sprite
morgan centennial park in auburn lives in tree.
Sprite/Pixie
A pixie character can turn her astral perception on or off at will, just like a metahuman magician or adept with the Astral Perception power, but she cannot bond foci without taking an appropriate quality.
Powers: Concealment (Self Only), Enhanced Senses (Astral Perception), Sapience
Weaknesses: Vanishing, Uneducated
These small humanoids fly on iridescent wings and appear to use primitive tools. They greatly resemble the fairies, pixies, and sprites of European mythology.
modified racial limit / attribute max
B5(8) Q 13(20) x1 S 4(6) C 6(9) I 7(11) w 7(11) E6 R7 magic 6
INIT: +2D6
Attacks: str M
Powers: Concealment (Personal). add essence to perception test.
Uneducated Weakness to reflect the rarity of sapient critters and their unfamiliarity with metahuman society and technology
Many also have Magical Skills. sorcery 6, conjuring 6,
Notes: Quickness multiplier for flying is 5.
level 1 sorcery library
custom made buy doll clothiers.
auctioneer line suit jacket, shirt and pants. 4B 2I
hoodie and sweat pants
combat boots.
gym bag, pack pack, and sleeping bag.
cell phone
Sapient critters are not metahumans, and thus cannot be targeted by spells that specifically target metahumans (Slay Elf, etc.). Likewise, they cannot be infected with HMHVV (except for sasquatches) or become drakes.
Each sapient species has a different lifespan, though this generally does not have any impact on the game. What will have an impact is the very different shapes and sizes of sapient critters— the naga lack of hands, for example, generally puts them at a great disadvantage in metahuman society. Centaurs are large equine quadrupeds ill-suited for many built up areas. Players should be very aware of the limitations inherent in their body types and play them accordingly.
Further, metahuman dwellings, settlements, equipment, foods, and healthcare are not designed with other sapient species in mind—the lifestyle costs for sapient critters are increased by 50%. At the gamemaster’s discretion, items of normal equipment may need to be custom-modified or specially built for the character.
Vaughn Chester
Pixie 35
physical / Mage 30
Attributes 3 each 6 into willpower 42
Skills 19
Cash 500 =Y= -5
karma 48
total karma 51
karma pool 3
B 2 Q10 x1/x5 S 1 C 3 I 4 W 7 Essence 6 Reaction 7 INIT: 7 + 2d6
Attacks: str (M) 1M
Powers: Concealment (Personal). Many also have Magical Skills(physical mage wuxing). aura perception,
Notes: Quickness multiplier for flying is 5.
combat pool 10 spell pool 4
Skills
Sorcery 6
Conjuring 6
Thrown 2
Projectile weapons 3
Flying 2
Stealth 3
Galic n
Sperethiel 3
English 3
TALISMONGERING 3
Magic 3
Cooking 3
Botony 3
Scrounging 3
Psychology 2
Folklore & Mythology 3
Flaws
Computer illiterate -3
Severe uncommon allergy silver -4
Moderate common phobia cats -4
Gremlins - 2
Hunted -6
Merits
Pirate family +3
Animal empathy +2
Aptitude sorcery +4
Aptitude conjuring +4
Quick healer +2
Spell points: 30
Magic 6
pa:0
mage:6
Force 3 Stunbolt M W(R) I LOS -1(Damage Level)
Force 3 Mind Probe M W(R) S T/D (S)
Force 1 Fast M 4(V) P T -2(M)
Force 3(5)(ex) Heal M 10-Essence(V)P T (Damage Level)
Force 1 Nutrition P 4(V) P T +1(M)
Force 5 Treat M 10-Essence(V)P T -1(Damage Level)
Force 3(5) (ex) Trid Phantasm P 4(R) S LOS(A) +1(D)
Force 4 Alter MemoryM W(T) P LOS (D)
Force 4 Influence M W(T) P LOS (S)
Force 3 (5)(ex) Lightning Bolt P 4(RC) I LOS +1(Damage Level +1)
Pixie Hold out modeled on a 50 cal bullpup rifle-----HO rounds 5L sa 10(c) con - short 0–5 med 6–15 long 16–30 extreme 31–50
Hold-Out Pistol 5L SA Con 3 1kg 10c none 0 fcu 297
bullpup, shock, Improved Concealability
