â€

Leaping 0â€/0â€

Flight 15â€/30â€

Total Characteristics Cost: 71

Cost Power END

45 Fire Attacks: Multipower, 45 points reserve 0

5u 1) Flamethrower: Energy RKA 2d6 (Fire); Reduced END (0 END; +.5) 0

5u 2) Engulf: RKA ½d6 (Fire); NND (defense is fire-proof clothing; +1); Does BODY (+1); Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 5

4u 3) Accident: Change Environment 2†Radius (Intense Heat), +6 Temp Levels, ½d6 of Fire Damage 4

5u 4) Aid Sorcery: 6d6 Aid (Succor), Magic Multipower and any Slot simultaneously (+.5) 5

30 Move Like Fire: Flight 15†1/5â€

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

5 Immunity to Normal Weapons: Damage Resistance 6 PD/10 ED; Does Not Work against Magic (-.5) 0

40 Body of Fire: Energy HKA 1d6 (Fire); Continuous (+1); Damage Shield (does damage in HTH combat; + .75); Inherent (+.25); Persistent (+.5); Reduced END (0 END; +.5); Always On (-.5); No STR Bonus (-0) 0

20 Elemental Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Elemental Body: Life Support Total 0

10 Elemental Body: No Hit Locations 0

60 Elemental Body: Takes No Stun, Takes only Body 0

18 Elemental Energy: 100 point END Reserve, 5 Recovery (All Elemental/Magic Powers); Usable By Others, Simultaneously (+.5); Only usable by Elemental or Mage that summoned it (-.25) 0

-14 True Flier: Running –6â€, Swimming –2†0

Cost Skill Roll

12 +4 OCV with Fire Attacks -

Total Powers & Skills Cost: 300

Cost Disadvantages

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Vulnerability: Water-based attacks (Common, x2 damage)

20 Distinctive Features: Elemental (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 301

 

WATER ELEMENTAL

Val Char Cost Roll Notes

10 STR 0 11- Lift: 100 Kg; 2d6

15 DEX 15 12- OCV/DCV: 7/7

18 CON 16 13-

18 BODY 16 13-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

8 PD 6 Total: 8PD (0 rPD)

8 ED 4 Total: 8PD (0 rED)

4 SPD 15 Phases: 3, 6, 9, 12

6 REC 0

36 END 0

0 STUN 0

 

Movement Running 6â€/12â€

Leaping 4â€/8â€

Swimming 20â€/160â€

Total Characteristics Cost: 80

Cost Power END

45 Water Powers: Multipower 45 point reserve 0

5u 1) Water Blast: Physical Energy Blast 4d6, Double Knockback (+.75); Reduced END (0 END; +.5) 0

5u 2) Engulf: RKA ½d6 (Suffocation); NND (defense is no need to breathe; +1); Does BODY (+1); Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 5

5u 3) Accident: Change Environment 8†Radius (Slippery Surface, Wet Surface), -2 to DEX Rolls & Skills (Requires a Roll to Move) 3

4u 4) Movement: 4d6 Aid (Succor) to Swimming, Area of Effect: Radius (+1) 4

5u 5) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

5u 6) Aid Sorcery: 6d6 Aid (Succor), Magic Multipower and any Slot simultaneously (+.5) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

27 Body of Water: Desolidification (Affected by Magic); Cannot pass through solid objects (-.5) 4

23 Aquatic Movement: Swimming +8†(10†total), x8 Non-combat 1/5â€

20 Elemental Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Elemental Body: Life Support Total 0

10 Elemental Body: No Hit Locations 0

60 Elemental Body: Takes No Stun, Takes only Body 0

18 Elemental Energy: 100 point END Reserve, 5 Recovery (All Elemental/Magic Powers); Usable By Others, Simultaneously (+.5); Only usable by Elemental or Mage that summoned it (-.25) 0

Cost Skill Roll

9 +3 OCV with Water Attacks

Total Powers & Skills Cost: 296

Cost Disadvantages

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Vulnerability: Fire-based attacks (Common, x2 damage)

20 Distinctive Features: Elemental (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 306

 

NATURE SPIRITS

 

SPIRITS OF MAN

 

