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Free Spirits as Characters http://www.gods-inc.de/barbie/sr/ 0. Why? Yeah, thats it. Why? 1.

Creation For character creation the building point system from the Shadowrun Companion wi ll be used. The reason for this is simple. The standart system doesn`t allows th e needed variety due to its limited but simple build up. Types of Free Spirits available are the three basics: Nature Elemental and Ally. With GM approval some other typs are possible in addition: Ghosts, Insects maybe even Toxics. A Nature, Elemental or Ally spirit must choose a basic motivation according to t he Grimoire 2 page 76 also. For Ghosts this is mostly defined by the ghost type, like it is for Insect Spirits. Toxics follow the rules for toxic spirits on pag e 100/101 Grimoire 2. Building point costs: Race Nature Spirit 30 Elemental 25 Ally 50 Ghost 35 Insect 40 Toxic 40 Building point costs: Magic Per standart building point system. If for magic are not at least 10 points are spend the spirit is considered non-magical active and lacks the possibility to g ain new powers beside in the standart random way. Except they get help from othe rs like mages or other free spirits. Please note that nature spirits can only be of shamanic tradition and elementals are only of hermetic tradition. Building point costs: Attributes Since the free spirits attibutes are determied by its force and type and not ind ividualy like it is for normal characters, follow this rules: Any free spirit character starts at force 1 with spirit energy 1. To raise the f orce further 10 building points must be payed per force point. The maximum force at character creation is 5. Attributes are then calculated according to the cho sen spirit type. See the note on Allies in section 4 for calculating a free Alli es attributes. Spirit energy can`t be raised at creation, it can only be raised later in the game. Building point costs: Skills With the exception of a Allies Sorcery skill which always start at 4, every skil l must be bought per standart rules. Building point costs: Resources Follow the standart rules. Sice spirits can`t use implants of any kind, its rath er pointless to even spend money on it. A clever player may indeed use implants on a hosting animal body if the spirit has the cabability to control a hosting b ody like inhabiting or hidden life. Building point costs: Force or Spell points Follow the standart rules. In addition to the standart possibilities a free spir it can buy new powers as detailed in section 2 with those spell points. Starting Karma

A free spirit starts allways with a karma pool of one. The karma pool raises per standart rules, but the free spirit can choose not to raise its karma pool and use the karma point normaly. Edges and Flaws If the edges and flaws system is used it is of course encoraged to give a free s pirit such too. 2. Powers Each free spirit characters has the same powers as it would have as NPC critter. This powers are free but can be traded for building points if the player or GM wants for some reasons. So traded powers give only fourth their value in buildin g points back. The normaly gained 1d3 powers that a free spirit gains at becommi ng free will not be gained by free spirits under this rules. Instead force point s can be used for spells and to gain more powers if wished. For this the listed karma costs is halfed. Powers from another spirit class are more expensive to ga in than powers of the spirits own class. Raise the karma cost by 10 if such powe r is wanted. Every Power is listed with Name, Value and Source. They are grouped into basic g roups for easier reference. A * indicates a new power, the desription is after the rules section in section 4. Basic Powers of Spirits List of Powers Source Karma Accident Predator and Prey page 88 30 Alienation Predator and Prey page 88 30 Compulsion Predator and Prey page 89 35 Concealment Predator and Prey page 89 40 Confusion Predator and Prey page 89 30 Electrical Projection Predator and Prey page 90 30 Engulf Predator and Prey page 90 30 Fear Predator and Prey page 92 30 Flame Projection Predator and Prey page 92 25 Guard Predator and Prey page 92 30 Immunity to normal weapons Grimoire 2 page 68 40 Manifestation Grimoire 2 page 68 30 Movement Predator and Prey page 94 30 Noxious Breath Predator and Prey page 94 30 Psychokinesis Predator and Prey page 94 25 Search Predator and Prey page 94 25 Storm Grimoire 2 page 66 60 Weaknesses Domain bound* -60 Trappable (For Air Elementals only) -20 Trappable (For all spirits) * -50 Vulnerability (opposite element) -30 Basic Powers of Allies Inhabiting Grimoire 2 page 68 30 Immunity to normal weapons1 Grimoire 2 page 68 40 Manifestation1 Grimoire 2 page 68 30 Sense Link Grimoire 2 page 69 20 Sorcery Grimoire 2 page 69 40 Telepathic Link Grimoire 2 page 69 15 Three-Dimensional Movement Grimoire 2 page 69 10 1 Not compatible with the Inhabiting power. Basic Powers of Free Spirits Animal Form Grimoire 2 page 79 25 Astral Gateway Grimoire 2 page 79 40