1485 =Y=
Pixie light pistol - Light Pistol 0–5 6–15 16–30 31–50
Light Pistol 7L SS Con 6 75kg 1b Barrel, Top 1.25fcu 260 dp 1425 =Y=
Metahuman Design pixie, custom grip rc(1)_
Pixie Heavy Pistol 0–5 6–20 21–40 41–60
Modeled on a Sage Deuce Grenade Launcher
Heavy Pistol 10m SA Con 4 1.45kg 2b Barrel, Top 0 fcu rc(2) 468 dp
Ceramic Components 3, Metahuman Design pixie, Recoil Compensation(1), Personalized Grip 2325 =Y=
Prototype Mag-Fed Semi-Auto 37mm Grenade Launcher,
Heavy Pistol 9m SA Con 3 1.25kg 10c Barrel, Top 2 fcu 120 dp rc1
Personalized Grip 25
Ceramic Components,
Heavy Barrel, Improved Concealability, Improved FCU (up to 4 levels), DP: + 10/level FCU: +. 25/level Increased Power DP: +80 FCU: -.25 Weight: +.25 Metahuman Design +80, Recoil Compensation (1)DP: + 70 FCU: -.5 Weight: +.25 Weight Decrease (DP: 30
Pixie heavy revolver modeled on a m-32 grenade launcher
Heavy Pistol 10m SA Con 5 1.7kg 6cy B,T rc 2 .5 fcu 432 dp 2130 =Y=
Metahuman Design pixie, Ceramic Components 3, Heavy Barrel,
Personalized Grip, Weight Decrease (6)
pixie Submachine Gun: 7m SA/FA con 4 3.5kg 100belt BTU 0 FCU rc (11) 730 dp 3650 =Y=
Firing Mod FA(r) belt feed, Easy Breakdown, GAs vent 4 Heavy Barrel, Improved FCU 4, Metahuman Design pixie, Weight Decrease 8, Tri-pod,
Pixie sporting rifle
Sporting Rifle 0-100 101-250 251-500 501-750
Sport Rifle 7S SS con 0 4.5 kg 1b Top, Under, Barrel 2.5 fcu 125dp
Ammo Loading break 1b -5pd,
Barrel Extension/Reduction,
Ceramic Components (up to 1 level),
Easy Breakdown,
Firing Mode (SS -5dp),
Heavy Barrel,
Improved Concealability (up to 1 level),
Improved FCU (up to 4 levels),
Increased Power (up to 2 levels),
Metahuman Design+80,
Recoil Compensation (up to 1 level),
Weight Decrease (up to 6 levels)
PATH OF WUXING
Many magicians in Asia follow shamanic traditions, such as the Shinto miko of Japan, or the shamans of Siberia. Some Asian magicians, known as wujen, follow a tradition based on the concepts of chi (life force) and wuxing, the five stems or elements: wood, fire, earth, metal and water. The interrelation of the elements produces the dynamics of yin and yang, the positive and negative polarities from which everything in the cosmos derives. Wujen use their intimate understanding of these primal factors to effect change in the material world through magic.
The wuxing tradition incorporates both hermetic and shamanic elements. Wujen do not have totems or totem modifiers, but instead call upon the forces of nature as embodied by chi, wuxing, yin and yang. The five elements correspond to the five categories of spells as follows: wood (detection), fire (combat), earth (health), metal (manipulation) and water (illusion). Wujen summon spirits of the elements (see p. 105) and spirits of man in the same manner as shamans summon nature spirits (p. 186, SR3). These spirits often manifest as shen, creatures of the ground, sea and air (very often dragonlike spirits), as well as ancestral ghosts and demons (kuei or spirits of man). Many wujen summon ancestor spirits (p. 106) rather than spirits of man. They cannot summon or control elementals, nor can they summon spirits of the land, sky, or waters. Wujen use libraries and circles rather than lodges (p. 167, SR3). Some wujen practice techniques principally derived from one “school,” similar to the ways in which followers of certain hermetic schools (p. 17) practice.
Wujen also make considerable use of the feng-lung, or “dragon lines,” which are natural manalines and power sites (see p. 84). They often possess intricate maps of local dragon lines and know the best sites and times for tapping the lines’ magical power.