CITY SPIRIT

Val Char Cost Roll Notes

0 STR -10 9- Lift: 25 Kg; 0d6

20 DEX 30 13- OCV/DCV: 7/7

15 CON 10 12-

15 BODY 10 12-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

25 PRE 15 14- PRE Attack: 5d6

12 COM 1 11-

 

6 PD 6 Total: 6 PD (6 rPD)

10 ED 5 Total: 10 PD (10 rED)

4 SPD 10 Phases: 3, 6, 9, 12

4 REC 0

30 END 0

0 STUN 0

 

Movement Running 10â€/20â€

Leaping 0â€/0â€

Flight 0â€/0â€

Total Characteristics Cost: 83

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

6u 2) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

5u 3) Confusion: 9d6 Mind Control; Telepathic (+.25); Set Effect: “Wander Aimlessly†(-.5) 6

5u 4) Fear: 8d6 Mind Control; Telepathic (+.25); Set Effect: “Run Away in Fear†(-.5) 6

6u 5) Guard: 12d6 Suppress: Change Environment 6

4u 6) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

5 Immunity to Normal Weapons: Damage Resistance 6 PD/10 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

Cost Skill Roll

12 +4 OCV with Spirit Powers -

Total Powers & Skills Cost: 269

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 282

 

 

FIELD SPIRIT

Val Char Cost Roll Notes

0 STR -10 9- Lift: 25 Kg; 0d6

20 DEX 30 13- OCV/DCV: 7/7

15 CON 10 12-

15 BODY 10 12-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

25 PRE 15 14- PRE Attack: 5d6

12 COM 1 11-

 

6 PD 6 Total: 6 PD (6 rPD)

10 ED 5 Total: 10 PD (10 rED)

4 SPD 10 Phases: 3, 6, 9, 12

4 REC 0

30 END 0

0 STUN 0

 

Movement Running 10â€/20â€

Leaping 0â€/0â€

Flight 0â€/0â€

Total Characteristics Cost: 83

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

6u 2) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

6u 3) Guard: 12d6 Suppress: Change Environment 6

4u 4) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

5 Immunity to Normal Weapons: Damage Resistance 6 PD/10 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

Cost Skill Roll

12 +4 OCV with Spirit Powers -

Total Powers & Skills Cost: 259

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: Field Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 272

 

 

HEARTH SPIRIT

Val Char Cost Roll Notes

0 STR -10 9- Lift: 25 Kg; 0d6

20 DEX 30 13- OCV/DCV: 7/7

15 CON 10 12-

15 BODY 10 12-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

25 PRE 15 14- PRE Attack: 5d6

12 COM 1 11-

 

6 PD 6 Total: 6 PD (6 rPD)

10 ED 5 Total: 10 PD (10 rED)

4 SPD 10 Phases: 3, 6, 9, 12

4 REC 0

30 END 0

0 STUN 0

 

Movement Running 10â€/20â€

Leaping 0â€/0â€

Flight 0â€/0â€

Total Characteristics Cost: 83

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

6u 2) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

5u 3) Confusion: 9d6 Mind Control; Telepathic (+.25); Set Effect: “Wander Aimlessly†(-.5) 6

6u 4) Guard: 12d6 Suppress: Change Environment 6

4u 5) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

5 Immunity to Normal Weapons: Damage Resistance 6 PD/10 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

Cost Skill Roll

12 +4 OCV with Spirit Powers -

Total Powers & Skills Cost: 264

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 278

 

 

SPIRITS OF THE LAND

 

DESERT SPIRIT

Val Char Cost Roll Notes

20 STR 10 15- Lift: 6400 kg; 8d6

15 DEX 15 12- OCV/DCV: 5/5

20 CON 20 13-

20 BODY 20 13-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

8 COM -1 11-

 

10 PD 4 Total: 10 PD (10 rPD)

10 ED 6 Total: 10 PD (10 rED)

3 SPD 5 Phases: 3, 6, 9, 12

10 REC 0

40 END 0

0 STUN 0

 

Movement Running 10â€/20â€

Leaping 10â€/20â€

Total Characteristics Cost: 95

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

6u 2) Guard: 12d6 Suppress: Change Environment 6

4u 3) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

4u 4) Movement: 4d6 Aid (Succor) to Running, Area of Effect: Radius (+1) 4

5u 5) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

8 Immunity to Normal Weapons: Damage Resistance 10 PD/10 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

Total Powers & Skills Cost: 253

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 278

 