Aura Masking Grimoire 2 page 79/80 40 Dispelling Grimoire 2 page 80 30 Hidden Life Grimoire 2 page 80 60 Human Form Grimoire 2 page 80 30 Personal Domain Grimoire 2 page 80 50 Possesion Grimoire 2 page 80 40 Sorcery2 Grimoire 2 page 80/81 60 Wealth Grimoire 2 page 81 40 2 Allies allways have this power. Special Powers of free Spirits Animal Command Predator and Prey page 96 60 Body Grapple* 40 Breath life* 60 Polymorph* 40 Ghost Powers Corruption () Night Pawn`s supplement "On A Pale Horse" 30 Dead Weight Night Pawn`s supplement "On A Pale Horse" 15 Deja Vu Night Pawn`s supplement "On A Pale Horse" 20 Essence Drain Special 50 Haywire Night Pawn`s supplement "On A Pale Horse" 20 Hijack Karma Night Pawn`s supplement "On A Pale Horse" 40 Home Ground Night Pawn`s supplement "On A Pale Horse" 30 Invulnrability Night Pawn`s supplement "On A Pale Horse" 50 Magic Resistance Night Pawn`s supplement "On A Pale Horse" 20 Magic Sense Night Pawn`s supplement "On A Pale Horse" 10 Emanation () Night Pawn`s supplement "On A Pale Horse" 10 Masking Night Pawn`s supplement "On A Pale Horse" 30 Momento Mori Night Pawn`s supplement "On A Pale Horse" 20 Necromancy () Night Pawn`s supplement "On A Pale Horse" 50 Oneiromancy Night Pawn`s supplement "On A Pale Horse" 50 Oracle Night Pawn`s supplement "On A Pale Horse" 40 Perceptive () Night Pawn`s supplement "On A Pale Horse" 20 Plasmorphosis Night Pawn`s supplement "On A Pale Horse" 20 Portent Night Pawn`s supplement "On A Pale Horse" 20 Possession Night Pawn`s supplement "On A Pale Horse" 40 Soulwound Night Pawn`s supplement "On A Pale Horse" 30 Spectral Induction Night Pawn`s supplement "On A Pale Horse" 30 Stolen Youth Night Pawn`s supplement "On A Pale Horse" 30 Timeslip Night Pawn`s supplement "On A Pale Horse" 20 Vision Night Pawn`s supplement "On A Pale Horse" 20 Viviphagy Night Pawn`s supplement "On A Pale Horse" 40 Weather Control Night Pawn`s supplement "On A Pale Horse" 30 Ghost Weaknesses Alienation Night Pawn`s supplement "On A Pale Horse" -30 Allergy (Food) Night Pawn`s supplement "On A Pale Horse" -20 Amnesia (Partial or Total) Night Pawn`s supplement "On A Pale Horse" -30/-50 Bloodlust Night Pawn`s supplement "On A Pale Horse" -30 Body Ties Night Pawn`s supplement "On A Pale Horse" -20 Energy Loss Night Pawn`s supplement "On A Pale Horse" -40 Flashbacks Night Pawn`s supplement "On A Pale Horse" -30 Obsessive/Compulsive Night Pawn`s supplement "On A Pale Horse" -30 Unstable Plasm Night Pawn`s supplement "On A Pale Horse" -30 Insect Powers Animal Control (Animal Type) Bug City page 143 30 Enhanced Senses (Specific Sense) Bug City page 143 30 Fear Bug City page 143 30 Paralysing Touch Bug City page 143 25 Pestilence Bug City page 143 25 Share Mind Bug City page 143 35

Share Willpower Bug City page 144 45 Skill Bug City page 144 40 Summoning Bug City page 144 50 Venom Bug City page 144 30 Insect Weaknesses Reduced Senses (Specific Sense) Bug City page 144 -20 Vulnerability Bug City page 144 -40 Toxic Powers (Since toxic spirits have no additional or special powers I choosed to allow the m access to the toxic critter powers in the California Free State source book pa ge 148/149. All those powers uses the same restrictions as printed in those rule s.) Primary powers Blindness 30 Compulsion 35 Confusion 30 Engulf (Sludge) 40 Enhanced Physical Attributes 40 Enhanced Senses (Specific Sense) Fear 30 Noxious Breath 30 Secondary powers Animal Control 30 Corrosive Saliva 30 Corrosive Secretions 30 Dismissal Immunity to Poisons 20 Magic Sense 10 Pestilence 25 Venom 30 Toxic Weaknesses Allergy (Purified Water or Air) Severe