SPIRITS OF THE ELEMENTS
The spirits of the elements are a type of nature spirit whose affinity and domains are akin to elemental forces. Five types are known to exist: spirits of the flames (salamanders), spirits of the ground (gnomes), spirits of the winds (sylphs), spirits of the waves (undines) and spirits of wood (manitous). Spirits of the elements can generally only be summoned by followers of the Path of Wuxing (p. 17), though followers of the elven Path of the Bard (p. 21) and some shamans (who are unable to summon spirits of man, see p. 16) have also learned the techniques to summon certain of these spirits. Magical theorists have speculated some connection between spirits of the elements and the elementals summoned by mages, but nothing concrete has been determined. Spirits of the elements are known to be more precocious, strong willed and intelligent than other spirits. Spirits of the elements, especially salamanders, have occasionally been known to take form of their own accord within a domain. Spirits capable of independent appearance cannot be summoned. The metaplanes (see Metaplanes, p. 91) of gnomes, salamanders, sylphs and undines are similar to the metaplanes of the equivalent elementals, yet subtly different. The Metaplane of Wood, which has no elemental parallel, is a place of living forests and trees, where each plant is conscious. Spirits of the elements hate toxic spirits (see Toxic Nature Spirits, p. 127) and will attack them on sight, regardless of any commands from their summoner.
DOMAINS
The domains (p. 184, SR3) of spirits of the elements are wherever the force of their natural element is strong and powerful. This must be natural in origin; manmade sources of raw power will not do. For example, the domain of a salamander is any place of great heat or flame, such as a bonfire, a volcano, a hot roadway under the desert sun, or a hot tin roof in the summertime sprawl. A nuclear reactor or smelting facility possesses too little of nature.
Spirits of the elements cannot leave their domain, except for great form spirits (see p. 107). Use a radius of Force x 10 meters from where the spirit was summoned as a guide for determining the boundary of a spirit’s domain.
SUMMONING
A wujen (or other summoner) need not be directly in the domain to summon a spirit of the elements, but he must be within line of sight of the domain. Once a wujen has summoned such a spirit, they are considered “in” its domain; if they summon any other spirit, they are considered to have left the spirit of the elements’ domain. A conjurer can only be in one domain at a time.
Spirits of the elements are summoned in the same manner as nature spirits (see p. 186, SR3). Each success on the Conjuring Test earns the summoner one favor from the spirit. Only one spirit of the elements can be conjured in any given domain. Spirits of the elements prefer to remain in astral space but will materialize or manifest if asked by the summoner. A spirit of the elements can affect the summoner with its powers from astral space.
Only a magician who can summon spirits of the elements can attempt to control one. They can be banished according to the standard rules (p. 189, SR3).
POWERS
Each type of spirit of the element is described below, along with its domain and powers.
Gnomes (Spirits of the Ground)
Also called rock spirits, gnomes are patient and calm. They usually appear as pools of mud, large rocks, or even as humanoid stone figures.
Domain: Any place with large amounts of exposed natural earth, such as a recently tilled field, a stone quarry, or even a mudslide or rockfall.
B Q S C W I E R
F + 4 (F – 2) x 2 F + 4 F F F F/A F – 2
INIT: F + 8 + 1D6, Astral F + 20 + 1D6
Attacks: (Strength)S, +1 Reach
Powers: Concealment, Engulf, Fear, Guard, Magical Guard, Materialization
Weaknesses: Vulnerability (air)
Manitous (Spirits of Wood)
Manitous are also known as tree spirits and may be related to the creatures known as man-of-the-woods (see p. 35, Critters). Manitous are confident and wise and frequently take form as a living tree or plant creature. Many Native American shamans have learned to summon manitous instead of spirits of man.
Domain: Any place thick and abundant with healthy trees and
plant life.
B Q S C W I E R
F + 3 F x 2 F + 1 F F F F/A F
INIT: F + 10 + 1D6, Astral F + 20 + 1D6
Attacks: (Strength)S
Powers: Accident, Concealment, Confusion, Engulf*, Fear,
Guard, Magical Guard, Materialization
* A manitou’s engulf power causes (Force)S Stun damage as
the victim is wrapped in roots and vines, smothered with
leaves, scratched with brambles and beaten with branches.
Salamanders (Spirits of the Flames)
Also called sun spirits, volcano spirits, and even spirits of
the Great Fiery Firmament, in Tír na nÓg, salamanders are intelligent
creatures that love to start fires and dance among the
flames. They usually appear as lizards composed entirely of
flame on the astral plane, and materialize as a shimmering
wave of heat, a fist-sized ball of flame, or a living humanoid
flame.
Domain: Any place of natural great heat or flame, such as a
bonfire, a volcano, or even a hot roadway under the desert sun.