 

FOREST SPIRIT

Val Char Cost Roll Notes

20 STR 10 15- Lift: 6400 kg; 8d6

15 DEX 15 12- OCV/DCV: 5/5

20 CON 20 13-

20 BODY 20 13-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

8 COM -1 11-

 

10 PD 4 Total: 10 PD (10 rPD)

10 ED 6 Total: 10 PD (10 rED)

3 SPD 5 Phases: 3, 6, 9, 12

10 REC 0

40 END 0

0 STUN 0

 

Movement Running 10â€/20â€

Leaping 10â€/20â€

Total Characteristics Cost: 87

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

6u 2) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

5u 3) Confusion: 9d6 Mind Control; Telepathic (+.25); Set Effect: “Wander Aimlessly†(-.5) 6

5u 4) Fear: 8d6 Mind Control; Telepathic (+.25); Set Effect: “Run Away in Fear†(-.5) 6

6u 5) Guard: 12d6 Suppress: Change Environment 6

4u 6) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

8 Immunity to Normal Weapons: Damage Resistance 10 PD/10 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

Total Powers & Skills Cost: 260

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 277

 

 

MOUNTAIN SPIRIT

Val Char Cost Roll Notes

20 STR 10 15- Lift: 6400 kg; 8d6

15 DEX 15 12- OCV/DCV: 5/5

20 CON 20 13-

20 BODY 20 13-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

8 COM -1 11-

 

10 PD 4 Total: 10 PD (10 rPD)

10 ED 6 Total: 10 PD (10 rED)

3 SPD 5 Phases: 3, 6, 9, 12

10 REC 0

40 END 0

0 STUN 0

 

Movement Running 10â€/20â€

Leaping 10â€/20â€

Total Characteristics Cost: 87

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

6u 2) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

6u 3) Guard: 12d6 Suppress: Change Environment 6

4u 4) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

4u 5) Movement: 4d6 Aid (Succor) to Running, Area of Effect: Radius (+1) 4

5u 6) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

8 Immunity to Normal Weapons: Damage Resistance 10 PD/10 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

Total Powers & Skills Cost: 259

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 276

 

 

PRAIRIE SPIRIT

Val Char Cost Roll Notes

20 STR 10 15- Lift: 6400 kg; 8d6

15 DEX 15 12- OCV/DCV: 5/5

20 CON 20 13-

20 BODY 20 13-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

8 COM -1 11-

 

10 PD 4 Total: 10 PD (10 rPD)

10 ED 6 Total: 10 PD (10 rED)

3 SPD 5 Phases: 3, 6, 9, 12

10 REC 0

40 END 0

0 STUN 0

 

Movement Running 10â€/20â€

Leaping 10â€/20â€

Total Characteristics Cost: 87

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

6u 2) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

6u 3) Guard: 12d6 Suppress: Change Environment 6

4u 4) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

4u 5) Movement: 4d6 Aid (Succor) to Running, Area of Effect: Radius (+1) 4

5u 6) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

8 Immunity to Normal Weapons: Damage Resistance 10 PD/10 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

Total Powers & Skills Cost: 259

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 276

 

 

SPIRITS OF THE SKY

 

MIST SPIRIT

Val Char Cost Roll Notes

0 STR -10 9- Lift: 25 kg; 0d6

23 DEX 30 14- OCV/DCV: 8/8

15 CON 10 12-

15 BODY 10 12-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

12 COM 1 11-

 

6 PD 6 Total: 6 PD (6 rPD)

10 ED 7 Total: 10 PD (10 rED)

4 SPD 7 Phases: 3, 6, 9, 12

4 REC 2

30 END 0

0 STUN 0

 

Movement Running 0â€/0â€

Leaping 0â€/0â€

Flight 20â€/40â€

Total Characteristics Cost: 71

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

6u 2) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

5u 3) Confusion: 9d6 Mind Control; Telepathic (+.25); Set Effect: “Wander Aimlessly†(-.5) 6

6u 4) Guard: 12d6 Suppress: Change Environment 6

5u 5) Movement: 4d6 Aid (Succor), Any Movement Power, one at a time (+.25) Area of Effect: Radius (+1) 5

