11/3/2023 0 Comments Shadowrun types of spirits![]() Weaknesses NONE Skills Assensing, Astral Combat, Counterspelling, Exotic Ranged Weapon, Perception, Unarmed Combat Powers Astral Form, Concealment, Engulf, Fear, Guard, Magical Guard, Materialization, Sapience, Silence Optional Powers Accident, Confusion, Movement, Noxious Breath, Search Weaknesses NONE Skills Assensing, Astral Combat, Perception, Spellcasting, Unarmed Combat Powers Accident, Astral Form, Concealment, Confusion, Enhanced Senses (Low-Light, Thermographic Vision), Guard, Influence, Materialization, Sapience, Search Optional Powers Fear, Innate Spell (any one spell known by the summoner Force is limited to spirit's Magic), Movement, Psychokinesis Weaknesses NONE Skills Arcana, Assensing, Astral Combat, Counterspelling, Perception, Unarmed Combat Powers Astral Form, Confusion, Divining, Guard, Magical Guard, Materialization, Sapience, Search, Shadow Cloak Optional Powers Engulf, Enhanced Senses (Hearing, Low-Light, Thermographic, Or Smell), Fear, Influence Weaknesses NONE Skills Assensing, Astral Combat, Blades, Clubs, Counterspelling, Exotic Ranged Weapon, Perception, Unarmed Combat Powers Astral Form, Fear, Guard, Magical Guard, Materialization, Movement, Sapience Optional Powers Animal Control, Concealment, Elemental Attack (Pick One), Natural Weapon (DV = Force + 2 Physical damage, AP -), Psychokinesis, Skill (Choose Any Combat) Spirits of Fire get +5 meters per hit when Sprinting Weaknesses Allergy (Water, Severe) Skills Assensing, Astral Combat, Exotic Ranged Weapon, Flight, Perception, Unarmed Combat Powers Accident, Astral Form, Confusion, Elemental Attack, Energy Aura, Engulf, Materialization, Sapience Optional Powers Fear, Guard, Noxious Breath, Search Weaknesses NONE Skills Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Unarmed Combat Powers Astral Form, Binding, Guard, Materialization, Movement, Sapience, Search Optional Powers Concealment, Confusion, Engulf, Elemental Attack, Fear Weaknesses NONE Skills Assensing, Astral Combat, Perception, Unarmed Combat Powers Animal Control, Astral Form, Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Materialization, Movement, Sapience Optional Powers Concealment, Confusion, Guard, Natural Weapon (DV = Force Physical damage, AP -), Noxious Breath, Search, Venom Spirits of Air get +10 meters per hit when Sprinting Weaknesses NONE Skills Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Running, Unarmed Combat Powers Accident, Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search Optional Powers Elemental Attack, Energy Aura, Fear, Guard, Noxious Breath, Psychokinesis A spirit can’t change the optional powers it has. Optional Powers For every 3 full points of Force a spirit has, it has one optional power. They use the Running skill to "sprint" for +2 meters per hit. ![]() They can move in any direction, ignoring gravity. ![]() Movement On the physical plane, spirits’ Walking rate is Agility x 2. Skills Spirits have the listed skills at a rating equal to their Force. ![]() The minimum attribute rating is 1, even if the table says it should be lower. Physical Attributes The Physical attributes listed below are used when a spirit is materialized in the physical plane. ![]() Here is the game information for the six types of spirits in this book. They’re usually only found when a magician summons them, but there are many free spirits who live unbound on the material plane. Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures ![]()
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