B Q S C W I E R
F + 1 (F + 2) x 3 F – 2 F F F F/A F + 1
INIT: F + 10 + 1D6, Astral F + 20 + 1D6
Attacks: (Strength)M
Powers: Engulf, Flame Aura, Immunity (Fire), Innate Spell
(Flamethrower), Guard, Magical Guard, Materialization,
Psychokinesis
Weaknesses: Vulnerability (water)
Sylphs (Spirits of the Winds)
Sylphs are perceptive spirits, rarer than other spirits of the elements. They usually appear as whirlwinds or small tornadoes, though they frequently conceal themselves and remain invisible.
Domain: Any place with strong natural wind currents, including storms, gale-swept plains, and mountains and other high places.
B Q S C W I E R
F – 2 (F + 3) x 4 F – 3 F F F F/A F + 2
INIT: F + 12 + 1D6, Astral:F + 20 + 1D6
Attacks: (Strength)M Stun
Powers: Concealment, Confusion, Engulf, Guard, Magical Guard, Materialization, Movement, Psychokinesis
Weaknesses: Vulnerability (earth)
Undines (Spirits of the Waves)
Undines are curious and gentle creatures. They tend to constantly change forms, from a cloud of mist or snow to a shifting puddle to a sheet of ice.
Domain: Any place with a strong natural current of water, including waterfalls, driving rain or snow, fast rivers, or tempestous seas.
B Q S C W I E R
F + 2 F x 2 F F F F F/A F – 1
INIT: F + 9 + 1D6, Astral F + 20 + 1D6
Attacks: (Strength)S Stun
Powers: Accident, Concealment, Engulf, Guard, Magical Guard, Materialization, Movement, Search
Weaknesses: Vulnerability (fire)
ANCESTOR SPIRITS
Ancestor spirits take the form of dead relatives or distant ancestors of the shaman who summons them. Whether or not these spirits actually are the spirits of the shaman’s ancestors is a matter of considerable debate among magical theorists. Ancestor spirits come from a metaplane that resembles popular images of the afterlife, death and judgment. This plane always matches the summoner’s individual views, background and beliefs. Initiates can go on astral quests to this plane, but only after an ancestor spirit has agreed to guide them there. No magician has reached the “Plane of the Dead” without a guide. All other game rules regarding metaplanes remain the same (see Metaplanes, p. 91). The gamemaster is encouraged to roleplay ancestor spirits to be as much like living family members as possible. Whether or not they are actually the spirits of the dead, they sure look and act like it.
SUMMONING ANCESTOR SPIRITS
The process for summoning an ancestor spirit requires three fetishes appropriate to the ancestor. In shamanic cultures, one of these fetishes is manufactured for every person before his or her death (a stool for the spirit to sit on, for example). The other two fetishes are most often food or items the ancestor found pleasurable while alive. Not having the appropriate fetishes reduces the number of services the summoned spirit will perform by one for each fetish missing, at the gamemaster’s discretion. The ritual takes a number of hours equal to the spirit’s desired Force, divided by the number of the spirit’s relatives present (including the shaman). These participants need not be willing. Services and Drain are calculated normally. A shaman may only summon one ancestor spirit at a time; if another is sum- moned, the previous one vanishes and all services are lost. No great form ancestor spirits are known to exist.
Ancestor Spirit
B Q S C W I E R
F + 2 F x 3 F + 1 F F F F (A) F
INIT: F + 10 + 1D6, Astral F + 20 + 1D6
Attack: (Strength)M Stun
Powers: Accident, Confusion, Divination, Guard, Materialization, Search
Note: Ancestor spirits have no domain boundaries; their powers
extend to a radius of Force x 5 kilometers from their place
of summoning.
GREAT FORM SPIRITS
An initiate can conjure a spirit in its great form using the metamagical technique of invoking (see Invoking, p. 75).
PHYSICAL BONUS
When a great form spirit is conjured, the summoner can increase the spirit’s materialized physical form. The summoner receives a number of points equal to his initiate grade divided by 2 (rounded down) to distribute as he wishes, according to the Great Form Physical Bonus Table.
GREAT SPIRITS OF THE ELEMENTS
Great form spirits of the elements can cross domain lines in the same manner as great nature spirits and count as one spirit toward the magician’s limit of bound spirits equal to their Charisma. They also each receive the power of storm (p. 99) and the power of cleansing. Treat the cleansing power as the metamagic technique of the same name (see Cleansing, p. 74), using the spirit’s Essence in place of Sorcery.
morgan centennial park in auburn lives in tree.