5u 6) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

40 Moves Like Air: 20†Flight 1/5â€

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

6 Immunity to Normal Weapons: Damage Resistance 6 PD/10 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

-14 True Flier: Running –6â€; Swimming –2†0

Total Powers & Skills Cost: 285

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 286

 

 

STORM SPIRIT

Val Char Cost Roll Notes

0 STR -10 9- Lift: 25 kg; 0d6

23 DEX 30 14- OCV/DCV: 8/8

15 CON 10 12-

15 BODY 10 12-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

12 COM 1 11-

 

6 PD 6 Total: 6 PD (6 rPD)

10 ED 7 Total: 10 PD (10 rED)

4 SPD 7 Phases: 3, 6, 9, 12

4 REC 2

30 END 0

0 STUN 0

 

Movement Running 0â€/0â€

Leaping 0â€/0â€

Flight 20â€/40â€

Total Characteristics Cost: 71

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

5u 2) Confusion: 9d6 Mind Control; Telepathic (+.25); Set Effect: “Wander Aimlessly†(-.5) 6

5u 3) Fear: 8d6 Mind Control; Telepathic (+.25); Set Effect: “Run Away in Fear†(-.5) 6

6u 4) Guard: 12d6 Suppress: Change Environment 6

6u 5) Lightning Bolt: 1d6+1 Ranged Killing Attack (Electricity); No Normal Defense: Insulated Clothing (+1); Does Body (+1); Area of Effect: Line (+1) 6

40 Moves Like Air: 20†Flight 1/5â€

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

6 Immunity to Normal Weapons: Damage Resistance 6 PD/10 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

-14 True Flier: Running –6â€; Swimming –2†0

Total Powers & Skills Cost: 280

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 281

 

 

WIND SPIRIT

Val Char Cost Roll Notes

0 STR -10 9- Lift: 25 kg; 0d6

23 DEX 30 14- OCV/DCV: 8/8

15 CON 10 12-

15 BODY 10 12-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

12 COM 1 11-

 

6 PD 6 Total: 6 PD (6 rPD)

10 ED 7 Total: 10 PD (10 rED)

4 SPD 7 Phases: 3, 6, 9, 12

4 REC 2

30 END 0

0 STUN 0

 

Movement Running 0â€/0â€

Leaping 0â€/0â€

Flight 20â€/40â€

Total Characteristics Cost: 71

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

5u 2) Confusion: 9d6 Mind Control; Telepathic (+.25); Set Effect: “Wander Aimlessly†(-.5) 6

6u 3) Guard: 12d6 Suppress: Change Environment 6

4u 4) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

5u 5) Movement: 4d6 Aid (Succor), Any Movement Power, one at a time (+.25) Area of Effect: Radius (+1) 5

5u 6) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

40 Moves Like Air: 20†Flight 1/5â€

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

6 Immunity to Normal Weapons: Damage Resistance 6 PD/10 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

-14 True Flier: Running –6â€; Swimming –2†0

Total Powers & Skills Cost: 283

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 284

 

 

SPIRITS OF THE WATERS

 

LAKE SPIRIT

Val Char Cost Roll Notes

10 STR 0 11- Lift: 100 Kg; 2d6

15 DEX 15 12- OCV/DCV: 5/5

18 CON 16 13-

18 BODY 16 13-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

8 PD 6 Total: 8PD (8 rPD)

8 ED 4 Total: 8PD (8 rED)

4 SPD 15 Phases: 3, 6, 9, 12

6 REC 0

36 END 0

0 STUN 0

 

Movement Running 6â€/12â€

Leaping 4â€/8â€

Swimming 20â€/160â€

Total Characteristics Cost: 80

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

5u 2) Engulf: RKA ½d6 (Suffocation); NND (defense is no need to breathe; +1); Does BODY (+1); Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 5

5u 3) Fear: 8d6 Mind Control; Telepathic (+.25); Set Effect: “Run Away in Fear†(-.5) 6