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Toxics allways have one of those allergies. PC`s can choose to have them both, w hat gives them more building points. 3. Rules Spirit Garment All spirits are natuarly naked and since material things like clothes can`t be t aken with the spirit into the astral its rather common for spirits to loose them once in a while. But at least for clothing a spirit can under special circumsta nces form a spirit garment for itself which can act as clothing. A ritual of cha nge perfomed by the free spirit itself can also create such spirit garment, howe ver this costs the spirit a froce point to create. At GM`s discretion a very tra umatic experience for the spirit can create such spirit garment spontanusly, but even in this case the spirit looses a part of itself, be it froce or memories o r even some parts of its personality like emotions. After creation a spirit garm ent is a part of the free spirit and can`t be removed from it. On the plus side the spirit ca alter the spirits garment appereace to anything it wishes and sinc e the spirit garment is considered part of the spirit it can be used by some spe cial powers like Body Grapple as it would be the spirits own self. A spirit garm et doesn`t offer any protective value, it is just like normal clothing. it doesn `t matters if it looks like a heavy milspec armor or like a bathing suit, it has no protective value other then the optical. With a successfull stealth roll a s pirit garment can be altered to match a surrouding physical patterns and be so o f help in stealht situations. Considere the spirit garment in such case as the e quivalent to camoflage clothing. Free Allies

Since Allies are different to other spirits in some fudamental ways, some specia l rulings must be given. For allies, use Force plus Spirit Energy for physical a ttributes and this sum plus one for mental attributes; thus, a Force 3, Spirit E nergy 1 Ally would have Body, Quickness, and Strength 4, Willpower, Intelligence , and Charisma 5. Elementals' and nature spirits' attributes naturally increase as their Force rating increases, but they may not increase them with Good Karma. Allies' attributes do not automatically increase with Force rating, but they ma y increase them by spending Good Karma at a cost equal to the current rating and performing a Ritual of Change. To increase an attribute beyond the ally's curre nt Force plus Spirit Energy (plus one for mental attributes) costs double the no rmal amount. An Allie gets four powers at creation plus Sorcery. This four power s can be chosen freely by the player from the standart Ally powers. Gaining karma Free Spirit PCs can`t gain Karma the same way as normal PCs. Instead it must be given willingly to them just like as it is for NPC Free Spirits. The same rules apply for the karma transfere as printed in the Grimoire 2 on page 76/77. A Free Spirit can reverse this process to convert spirit energy and force back into ka rma at the same rate as it would cost to convert karma into spirit energy. Gaining new powers At reaching a new force point 2d6 are rolled per standart rules to check if the free spirit gains another power. This power can be traded instead for karma poin ts at half cost or to negate a weakness if the GM allows. IE Animal Form power i s gained This can be traded into (25/2) 12 karma points or with GM approval to b uy off a weakness like a Sunlight allergy. This roll is treated as open ended ro ll. In addition its possible to buy new powers with karma directly. The cost for this is shown above in the master power list. A non-magical active free spirit can gain new powers only in this random way. Magical active free spirits can gai n new powers by trading karma for the new power. The cost for this is listed in the master powers list. A ritual of change must be undertaken by the free spirit with the current force as targetnumber to be finaly able to use the new power b eside the karma costs. Magical traditions for free spirits A magical active free spirit follows a tradition like a normal mage. Shamanism i s not available for Elementals and Hermetics isn`t available for nature spirits an Ally can be a follower of shamanism or Hermetics as per players wish. All pos sibilities of magical ways are open to free spirits as well, be it full mage, ad ept or even physical adept. A free spirit that follows a tradition that gives mo difiers to magical abilities can use them too, like a normal mage. Spell casting for free spirits A free spirit with the sorcery power is able to cast spells like a normal mage, but follows this special rules: -- Spells must be learned like normal, but not like a normal mage no spell formu lar is needed, only the actual time to learn the spell is needed. -- Since free spirits are based on the astral and not the physical plane and so are much more attuned to the astral they don`t have to resists drain for spell c asting. -- The maximum force with that a spell can be cast without drain is equal to the force (without spirit energy) of the free spirit. -- A free spirit can only cast a spell on a physical target while it is physical y present as well. The spirit can`t remain in the astral while casting on a phys ical target, but it can stay astral while casting on astraly present targets of course. -- The sorcery power doesn`t includes the sorcery skill, so a free spirit doesn` t have a magic pool unless it learned the sorcery skill also. -- Spell casting for spells with a force greater then the spirits own force foll ow the standart spell casting rules, including drain.