Sprite/Pixie
A pixie character can turn her astral perception on or off at will, just like a metahuman magician or adept with the Astral Perception power, but she cannot bond foci without taking an appropriate quality.
Powers: Concealment (Self Only), Enhanced Senses (Astral Perception), Sapience
Weaknesses: Vanishing, Uneducated
These small humanoids fly on iridescent wings and appear to use primitive tools. They greatly resemble the fairies, pixies, and sprites of European mythology.
modified racial limit / attribute max
B5(8) Q 13(20) x1 S 4(6) C 6(9) I 7(11) w 7(11) E6 R7 magic 6
INIT: +2D6
Attacks: str M
Powers: Concealment (Personal). add essence to perception test.
Uneducated Weakness to reflect the rarity of sapient critters and their unfamiliarity with metahuman society and technology
Many also have Magical Skills. sorcery 6, conjuring 6,
Notes: Quickness multiplier for flying is 5.
level 1 sorcery library
custom made buy doll clothiers.
auctioneer line suit jacket, shirt and pants. 4B 2I
hoodie and sweat pants
combat boots.
gym bag, pack pack, and sleeping bag.
cell phone
Sapient critters are not metahumans, and thus cannot be targeted by spells that specifically target metahumans (Slay Elf, etc.). Likewise, they cannot be infected with HMHVV (except for sasquatches) or become drakes.
Each sapient species has a different lifespan, though this generally does not have any impact on the game. What will have an impact is the very different shapes and sizes of sapient critters— the naga lack of hands, for example, generally puts them at a great disadvantage in metahuman society. Centaurs are large equine quadrupeds ill-suited for many built up areas. Players should be very aware of the limitations inherent in their body types and play them accordingly.
Further, metahuman dwellings, settlements, equipment, foods, and healthcare are not designed with other sapient species in mind—the lifestyle costs for sapient critters are increased by 50%. At the gamemaster’s discretion, items of normal equipment may need to be custom-modified or specially built for the character.
Vaughn Chester
Pixie 35
physical / Mage 30
Attributes 3 each 6 into willpower 42
Skills 19
Cash 500 =Y= -5
karma 48
total karma 51
karma pool 3
B 2 Q10 x1/x5 S 1 C 3 I 4 W 7 Essence 6 Reaction 7 INIT: 7 + 2d6
Attacks: str (M) 1M
Powers: Concealment (Personal). Many also have Magical Skills(physical mage wuxing). aura perception,
Notes: Quickness multiplier for flying is 5.
combat pool 10 spell pool 4
Skills
Sorcery 6
Conjuring 6
Thrown 2
Projectile weapons 3
Flying 2
Stealth 3
Galic n
Sperethiel 3
English 3
TALISMONGERING 3
Magic 3
Cooking 3
Botony 3
Scrounging 3
Psychology 2
Folklore & Mythology 3
Flaws
Computer illiterate -3
Severe uncommon allergy silver -4
Moderate common phobia cats -4
Gremlins - 2
Hunted -6
Merits
Pirate family +3
Animal empathy +2
Aptitude sorcery +4
Aptitude conjuring +4
Quick healer +2
Spell points: 30
Magic 6
pa:0
mage:6
Force 3 Stunbolt M W(R) I LOS -1(Damage Level)
Force 3 Mind Probe M W(R) S T/D (S)
Force 1 Fast M 4(V) P T -2(M)
Force 3(5)(ex) Heal M 10-Essence(V)P T (Damage Level)
Force 1 Nutrition P 4(V) P T +1(M)
Force 5 Treat M 10-Essence(V)P T -1(Damage Level)
Force 3(5) (ex) Trid Phantasm P 4(R) S LOS(A) +1(D)
Force 4 Alter MemoryM W(T) P LOS (D)
Force 4 Influence M W(T) P LOS (S)
Force 3 (5)(ex) Lightning Bolt P 4(RC) I LOS +1(Damage Level +1)
Pixie Hold out modeled on a 50 cal bullpup rifle-----HO rounds 5L sa 10(c) con - short 0–5 med 6–15 long 16–30 extreme 31–50
Hold-Out Pistol 5L SA Con 3 1kg 10c none 0 fcu 297
bullpup, shock, Improved Concealability
1485 =Y=