6u 4) Guard: 12d6 Suppress: Change Environment 6

4u 5) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

4u 6) Movement: 4d6 Aid (Succor) to Swimming, Area of Effect: Radius (+1) 4

5u 7) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

5 Immunity to Normal Weapons: Damage Resistance 8 PD/8 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

23 Aquatic Movement: Swimming +8†(10†total), x8 Non-combat 1/5â€

Total Powers & Skills Cost: 283

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 293

 

 

RIVER SPIRIT

Val Char Cost Roll Notes

10 STR 0 11- Lift: 100 Kg; 2d6

15 DEX 15 12- OCV/DCV: 5/5

18 CON 16 13-

18 BODY 16 13-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

8 PD 6 Total: 8PD (8 rPD)

8 ED 4 Total: 8PD (8 rED)

4 SPD 15 Phases: 3, 6, 9, 12

6 REC 0

36 END 0

0 STUN 0

 

Movement Running 6â€/12â€

Leaping 4â€/8â€

Swimming 20â€/160â€

Total Characteristics Cost: 80

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

6u 2) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

5u 3) Engulf: RKA ½d6 (Suffocation); NND (defense is no need to breathe; +1); Does BODY (+1); Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 5

5u 4) Fear: 8d6 Mind Control; Telepathic (+.25); Set Effect: “Run Away in Fear†(-.5) 6

6u 5) Guard: 12d6 Suppress: Change Environment 6

4u 6) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

4u 7) Movement: 4d6 Aid (Succor) to Swimming, Area of Effect: Radius (+1) 4

5u 8) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

5 Immunity to Normal Weapons: Damage Resistance 8 PD/8 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

23 Aquatic Movement: Swimming +8†(10†total), x8 Non-combat 1/5â€

Total Powers & Skills Cost: 289

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 299

 

 

SEA SPIRIT

Val Char Cost Roll Notes

10 STR 0 11- Lift: 100 Kg; 2d6

15 DEX 15 12- OCV/DCV: 7/7

18 CON 16 13-

18 BODY 16 13-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

8 PD 6 Total: 8PD (8 rPD)

8 ED 4 Total: 8PD (8 rED)

4 SPD 15 Phases: 3, 6, 9, 12

6 REC 0

36 END 0

0 STUN 0

 

Movement Running 6â€/12â€

Leaping 4â€/8â€

Swimming 20â€/160â€

Total Characteristics Cost: 80

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

6u 2) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

5u 3) Confusion: 9d6 Mind Control; Telepathic (+.25); Set Effect: “Wander Aimlessly†(-.5) 6

5u 4) Engulf: RKA ½d6 (Suffocation); NND (defense is no need to breathe; +1); Does BODY (+1); Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 5

5u 5) Fear: 8d6 Mind Control; Telepathic (+.25); Set Effect: “Run Away in Fear†(-.5) 6

6u 6) Guard: 12d6 Suppress: Change Environment 6

4u 7) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

4u 8) Movement: 4d6 Aid (Succor) to Swimming, Area of Effect: Radius (+1) 4

5u 9) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

5 Immunity to Normal Weapons: Damage Resistance 8 PD/8 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

23 Aquatic Movement: Swimming +8†(10†total), x8 Non-combat 1/5â€

Total Powers & Skills Cost: 294

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 304

 

SWAMP SPIRIT

Val Char Cost Roll Notes

10 STR 0 11- Lift: 100 Kg; 2d6

15 DEX 15 12- OCV/DCV: 7/7

18 CON 16 13-

18 BODY 16 13-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

8 PD 6 Total: 8PD (8 rPD)

8 ED 4 Total: 8PD (8 rED)

4 SPD 15 Phases: 3, 6, 9, 12

6 REC 0

36 END 0

0 STUN 0

 

Movement Running 6â€/12â€

Leaping 4â€/8â€

Swimming 20â€/160â€

Total Characteristics Cost: 80

Cost Power END

60 Spirit Powers: Multipower, 60 points reserve 0

6u 1) Accident: Change Environment 2†Radius, -5 to DEX Rolls and DEX-Based Skills, -5 OCV 6

3u 2) Binding: 4d6 Entangle; Takes no damage from any attack (+.5); Does not prevent use of accessible foci (-1); Cannot form barriers (-.25) 6

6u 3) Concealment: Invisibility: Sight Group; Usable Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 6

5u 4) Confusion: 9d6 Mind Control; Telepathic (+.25); Set Effect: “Wander Aimlessly†(-.5) 6

