Air Elemental

Body

Force - 2

Quickness

Force + 2

Strength

Force - 4

Reaction

Force + 1

Movement

25: Force 1-2

35: Force 3-4

45: Force 5-6

55: Force 7-8

(Note: An Air Elemental is considered to always be running, with no success penalties. These movement rates are their run speed.)

Innate Powers

Accident (Ranged, Multi-Target): Force + Willpower VS Reaction + Intelligence. If successful, up to 3 targets trip.


Concealment (Self): No test, free action. At will, can conceal self from sight, preventing the elemental from being targeted outside the astral. Cannot perform any actions except moving while concealed.


Engulf (Touch): Quickness + Force VS Body. If successful, begins choking the oxygen away from a single target.


Enhance Vehicle Movement: Force (>5) VS Vehicle Body. If successful, vehicle's current speed is doubled.

Acquired Powers

Hurricane Winds (Ranged, Multi-Target): Quickness + Force VS Willpower. If successful, target is knocked down to the ground and cannot get up for net successes turns.


Elemental Aura (Air) (Self): No test, free action. All melee attacks versus the Air Elemental suffer a success penalty equal to half the force of the Air Elemental. Also adds Elemental's Magical Resistance and Damage Resistance to their Elemental Resistance.


Aid Guard (Summoner): No test. The Air Elemental relinquishes their ability to perform any action and guards their summoner like a living shadow, performing a Defense test to soak damage whenever the summoner is hit by an attack. While being guarded, the summoner cannot dodge. The spirit must perform a complex action to leave this position.


Noxious Breath (AOE Cone from Spirit): Quickness * 2. The Air Elemental poisons the air in front of them, causing targets effected within the AOE to take Force pure damage per turn as long as they persist in the AOE. This cannot be resisted, but chemical protection or air reserves will lessen the damage.


Innate Spell: Magic Hand: The Air Elemental has the ability to cast Magic Hand at will.


Water Elemental

Body

Force

Quickness

Force + 1

Strength

Force

Reaction

Force - 1

Movement

5: Force 1-2

15: Force 3-4

25: Force 5-6

35: Force 7-8

(Note: Water Elementals have double movement in water.)

Innate Powers

Adrenaline Rush (Ranged, Single Target): Force (>5) VS target's lost essence (if any). If successful, target moves as if under the effects of adrenaline, gaining another simple action.


Concealment (Self): No test, free action. At will, can conceal self from sight, preventing the elemental from being targeted outside the astral. Cannot perform any actions except moving while concealed.


Engulf(Touch): Quickness + Force VS Body. If successful, begins drowning a single target in water.


Innate Spell: Confusion: The Water Elemental has the ability to cast Confusion at will.

Acquired Powers

Accident (Ranged, Multi-Target): Force + Willpower VS Reaction + Intelligence. If successful, up to 3 targets trip.


Electronic Accident (Touch): This power causes a device to mysteriously malfunction or operate in some (usually detrimental) manner. The elemental targets a device, making a Force * 2 v. Device Rating + Firewall test. If the elemental succeeds, the device suffers the effects of a critical fail. The gamemaster chooses a malfunction appropriate to the device and situation, like a jammed control, a looped signal, or a faulty reading. If the elemental scores 4 or more net hits, treat it as an extreme failure— the device crashes, burns out, jolts its user with an electrical shock, or some other effect picked by the gamemaster.


Elemental Aura (Water) (Self): No test, free action. A perception test with a visual penalty equal to the Water Elemental's force must be done in order to hit the Water Elemental. Also adds Elemental's Magical Resistance and Damage Resistance to their Elemental Resistance.


Aid Guard (Summoner): No test. The Water Elemental relinquishes their ability to perform any action and guards their summoner like a living shadow, performing a Defense test to soak damage whenever the summoner is hit by an attack. While being guarded, the summoner cannot dodge. The spirit must perform a complex action to leave this position.

