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srva:spirit_powers_cheat_sheet

Spirits

Traditions

  • Hermetic Restrictions: Air, Earth, Fire, Man, Water (no BEASTS)
  • Shamanic Restrictions: Air, Beasts, Earth, Man, Water (no FIRE)

Summoning

  1. SUMMON: Roll MAGIC + Summoning [Force] vs Roll Spirit's Force
  2. Net successes > 0 == success
    • Net successes = number of services gained from the spirit
  3. DRAIN: Roll Drain resist vs (2 x Spirit's successes defense test for summon, min 2)
    • If the Spirits Force > Your MAGIC rating, the drain is Physical
  4. EXTRA POWERS: For every 3 full Force points a spirit has, they get 1 optional power

Stats

Powers

Accident

  • Type: P
  • Action: Complex
  • Range: LOS
  • Duration: Instant

Spirit bends reality to cause an “accident” to occur. GM decides; something relevant to what's going on. When targeting someone, make an opposed test, spirit's MAGIC + WILLPOWER vs target's REACTION + INTUITION. If the spirit wins, treat it as if the target rolled a glitch (embarrassing fumble) on a test. If the spirit has 4+ net hits, the accident is treated as a critical glitch (catastrophe). Spirit can use this on a number of targets at once equal to his MAGIC rating.

Animal Control

  • Type: M
  • Action: Complex
  • Range: LOS
  • Duratino: Sustained

Spirit controls one or a group of creatures (usually mundane, but not always) and causes them to behave within the creature's normal behavior set. Spirit may control a number of small animals (cats, rats, etc) up to CHARISMA*5, or a number of larger animals (lions, wolves, bears, etc) equal to CHARISMA. Cannot be used on anything with the Sapience power. If the controlled creature leaves the spirit's LOS, it can't be commanded any longer but will carry out any outstanding orders it has.

Armor

  • Type: P
  • Action: Auto
  • Range: Self
  • Duratino: Always

Spirit always has this on (considered natural armor) and it is cumulative with any other armor worn.

Astral Form

  • Type: M
  • Action: Auto
  • Range: Self
  • Duration: Always

A Spirit with this on exists only in the Astral plane. Only astral attacks and mana spells/powers can hurt an Astral spirit. An Astral spirit can only affect dual-natured beings or fully astral beings. Spirits with this on may manifest on the physical plane in the same way as Astrally projecting magicians.

Binding

  • Type: P
  • Action: Complex
  • Range: Special
  • Duration: Instant

The spirit immobilizes a target. Target can break free with contested, spirit rolls MAGIC + WILLPOWER vs target's STRENGTH + BODY. If spirit wins, target remains bound but may attempt to get free again next turn. Range depends on how the target would bind (webbing = ranged, sticky body = touch, etc).

Compulsion

  • Type: M
  • Action: Complex
  • Range: LOS
  • Duration: Sustained

Spirit rolls MAGIC + CHARISMA vs target's WILLPOWER + LOGIC. If the target loses he must immediately carry out the compelled action (even if it's to his detriment). Target recognizes he's been compelled after the spell drops. This cannot be used to plant future suggestive actions.

Concealment

  • Type: P
  • Action: Simple
  • Range: LOS
  • Duration: Sustained

Spirit can hide themselves, other people, or objects with this ability. Spirit subtracts a number of dice equal to MAGIC rating from any perception tests to locate the concealed subject. This can be used simultaneously on a number of metahuman-sized targets equal to the creature's MAGIC rating, or a number of smaller targets equal to the creature's MAGIC * 5. Effects last when the target is spotted or when the spirit stops sustaining the ability.

Confusion

  • Type: M
  • Action: Complex
  • Range: LOS
  • Duration: Sustained

Renders target unable to think clearly. Make an opposed roll, spirit's MAGIC + WILLPOWER vs target's WILLPOWER + LOGIC. Net successes become the target's negative die pool modifiers for any action the character takes.

Corrosive Spit

Dragon Speech

Dual Natured

Elemental Attack

  • Type: P
  • Action: Complex
  • Range: Special
  • Duration: Instant

Spirit performs an attack of its elemental flavor. Range increment is MAGIC rating in meters. Roll spirit's EXOTIC RANGED WEAPON + AGILITY [physical] to attack. Attack's DV is (MAGIC *2)P with an AP of -(spirit's MAGIC) plus as the appropriate elemental damage (p170).

Energy Aura

  • Type: P
  • Action: Auto
  • Range: Self
  • Duration: Always

Spirit is surrounded by a field of damaging energy. Successful melee attacks against the spirit damage the attacker to the tune of: attacker makes a damage resistence test vs a DV equal to the spirit's MAGIC*2. This attack has an AP of -(spirit's MAGIC). This power is always on (unless otherwise noted) and cannot be turned off.