5u 5) Engulf: RKA ½d6 (Suffocation); NND (defense is no need to breathe; +1); Does BODY (+1); Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 5

5u 6) Fear: 8d6 Mind Control; Telepathic (+.25); Set Effect: “Run Away in Fear†(-.5) 6

6u 7) Guard: 12d6 Suppress: Change Environment 6

4u 8) Search: Detect any Person, Place, or Thing, Discriminatory, Telescopic +10, PER Roll +15; Costs END (-.5) 5

4u 9) Movement: 4d6 Aid (Succor) to Swimming, Area of Effect: Radius (+1) 4

5u 10) Movement 2: 4d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

5 Immunity to Normal Weapons: Damage Resistance 8 PD/8 ED; Does Not Work against Magic (-.5) 0

20 Spirit Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Spirit Body: Life Support Total 0

10 Spirit Body: No Hit Locations 0

60 Spirit Body: Takes No Stun, Takes only Body 0

15 Spirit Energy: 100 point END Reserve, 5 Recovery (All Spirit Powers) 0

23 Aquatic Movement: Swimming +8†(10†total), x8 Non-combat 1/5â€

Total Powers & Skills Cost: 297

Cost Disadvantages

20 Physical Limitation: Cannot leave its Domain (Frequently, Fully Impairing)

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Distinctive Features: City Spirit (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 307

LESSER AIR ELEMENTAL

Val Char Cost Roll Notes

-5 STR -15 8- Lift: 12.5 kg; 0d6

18 DEX 24 13- OCV/DCV: 6/6

10 CON 0 11-

5 BODY -10 10-

8 INT -2 11- PER Roll 11-

5 EGO -10 10- ECV: 2

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

 

3 PD 3 Total: 3 PD (3 rPD)

6 ED 4 Total: 6 PD (6 rED)

3 SPD 2 Phases: 4, 8, 12

4 REC 4

30 END 5

0 STUN 0

 

Movement Running 0â€/0â€

Leaping 0â€/0â€

Flight 10â€/20â€

Total Characteristic Cost: 8

Cost Power END

30 Air Powers: Multipower, 30 points reserve 0

3u 1) Air Blast: Energy Blast 4d6 (Air), Reduced END (0 END; +.5) 0

2u 2) Whirlwind: Energy Blast 2d6, Area of Effect (3†Radius; +1), Personal Immunity (+.25) 5

3u 3) Lack of Air: Energy Blast 3d6, NND: Self-Contained Breathing (+1) 4

3u 4) Accident: Telekinesis 20 STR 1/5 STR

2u 5) Movement: 2d6 Aid (Succor), Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

2u 6) Movement 2: 2d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

3u 7) Aid Sorcery: 4d6 Aid (Succor), Magic Multipower and any Slot simultaneously (+.5) 5

20 Moves Like Air: 10†Flight 1/5â€

27 Body of Air: Desolidification (Affected by Magic); Cannot pass through solid objects (-.5) 4

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

3 Immunity to Normal Weapons: Damage Resistance 3 PD/6 ED; Does Not Work against Magic (-.5) 0

20 Elemental Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Elemental Body: Life Support Total 0

10 Elemental Body: No Hit Locations 0

60 Elemental Body: Takes No Stun, Takes only Body 0

-14 True Flier: Running –6â€; Swimming –2†0

14 Elemental Energy: 50 point END Reserve, 3 Recovery (All Elemental/Magic Powers); Usable By Others, Simultaneously (+.5); Only usable by Elemental or Mage that summoned it (-.25) 0

Cost Skill Roll

6 +3 Skill Levels with Flight -

Total Powers & Skills Cost: 249

Cost Disadvantages

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Vulnerability: Water-based attacks (Common, x2 damage)

20 Distinctive Features: Elemental (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 189

Conjuring Roll: -4

 

LESSER EARTH ELEMENTAL

Val Char Cost Roll Notes

30 STR 20 15- Lift: 3200 kg; 6d6 (8d6)

10 DEX 0 11- OCV/DCV: 3/3

15 CON 10 13-

15 BODY 10 13-

8 INT -2 11- PER Roll 11-

5 EGO -10 11- ECV: 2

15 PRE 5 13- PRE Attack: 3d6

8 COM -1 11-

 