Pixie light pistol - Light Pistol 0–5 6–15 16–30 31–50
Light Pistol 7L SS Con 6 75kg 1b Barrel, Top 1.25fcu 260 dp 1425 =Y=
Metahuman Design pixie, custom grip rc(1)_
Pixie Heavy Pistol 0–5 6–20 21–40 41–60
Modeled on a Sage Deuce Grenade Launcher
Heavy Pistol 10m SA Con 4 1.45kg 2b Barrel, Top 0 fcu rc(2) 468 dp
Ceramic Components 3, Metahuman Design pixie, Recoil Compensation(1), Personalized Grip 2325 =Y=
Prototype Mag-Fed Semi-Auto 37mm Grenade Launcher,
Heavy Pistol 9m SA Con 3 1.25kg 10c Barrel, Top 2 fcu 120 dp rc1
Personalized Grip 25
Ceramic Components,
Heavy Barrel, Improved Concealability, Improved FCU (up to 4 levels), DP: + 10/level FCU: +. 25/level Increased Power DP: +80 FCU: -.25 Weight: +.25 Metahuman Design +80, Recoil Compensation (1)DP: + 70 FCU: -.5 Weight: +.25 Weight Decrease (DP: 30
Pixie heavy revolver modeled on a m-32 grenade launcher
Heavy Pistol 10m SA Con 5 1.7kg 6cy B,T rc 2 .5 fcu 432 dp 2130 =Y=
Metahuman Design pixie, Ceramic Components 3, Heavy Barrel,
Personalized Grip, Weight Decrease (6)
pixie Submachine Gun: 7m SA/FA con 4 3.5kg 100belt BTU 0 FCU rc (11) 730 dp 3650 =Y=
Firing Mod FA(r) belt feed, Easy Breakdown, GAs vent 4 Heavy Barrel, Improved FCU 4, Metahuman Design pixie, Weight Decrease 8, Tri-pod,
Pixie sporting rifle
Sporting Rifle 0-100 101-250 251-500 501-750
Sport Rifle 7S SS con 0 4.5 kg 1b Top, Under, Barrel 2.5 fcu 125dp
Ammo Loading break 1b -5pd,
Barrel Extension/Reduction,
Ceramic Components (up to 1 level),
Easy Breakdown,
Firing Mode (SS -5dp),
Heavy Barrel,
Improved Concealability (up to 1 level),
Improved FCU (up to 4 levels),
Increased Power (up to 2 levels),
Metahuman Design+80,
Recoil Compensation (up to 1 level),
Weight Decrease (up to 6 levels)
PATH OF WUXING
Many magicians in Asia follow shamanic traditions, such as the Shinto miko of Japan, or the shamans of Siberia. Some Asian magicians, known as wujen, follow a tradition based on the concepts of chi (life force) and wuxing, the five stems or elements: wood, fire, earth, metal and water. The interrelation of the elements produces the dynamics of yin and yang, the positive and negative polarities from which everything in the cosmos derives. Wujen use their intimate understanding of these primal factors to effect change in the material world through magic.
The wuxing tradition incorporates both hermetic and shamanic elements. Wujen do not have totems or totem modifiers, but instead call upon the forces of nature as embodied by chi, wuxing, yin and yang. The five elements correspond to the five categories of spells as follows: wood (detection), fire (combat), earth (health), metal (manipulation) and water (illusion). Wujen summon spirits of the elements (see p. 105) and spirits of man in the same manner as shamans summon nature spirits (p. 186, SR3). These spirits often manifest as shen, creatures of the ground, sea and air (very often dragonlike spirits), as well as ancestral ghosts and demons (kuei or spirits of man). Many wujen summon ancestor spirits (p. 106) rather than spirits of man. They cannot summon or control elementals, nor can they summon spirits of the land, sky, or waters. Wujen use libraries and circles rather than lodges (p. 167, SR3). Some wujen practice techniques principally derived from one “school,” similar to the ways in which followers of certain hermetic schools (p. 17) practice.
Wujen also make considerable use of the feng-lung, or “dragon lines,” which are natural manalines and power sites (see p. 84). They often possess intricate maps of local dragon lines and know the best sites and times for tapping the lines’ magical power.