Weaknesses

Vulnerability to Fire (Severe)


Earth Elemental

Body

Force + 4

Quickness

Force - 2

Strength

Force + 4

Reaction

Force - 4

Movement

Immobile: Force 1-2

5: Force 3-4

15: Force 5-6

25: Force 7-8

Innate Powers

Aid Guard (Summoner): No test. The Earth Elemental relinquishes their ability to perform any action and guards their summoner like a living shadow, performing a Defense test to soak damage whenever the summoner is hit by an attack. While being guarded, the summoner cannot dodge. The spirit must perform a complex action to leave this position.


Push: (Ranged, Single Target): Force * 2 VS Reaction + Intelligence. If successful, target is flung back through the air by 10 feet for every net success, and are knocked down.

Acquired Powers

Concealment (Self): No test, free action. At will, can conceal self from sight, preventing the elemental from being targeted outside the astral. Cannot perform any actions except moving while concealed.


Earthquake (Force Square Miles): The spirit creates a mild Earthquake, using a Force * 2 test. At 1 success, only the sound of the Earth rumbling can be detected. At 3 successes, furniture shifts, vehicles make crash tests and items fall off walls. At 5 successes, windows and furniture break, and trees fall.


Elemental Aura (Earth) (Self): No test, free action. Anyone melee attacking the Earth Elemental takes physical damage equal to the elemental's Elemental Resistance. Also adds Elemental's Magical Resistance and Damage Resistance to their Elemental Resistance.


Innate Spell: Slow: The Earth Elemental has the ability to cast Slow at will.


Fire Elemental

Body

Force +1

Quickness

Force + 2

Strength

Force - 2

Reaction

Force

Movement

10: Force 1-2

20: Force 3-4

30: Force 5-6

40: Force 7-8

(Fire Elementals leave behind a trail of embers when they run.)

Innate Powers

Ranged Attack: Fire Wisp: Default Attack, Quickness + Force. Deals Force Fire Damage.


Elemental Aura (Fire) (Self): No test, free action. Anyone melee attacking the Fire Elemental takes fire damage equal to the elemental's Elemental Resistance. Also adds Elemental's Magical Resistance and Damage Resistance to their Elemental Resistance.


Innate Spell: Ignite: The Fire Elemental has the ability to cast Ignite at will.

Acquired Powers

Innate Spell: Flamethrower: The Fire Elemental has the ability to cast Flamethrower at will.


Innate Spell: Fear: The Fire Elemental has the ability to cast Fear at will.


Noxious Breath (AOE Cone from Spirit): Quickness * 2. The Fire Elemental poisons the air in front of them, causing targets effected within the AOE to take Force pure damage per turn as long as they persist in the AOE. This cannot be resisted, but chemical protection or air reserves will lessen the damage.

Weaknesses

Vulnerability to Water (Severe)


Bestial Spirit of Land

Body

Force + 2

Quickness

Force + 2

Strength

Force + 2

Reaction

Force - 2

Movement

10: Force 1-2

20: Force 3-4

30: Force 5-6

40: Force 7-8

Innate Powers

Melee Attack: Strength + Force. Deals physical damage depending on what kind of animal the beast spirit is. Always deals (Force/2) magic damage on top of their usual physical damage.


Animal Control (Ranged, Multiple Targets): No test, complex action. The spirit hands magical control of an animal or animals to the summoner. The number of turns the control lasts on the animal is equal to 6 – the animal's Charisma. This cannot be used on sapient beings.


Innate Spell (Hawkeye): The Beast Spirit has the ability to cast Hawkeye at will.

Acquired Powers

Aid Guard (Summoner): No test. The Beast Spirit relinquishes their ability to perform any action and guards their summoner like a living shadow, performing a Defense test to soak damage whenever the summoner is hit by an attack. While being guarded, the summoner cannot dodge. The spirit must perform a complex action to leave this position.


Acidic Saliva: Innate. The spirit's physical damage on their melee attack becomes Acid damage.


Concealment (Self): No test, free action. At will, can conceal self from sight, preventing the elemental from being targeted outside the astral. Cannot perform any actions except moving while concealed.