6 PD 0 Total: 6 PD (6 rPD)

6 ED 3 Total: 6 PD (6 rED)

2 SPD 0 Phases: 6, 12

9 REC 0

30 END 0

0 STUN 0

 

Movement Running 6â€/12â€

Leaping 3â€/6â€

Tunneling 2â€/4â€

Total Characteristics Cost: 35

Cost Power END

30 Earth Powers: Multipower, 30 point reserve 0

3u 1) Earthwalking: Tunneling 2†through 3 DEF material, Fill In 1/5â€

3u 2) Engulf: Entangle 3d6, 6 DEF Only against targets on the ground 5

2u 3) Movement: 2d6 Aid (Succor) to Running, Area of Effect: Radius (+1) 4

2u 4) Movement 2: 2d6 Suppress, Any Movement Power, one at a time (+.25), Area of Effect: Radius (+1) 5

3u 5) Aid Sorcery: 4d6 Aid (Succor), Magic Multipower and any Slot simultaneously (+.5) 5

9 Fists of Stone: Hand-to-Hand Attack +2d6; Reduced END (0 END, +.5) 0

10 Astral Projection: Extra-Dimensional Travel to Any point in the Astral Plane; Astral Form can be seen but not affected from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is relative to the characters original location (-.5) 3

4 Immunity to Normal Weapons: Damage Resistance 6 PD/6 ED; Does Not Work against Magic (-.5) 0

6 Earthen Body: Armor +4 rPD

20 Elemental Body: 50% Energy Damage Reduction, Resistant; 50% Physical Damage Reduction, Resistant; Does not work against magic (-.5); Does not work when attacked with ECV (-1.5) 0

45 Elemental Body: Life Support Total 0

10 Elemental Body: No Hit Locations 0

60 Elemental Body: Takes No Stun, Takes only Body 0

14 Elemental Energy: 50 point END Reserve, 3 Recovery (All Elemental/Magic Powers); Usable By Others, Simultaneously (+.5); Only usable by Elemental or Mage that summoned it (-.25) 0

Cost Skill Roll

3 +1 OCV with Unarmed Attacks -

Total Powers & Skills Cost: 224

Cost Disadvantages

5 Physical Limitation: Dual-Natured Being (Infrequently, Slightly Impairing)

25 Psychological Limitation: Follows master without question (Very Common, Total)

20 Vulnerability: Water-based attacks (Common, x2 damage)

20 Distinctive Features: Elemental (Not Concealable, Major Reaction)

Total Disadvantages: 70

Total Cost: 189

Conjuring Roll: -4

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Re: Developing Shadowrun Hero, could use some input!

 

There's definitely been a lot of tweaking of the Shadowrun conversion since the version that the Question Man posted, and if you are interested, I can send you the most recent version. It has optional rules, packages, Magic, Cyberware, Bioware, Weapons (from Shadowrun & Cyberpunk), Decking, Rigging, Equipment, and Vehicles. I think it comes in around 150 pages now, so it covers a decent amount of the Shadowrun game and it certainly emulates the feel of Shadowrun very well. And the newest version is quite a bit more balanced overall.

 

If you are interested, email me at damondusk@cox.net and I can send you what I have.

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  • 2 weeks later...

Spirits against Mundanes

 

Very impressive.

 

As I remember Firearms were not that effective against spirits but HTH attacks were because the attackers' Will could be focused against the spirit.

 

I might suggest changing the Resistant Defense to against Ranged attacks only. That way a mudane could hurt a Spirit but it would take a while with the Damage Reduction. All the while the Spirit is chomping on the attacker. Not pretty but possiblely survivable.

 

As it is now these things are unstopable by Mundanes.

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Re: Developing Shadowrun Hero, could use some input!

 

Well, it isn't explained very well in that text, but the Damage Reduction can be offset if the attacker uses his ECV to attack (even with a mundane weapon; yes, not strictly Hero Rules, but it was a kludge to deal with an effect created in Shadowrun). In shadowrun, elementals took almost no damage from mundane weapons unless the attacker used their "force of will".

 

In play, a melee-based street-samurai ended up fairly well cleaning the floor with a "standard" fire-elemental. In fact, I don't think he even took any BODY or STUN.