SPIRITS OF THE ELEMENTS
The spirits of the elements are a type of nature spirit whose affinity and domains are akin to elemental forces. Five types are known to exist: spirits of the flames (salamanders), spirits of the ground (gnomes), spirits of the winds (sylphs), spirits of the waves (undines) and spirits of wood (manitous). Spirits of the elements can generally only be summoned by followers of the Path of Wuxing (p. 17), though followers of the elven Path of the Bard (p. 21) and some shamans (who are unable to summon spirits of man, see p. 16) have also learned the techniques to summon certain of these spirits. Magical theorists have speculated some connection between spirits of the elements and the elementals summoned by mages, but nothing concrete has been determined. Spirits of the elements are known to be more precocious, strong willed and intelligent than other spirits. Spirits of the elements, especially salamanders, have occasionally been known to take form of their own accord within a domain. Spirits capable of independent appearance cannot be summoned. The metaplanes (see Metaplanes, p. 91) of gnomes, salamanders, sylphs and undines are similar to the metaplanes of the equivalent elementals, yet subtly different. The Metaplane of Wood, which has no elemental parallel, is a place of living forests and trees, where each plant is conscious. Spirits of the elements hate toxic spirits (see Toxic Nature Spirits, p. 127) and will attack them on sight, regardless of any commands from their summoner.
DOMAINS
The domains (p. 184, SR3) of spirits of the elements are wherever the force of their natural element is strong and powerful. This must be natural in origin; manmade sources of raw power will not do. For example, the domain of a salamander is any place of great heat or flame, such as a bonfire, a volcano, a hot roadway under the desert sun, or a hot tin roof in the summertime sprawl. A nuclear reactor or smelting facility possesses too little of nature.
Spirits of the elements cannot leave their domain, except for great form spirits (see p. 107). Use a radius of Force x 10 meters from where the spirit was summoned as a guide for determining the boundary of a spirit’s domain.
SUMMONING
A wujen (or other summoner) need not be directly in the domain to summon a spirit of the elements, but he must be within line of sight of the domain. Once a wujen has summoned such a spirit, they are considered “in” its domain; if they summon any other spirit, they are considered to have left the spirit of the elements’ domain. A conjurer can only be in one domain at a time.
Spirits of the elements are summoned in the same manner as nature spirits (see p. 186, SR3). Each success on the Conjuring Test earns the summoner one favor from the spirit. Only one spirit of the elements can be conjured in any given domain. Spirits of the elements prefer to remain in astral space but will materialize or manifest if asked by the summoner. A spirit of the elements can affect the summoner with its powers from astral space.
Only a magician who can summon spirits of the elements can attempt to control one. They can be banished according to the standard rules (p. 189, SR3).
POWERS
Each type of spirit of the element is described below, along with its domain and powers.
Gnomes (Spirits of the Ground)
Also called rock spirits, gnomes are patient and calm. They usually appear as pools of mud, large rocks, or even as humanoid stone figures.
Domain: Any place with large amounts of exposed natural earth, such as a recently tilled field, a stone quarry, or even a mudslide or rockfall.
B Q S C W I E R
F + 4 (F – 2) x 2 F + 4 F F F F/A F – 2
INIT: F + 8 + 1D6, Astral F + 20 + 1D6
Attacks: (Strength)S, +1 Reach
Powers: Concealment, Engulf, Fear, Guard, Magical Guard, Materialization
Weaknesses: Vulnerability (air)
Manitous (Spirits of Wood)
Manitous are also known as tree spirits and may be related to the creatures known as man-of-the-woods (see p. 35, Critters). Manitous are confident and wise and frequently take form as a living tree or plant creature. Many Native American shamans have learned to summon manitous instead of spirits of man.
Domain: Any place thick and abundant with healthy trees and
plant life.
B Q S C W I E R
F + 3 F x 2 F + 1 F F F F/A F
INIT: F + 10 + 1D6, Astral F + 20 + 1D6
Attacks: (Strength)S
Powers: Accident, Concealment, Confusion, Engulf*, Fear,
Guard, Magical Guard, Materialization
* A manitou’s engulf power causes (Force)S Stun damage as
the victim is wrapped in roots and vines, smothered with
leaves, scratched with brambles and beaten with branches.
Salamanders (Spirits of the Flames)
Also called sun spirits, volcano spirits, and even spirits of
the Great Fiery Firmament, in Tír na nÓg, salamanders are intelligent
creatures that love to start fires and dance among the
flames. They usually appear as lizards composed entirely of
flame on the astral plane, and materialize as a shimmering
wave of heat, a fist-sized ball of flame, or a living humanoid
flame.
Domain: Any place of natural great heat or flame, such as a
bonfire, a volcano, or even a hot roadway under the desert sun.