Innate Spell: Detect Enemies: The Beast Spirit has the ability to cast Detect Enemies at will.



Environmental Spirit of Land

Body

Force + 1

Quickness

Force + 2

Strength

Force + 1

Reaction

Force

Movement

10: Force 1-2

20: Force 3-4

30: Force 5-6

40: Force 7-8

Innate Powers

(Environmental spirits always have a power spell based off of their environment.)


Storm: Weather Control (Force Square Meters): The spirit can control the weather within their domain. This is an extended, 3 turn action.


Forest: Innate Spell: Invisibility (Touch): A Forest Spirit has the ability to cast invisibility at will.


Mountain: Innate Spell: Frighten: Mountain Spirits have the ability to cast Frighten at will.


Desert: Innate Spell: Dehydrate: Desert Spirits have the ability to cast Dehydrate at will.


Prarie: Enhance Vehicle Movement: Force (>5) VS Vehicle Body. If successful, a vehicle's current speed is doubled.


(All Environmental Spirits have these powers.):


Concealment (Self): No test, free action. At will, can conceal self from sight, preventing the elemental from being targeted outside the astral. Cannot perform any actions except moving while concealed.


Innate Spell: Nutrition: Environmental Spirits have the ability to cast Nutrition at will.

Acquired Powers

Ranged Attack: Default attack. Quickness + Force. Deals force magical damage.


Animal Control (Ranged, Multiple Targets): No test, complex action. The spirit hands magical control of an animal or animals to the summoner. The number of turns the control lasts on the animal is equal to 6 – the animal's Charisma. This cannot be used on sapient beings.


Electronic Accident (Touch): This power causes a device to mysteriously malfunction or operate in some (usually detrimental) manner. The elemental targets a device, making a Force * 2 v. Device Rating + Firewall test. If the elemental succeeds, the device suffers the effects of a critical fail. The gamemaster chooses a malfunction appropriate to the device and situation, like a jammed control, a looped signal, or a faulty reading. If the elemental scores 4 or more net hits, treat it as an extreme failure— the device crashes, burns out, jolts its user with an electrical shock, or some other effect picked by the gamemaster.



Guidance Spirit

Body

Force + 3

Quickness

Force - 1

Strength

Force + 1

Reaction

Force - 2

Movement

Immobile: Force 1-2

10: Force 3-4

20: Force 5-6

30: Force 7-8

Innate Powers

Divination: This power functions similarly to the Divination metamagic, but uses a Force * 2 test. The divination ritual requires a material link (something important to the context of the divination) The number of successes limits the complexity of the question that will be answered in regards to the visions.


Protection Against Magic: No test, simple action. As long as the summoner and the spirit are in line of sight of each other, they gain dice for counterspelling tests equal to the Spirit's Force.


Innate Spell: Catalogue: The Guidance Spirit has the ability to cast Catalogue at will.

Acquired Powers

Sustained True Sight: (Touch, Multiple Targets): The Guidance spirit has the ability to grant multiple targets the effects of the True Sight spell for a near permanent duration, but must sustain the spell in order to do so.


Innate Spell: Frighten: Divination Spirits have the ability to cast Frighten at will.


Innate Spell: Mind Wipe: Divination Spirits have the ability to cast Mind Wipe at will.


Guardian Spirit

Body

Force

Quickness

Force + 1

Strength

Force + 1

Reaction

Force - 1

Movement

10: Force 1-2

20: Force 3-4

30: Force 5-6

40: Force 7-8

Innate Powers

Melee Attack: Default Attack. Quickness + Force. Deals Force + 3 Physical damage.


Aid Guard (Summoner): No test. The Guardian Spirit relinquishes their ability to perform any action and guards their summoner like a living shadow, performing a Defense test to soak damage whenever the summoner is hit by an attack. While being guarded, the summoner cannot dodge. The spirit must perform a complex action to leave this position.


Innate Spell: Fear: Guardian Spirits have the ability to cast Fear at will.