-- A free spirit who inflicts deadly drain on itself is disrupted. A free spirit which is able to cast spells but doesn`t have the sorcery power fo llows all standart spell casting rules. Deadly drain disrupts the free spirit. Conjuring for free spirits A free spirit can`t conjure other spirit without the conjuring power. But the conjuring skill itself can be imensly usefull for a free spirit since wi th this skill the spirit can augment its defensses against bounding attempts or tries to findout his true name. In such cases the free spirit adds the conjuring skill rating to its defense. All other uses of the Conjuring skill are open to the free spirit as well. Like banishing or wrestling for control of a bound spir it from another mage and so on. Conjuring with the Conjuring power follows this special rules: -- The maximum force of a single spirit that can be conjured is equal to the fre e spirits own force minus 2. -- The maximum number of spirits is equal to the free spirits willpower and not charisma. -- Drain is however still based on charisma as per standart conjuring rules. -- A free spirit can only conjure other spirits of its own kind, however if the conjuring power is taken more then once, another kind of spirit can be conjured. IE a free fire elemental with three times conjuring can summon other fire eleme ntals and two other kinds of spirits. Any free spirit with at least the conjurig skill can summon watchers without dra in up to its own force in number. Note: A spirit that summons lots of other spirits as cannon fodder gets very fas t a bad reputation in the spiritual world and so summoned spirits will probably be in a very bad mood. Physical adepts A free spirit which has access to physical adept powers can only use them while physicaly manifest, unless the powers are learned twice. Once for the physical p lane and once for the astral. A power must allways learned first for use on the physical plane before it can be learned for astral use. The free spirits force r ating determins the available magic points for the physical adept powers. Initiation for free spirits Magical active free spirits can follow the normal initiation rules of normal mag es, but they don`t get a magic point per grade like a normal mage does. Instead they can use the grade as bonus dice to any magical test performed by the spirit . Metamagical abilities are gained as well. It is suggested that the gradual Ini tiation rules are followed for free spirits. 4. New Powers and Weaknesses Powers Body Grapple A spirit with this power can use parts of its body or aura to make a crappling a ttack against a opponent. It can expand parts of itself up to force plus spirit energy in meters to perform a grappling attack. Resolve the combat as per normal melee combat rules. The spirits uses its normal uarmed combat skill or a specia l unarmed combat skill for use with this power. Due to the ranged effect the spi rit gains a reach bonus of 2 for this attack.The expanded part has the full spir its strenght up to half of the maximal range, after that it acts at half strengh t. Breath Life This power allows a free spirit to restore a dead being back to life under the f ollowing conditions: -- The body must still be reasonable intact and can`t be longer the one hour dea d.

-- For each force point (Not Spirit energy) the spirit sacrifices the being live s one day. -- For no-sentient beings spirit energy may be used instead of force. -- The spirit can give force points as long as it wishes or can of course. -- During this time both are linked very deeply, harming one of them will effect equaly the other. The spirits aura can during this time see with astral perceptio overlapping the beings aura. Of course the spirit can when it has the ability mask this aura, bu t must allocate its masking powers. However the spirit can choose to what amount the masking will, up to its maximal rating. The not allocated masking rating fo r the being is all the spirit has left to mask itself. -- A Sense and telepathic link is formed as long as the being is living. -- When the being dies after this time, its dead permanently and will decay in a few seconds. Polymorph This power allows the spirit to alter its physical form to anything it wishes wi thin reasons of course. The maximal size is force plus spirit energy in meters, IE with a force 5 and spirit energy 4 can be a 9 m long animal or a bridge over a 9 m width river and so on. Count the longest measure and ignore the other two dimesions for this. It is not possible to mimic specifc persons with this power, but it gives a -2 bonus to the target number for any such attemps. However for this to actually work a good disguise skill and some voice mimic abilities are n eeded also. Weaknesses Domain bound A free spirit with this weakness can`t ever leave its domain even as free spirit its bound to its domain. Trappable (For all spirits) If this weakness is choosen the conditions of the trapping must be determined as well. A good example is the genie of the lamp.

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