B Q S C W I E R
F + 1 (F + 2) x 3 F – 2 F F F F/A F + 1
INIT: F + 10 + 1D6, Astral F + 20 + 1D6
Attacks: (Strength)M
Powers: Engulf, Flame Aura, Immunity (Fire), Innate Spell
(Flamethrower), Guard, Magical Guard, Materialization,
Psychokinesis
Weaknesses: Vulnerability (water)
Sylphs (Spirits of the Winds)
Sylphs are perceptive spirits, rarer than other spirits of the elements. They usually appear as whirlwinds or small tornadoes, though they frequently conceal themselves and remain invisible.
Domain: Any place with strong natural wind currents, including storms, gale-swept plains, and mountains and other high places.
B Q S C W I E R
F – 2 (F + 3) x 4 F – 3 F F F F/A F + 2
INIT: F + 12 + 1D6, Astral:F + 20 + 1D6
Attacks: (Strength)M Stun
Powers: Concealment, Confusion, Engulf, Guard, Magical Guard, Materialization, Movement, Psychokinesis
Weaknesses: Vulnerability (earth)
Undines (Spirits of the Waves)
Undines are curious and gentle creatures. They tend to constantly change forms, from a cloud of mist or snow to a shifting puddle to a sheet of ice.
Domain: Any place with a strong natural current of water, including waterfalls, driving rain or snow, fast rivers, or tempestous seas.
B Q S C W I E R
F + 2 F x 2 F F F F F/A F – 1
INIT: F + 9 + 1D6, Astral F + 20 + 1D6
Attacks: (Strength)S Stun
Powers: Accident, Concealment, Engulf, Guard, Magical Guard, Materialization, Movement, Search
Weaknesses: Vulnerability (fire)
ANCESTOR SPIRITS
Ancestor spirits take the form of dead relatives or distant ancestors of the shaman who summons them. Whether or not these spirits actually are the spirits of the shaman’s ancestors is a matter of considerable debate among magical theorists. Ancestor spirits come from a metaplane that resembles popular images of the afterlife, death and judgment. This plane always matches the summoner’s individual views, background and beliefs. Initiates can go on astral quests to this plane, but only after an ancestor spirit has agreed to guide them there. No magician has reached the “Plane of the Dead” without a guide. All other game rules regarding metaplanes remain the same (see Metaplanes, p. 91). The gamemaster is encouraged to roleplay ancestor spirits to be as much like living family members as possible. Whether or not they are actually the spirits of the dead, they sure look and act like it.
SUMMONING ANCESTOR SPIRITS
The process for summoning an ancestor spirit requires three fetishes appropriate to the ancestor. In shamanic cultures, one of these fetishes is manufactured for every person before his or her death (a stool for the spirit to sit on, for example). The other two fetishes are most often food or items the ancestor found pleasurable while alive. Not having the appropriate fetishes reduces the number of services the summoned spirit will perform by one for each fetish missing, at the gamemaster’s discretion. The ritual takes a number of hours equal to the spirit’s desired Force, divided by the number of the spirit’s relatives present (including the shaman). These participants need not be willing. Services and Drain are calculated normally. A shaman may only summon one ancestor spirit at a time; if another is sum- moned, the previous one vanishes and all services are lost. No great form ancestor spirits are known to exist.
Ancestor Spirit
B Q S C W I E R
F + 2 F x 3 F + 1 F F F F (A) F
INIT: F + 10 + 1D6, Astral F + 20 + 1D6
Attack: (Strength)M Stun
Powers: Accident, Confusion, Divination, Guard, Materialization, Search
Note: Ancestor spirits have no domain boundaries; their powers
extend to a radius of Force x 5 kilometers from their place
of summoning.
GREAT FORM SPIRITS
An initiate can conjure a spirit in its great form using the metamagical technique of invoking (see Invoking, p. 75).
PHYSICAL BONUS
When a great form spirit is conjured, the summoner can increase the spirit’s materialized physical form. The summoner receives a number of points equal to his initiate grade divided by 2 (rounded down) to distribute as he wishes, according to the Great Form Physical Bonus Table.
GREAT SPIRITS OF THE ELEMENTS
Great form spirits of the elements can cross domain lines in the same manner as great nature spirits and count as one spirit toward the magician’s limit of bound spirits equal to their Charisma. They also each receive the power of storm (p. 99) and the power of cleansing. Treat the cleansing power as the metamagic technique of the same name (see Cleansing, p. 74), using the spirit’s Essence in place of Sorcery.