Acquired Powers

Elemental Attack: The summoner can swap out the spirit's physical melee damage for any elemental damage of their choice.


Enhanced Attack: The summoner's physical melee attacks do double damage. Elemental Attack and Enhanced Attack cannot be active at the same time.


Ranged Attack: Quickness + Force. Deals Force + 3 Physical damage.



Spirit of Man


Body

Force + 1

Quickness

Force + 2

Strength

Force - 1

Reaction

Force - 2

Movement

10: Force 1-2

20: Force 3-4

30: Force 5-6

40: Force 7-8

Innate Powers

Adrenaline Rush (Ranged, Single Target): Force (>5) VS target's lost essence (if any). If successful, target moves as if under the effects of adrenaline, gaining another simple action.


Realistic Speech: A Spirit of Man can talk in a manner that is more identifiably human. If their summoner wishes, they can use this to disguise themselves as a regular metahuman, using their Force as their disguise skill. Keep in mind that unlike a phantasm, spirits are sapient and can say whatever they want.


Innate Skill (One Melee Skill): The Spirit of Man can use unarmed or melee weapons as if they were a human. Their skill is equal to their force.

Acquired Powers

Aid Guard (Summoner): No test. The Spirit of Man relinquishes their ability to perform any action and guards their summoner like a living shadow, performing a Defense test to soak damage whenever the summoner is hit by an attack. While being guarded, the summoner cannot dodge. The spirit must perform a complex action to leave this position.


Aid Sorcery (Summoner): No test. The Spirit of Man relinquishes their ability to perform any action and acts as the focus of the summoner, adding their Force to all dicepools for casting, and taking the magical drain damage that the caster would normally take. This does not prevent the caster from taking fatigue from drain. While being aided, the summoner cannot dodge. The spirit must perform a complex action to leave this position.


Enhance Vehicle Movement: Force (>5) VS Vehicle Body. If successful, vehicle's current speed is doubled.


Plant Spirit


Body

Force + 2

Quickness

Force - 1

Strength

Force + 1

Reaction

Force - 3

Movement

Immobile: Force 1-2

5: Force 3-4

15: Force 5-6

25: Force 7-8

Innate Powers

Concealment (Self): No test, free action. At will, can conceal self from sight, preventing the elemental from being targeted outside the astral. Cannot perform any actions except moving while concealed.


Entangle: The Plant Spirit has the ability to grapple, using it's leaves and branches to grab the target. Uses Strength + Force.


Protection Against Magic: No test, simple action. As long as the summoner and the spirit are in line of sight of each other, they gain dice for counterspelling tests equal to the Spirit's Force.


Innate Spell: Silence: Plant Spirits have the innate ability to cast Silence.

Acquired Powers

Accident (Ranged, Multi-Target): Force + Willpower VS Reaction + Intelligence. If successful, up to 3 targets trip.


Innate Skill: Counterspelling: The Plant spirit has the ability to counterspell magical projectiles, diffusing them or reflecting them as if they were a magician. Their skill is equal to their force.


Noxious Breath (AOE Cone from Spirit): Quickness * 2. The Plant Elemental poisons the air in front of them, causing targets effected within the AOE to take Force pure damage per turn as long as they persist in the AOE. This cannot be resisted, but chemical protection or air reserves will lessen the damage.


Task Spirit

Body

Force

Quickness

Force

Strength

Force

Reaction

Force - 2

Movement

5: Force 1-2

15: Force 3-4

25: Force 5-6

35: Force 7-8

Innate Powers

A Task Spirit has all non-combat skills at their force, and all combat skills at their force – 4.

Acquired Powers

Sustained True Sight: (Touch, Multiple Targets): The Task spirit has the ability to grant multiple targets the effects of the True Sight spell for a near permanent duration, but must sustain the spell in order to do so.


Innate Spell: Influence: Task Spirits have the ability to cast Influence at will.


Innate Spell: Magic Hand: Task Spirits have the ability to cast Magic Hand at will.