Engulf

  • Type: P
  • Action: Complex
  • Range: Touch
  • Duration: Sustained

This is a melee (and grapple) attack appropriate to the nature of the spirit. Success on attack inflicts MAGIC * 2. Net hits increase this damage normally. Target gets damage resistance test as normal, using BODY + ARMOR. The attack has an AP of -(spirit's MAGIC). Once engulfed, the target is trapped and cannot move. Each action phase, the spirit auto inflicts damage as above and the target gets to resist each time. On the target's action he may use a Complex Action to try to escape. Target rolls STRENGTH + BODY vs spirits MAGIC + BODY. If the target wins, he escapes.

Secondary elemental effects:

  • Air: victim resists stun as if from inhalation toxin. armor does not protect against this attack, but other protective gear might. If the victim passes out she continues to take damage, with stun overflowing into physical as normal.
  • Earth: The target resists physical damage
  • Fire: The target resists fire damage
  • Water: The victim resists Stun damage. This is rougher than normal drowning as the spirit exerts pressure too. Victims that pass out continue taking damage with stun overflowing into physical as normal.

Enhanced Senses

Essence Drain

Fear

  • Type: M
  • Action: Complex
  • Range: LOS
  • Duration: Special

Spirit fills victims with fear. Victim flees in panic and doesn't stop until he's safely away and out of sight. Make an opposed roll, spirit's WILLPOWER + MAGIC vs target's WILLPOWER + LOGIC. Terror lasts for 1 combat turn per net hit scored by spirit. Even once the fear fades, the target must succeed in WILLPOWER + LOGIC (vs spirit's net hits) to gather the nerve to face the spirit again.

Guard

Hardened Armor

  • Type: P
  • Action: Auto
  • Range: Self
  • Duration: Always
  • Rating: ESSENCE*2

If the modified damage value of an attack is less than the Hardened Armor rating (modified by AP), the attack does no damage. Don't make a damage resistance check for the spirit; it might not even notice the attack was made in the first place. If the damage value of the attack is greater than the hardened armor rating (modified by AP), then perform a damage resistance check as normal. Additional, half of the Hardened Armor rating (modified by AP, rounded up) counts as automatic extra hits on this test.

NOTE: Materialized Spirits gain “Immunity [a spirit power] to normal weapons” (Materialization power, p398), and Immunity spell (p397) says “spirits gain Hardened Armor rating equal to ESSENCE*2 against that type of damage). Additionally, Immunity says: this applies to all attacks that are not magical in nature, weapon foci, spells, and adept or critter powers function normally. Immunity does not apply if the creature is attacked with a mundane weapon in line with the spirit's weakness.

Hardened Mystic Armor

Immunity

Infection

Influence

Innate Spell

Materialization

  • Type: M
  • Action: Complex
  • Range: Self
  • Duration: Sustained

Spirit inhabits temporary body in real world. Gains Immunity [a spirit power] to normal weapons while materialized.

Mimicry

Mist Form

Movement

Mystic Armor

Natural Weapon

Noxious Breath

Paralyzing Howl

Paralyzing Touch

Petrification

Psychokinesis

  • Type: P
  • Action: Complex
  • Range: LOS
  • Duration: Sustained

Spirit moves physical objects with his mind, ala “Magic Fingers”. The “hand” has a strength and agility equal to hits scored on MAGIC + WILLPOWER test.

Regeneration

  • Type: P
  • Action: Auto
  • Range: Self
  • Duration: Always

Spirit regenerates at the end of each combat turn if it takes any damage. Roll MAGIC + BODY, and gain (hits + BODY (autosuccesses)) damage levels healed. Start with physical overflow, then physical, then stun tracks. Even if its overflow is full it still gets one Regen test to see if it survives. Called shots to sever spine (etc) cannot be healed. Magical damage from weapon foci, combat spells, most spirit or adept powers, or drain cannot be healed by Regen. Damage aligned with its weakness can be healed by Regen as long as it's not currently in contact with the allergen. Regen is not compatible with augmentations; spirits that receive augmentations will reject the augmentations due to Regen healing the damage.

Sapince

  • Type: P
  • Action: Complex
  • Range: Special
  • Duration: Special

Spirit makes MAGIC + INTUITION (5, 10mins) extended test. Spirit must've seen the target at some point before the search begins. Spirits can be tasked to search for anything their summoner can provide a mental image of. Spirits do not have to materialize while searching even if the target is in the physical world. Apply appropriate modifiers from search modifiers table:

  • Target is more than a kilometer away, +kilometers
  • Target is nonliving object or place +5
  • Target hidden my Concealment power, -Concealer's Magic
  • Target hidden behind mana barrier, -barrier's Force

Venom

Weather Control

srva/spirit_powers_cheat_sheet.txt · Last modified: 2014/08/31 03:42 by tara