 

But several balances have been made since that time, as well as spirits being increased in power. The next elemental encounter was far more balanced, with them striking enough concern into the party to make them worth the effort of having around.

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Re: Developing Shadowrun Hero, could use some input!

 

Hey, no problem, QM. I forgot to credit FASA with the source material for the conversion. :sneaky:

 

Either way, I just hope people are able to use it so all that work has a purpose. :)

 

Do you have it posted to a web site anywhere? If not, I can host it over at starherofandom.

 

Either way, I'd like to give it a read (our group is big into SR). Can you email me?

 

Aroooo

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Re: Developing Shadowrun Hero, could use some input!

 

Sure! You can send me a message to the email address posted earlier in this thread or PM me with the email address you'd like me to send it to. Either way' date=' I think that would be great to have it hosted somewhere.[/quote']

 

Email's away :)

 

Aroooo

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Re: Developing Shadowrun Hero, could use some input!

 

This is just a suggestion, but I think to keep the flavor of Shadowrun Magic, Spells should be automatic with the effects of a missed RSR roll coming afterward in the severity of the Drain. I'd like to throw this up and see what you think.

 

What I mean is that Spells nearly always happened in Shadowrun. So put the skill roll and the Side Effect after the spell takes effect.

 

If the spell Magic roll (Skill - active/10) is missed then the Drain Side Effect table is used. The more you miss the roll by the more serious the Drain Side Effect becomes. Of course the Drain should be linked to the active being cast. Perhaps 1 DC per 20 active.

 

It is simple so all the spellcaster PCs will quickly have it memorized. Plus none of this has to be done until after the effect of the spell has be resolved. So the Mage attacks, He rolls to hit, and the GM deals out the results and goes on to the next PC/NPC. The player can then see what price his character pays for pushing his body!

 

Drain Side Effect Table

Missed by: Effect

1-2 Lose 1d6 End (Light Drain)

3-4 Take 1d6 NND (Medium Drain)

5-6 Take 1d6 NND that Does Body (Serious Drain)

7-8 Take 1 DC KA NND (Deadly Drain)

9+ Take 2 DC KA NND

 

Drain is equal in DCs to the Active/20 so a 60 active spell missed by 1 cost 3d6 Extra End

 

Note that End lost to a drain will not take the character below zero End.

 

Now the caster knows he can get the spell off, but doesn't know how well he will be when it is all said and done. That was where it was exciting to be a Spellcaster in Shadowrun.

 

Obviously we need to play with:

 

How many levels you can have with your Magic skill (perhaps equal to your magic stat/Essence) (but Fetishes can help)

 

What happens when you are casting an Active over your Essence times 10) (perhaps you start down the chart one level per increment of Active over your Essence time 10.

 

So if you a Burnout Mage with only have 2 Essence left and you cast a spell between 21 and 40 missing a roll by 1-2 does Medium Drain (2d6 NND). Cast one at 41 to 60 and miss the roll by 1-2 and you are at Serious Drain at 3d6 NND Does Body! At 3-4 you are taking Deadly Drain at 1d6 NND KA! If you go off the chart at 5+ then you take 2d6 NND KA!

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Re: Developing Shadowrun Hero, could use some input!

 

Oy vey, just a note there. 3rd edition has VERY VERY different rules on the whole immunity to weapons from 2nd.

simply put, spirits have none in 3rd.

so summoning a force 11 spirit is not the game breaker it used to be!!!!!

in fact after a quick review in the game we had 3 weeks ago a single grenade blew out a cluster of 3 fire elementals.

 

pity, I had juuuust gotten my Christian mage up to Initiate grade 2(giving him a total of 10 dice to banish and 10 tn to be banished) when we found out about this......

 

used to be party killers, now they are mooks.

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Re: Developing Shadowrun Hero, could use some input!

 

Oy vey' date=' just a note there. 3rd edition has VERY VERY different rules on the whole immunity to weapons from 2nd simply put, spirits have none in 3rd.[/quote']

 

I disagree. The Critter sourcebook that came with the GM Screen still inclueds Immunity to Normal Weapons. Granting Spirits the equivalant of Force x2 for Armour. IIRC.

 

Cheers

 

QM

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