The following represents elemental and spirit behavior based on existing and game-specific rule variations. Game-specific variations or interpretations are marked with
italics.
All 'physical' elemental and spirit attributes are all based on force. Values are as follows:
Attributes:
Type | Body | Quickness(run) | Strength | Reaction | Attack |
---|
Air Elemental | -2 | +3(x4) | -3 | +2 | N/A |
Earth Elemental | +4 | -2(x2) | +4 | -2 | Str S, +1 Reach |
Fire Elemental | +1 | +2(x3) | -2 | +1 | Str* M |
Water Elemental | +2 | +0(x2) | +0 | +1 | Str S Stun |
Spirit of Man | +1 | +2(x3) | -2 | +1 | (Str)M |
Spirit of Land | +4 | -2(x2) | +4 | -2 | (Str)S |
Spirit of Sky | -2 | +3(x4) | -3 | +2 | (Str)M Stun |
Spirit of Water | +2 | +0(x2) | +0 | -1 | (Str)S Stun |
* With flame aura, attack is Force M instead of Force - 2 M.
Initiative is 10+1d6 + Reaction. Charisma, Intelligence and Willpower are all equal to force.
Air and Fire Elementals and Spirits of the Sky can fly, which allows them "higher ground" advantage in melee. Water and Earth elementals and Spirits of Man, Water and Land cannot fly, though Water elementals and Spirits of Water take no damage from falling. Flying has the same speed as normal movement.
Man, Land, Sky and Water look quite similar to Fire, Earth, Air and Water elementals, respectively. Differences are: Sky spirits can attack, air elementals can't. Land spirits don't get +1 reach like earth elementals. Reaction of water spirits is -1 instead of +1. Spirits of Man don't have flame aura.
As a general analysis, Air elementals and Sky spirits are fast but can't fight worth beans. Earth elementals and Land spirits are slow but brutal. Fire/Water & Man are in the middle.
Common powers:
Type | Accident | Conceal | Confusion | Engulf | Fear | Guard | Materialize | Movement | Search |
---|
Elemental:Air | | | | Y | | | y | | |
Elemental:Earth | | | | Y | | | y | Y | |
Elemental:Fire | | | | Y | | Y | y | | |
Elemental:Water | | | | Y | | | y | Y | |
Man:City | Y | Y | Y | | Y | Y | y | | Y |
Man:Field | Y | Y | | | | Y | y | | Y |
Man:Hearth | Y | Y | Y | | | Y | y | | Y |
Land:Desert | | Y | | | | Y | y | Y | Y |
Land:Forest | Y | Y | Y | | Y | Y | y | | |
Land:Mountain | Y | Y | | | | Y | y | Y | Y |
Land:Prairie | Y | Y | | | | Y | y | Y | Y |
Sky:Mist | Y | Y | Y | | | Y | y | Y | |
Sky:Storm | | Y | Y | | Y | | y | | |
Sky:Wind | Y | | Y | | | Y | y | Y | Y |
Water:Lake | Y | | | Y | Y | Y | y | Y | Y |
Water:River | Y | Y | | Y | Y | Y | y | Y | Y |
Water:Sea | Y | Y | Y | Y | Y | Y | y | Y | Y |
Water:Swamp | Y | Y | Y | Y | Y | Y | y | Y | Y |
Accident - Forces target to make test (choice of I or Q) against target of Force. If fails, target next initiative phase. GM may choose to add other affects based on type of domain and how badly the character fails their test.
Accidents can affect all characters with in an area of "Force" meters in diameter. E.g. size of rock fall, large wave, gust of wind or whatever action impacts the characters
Concealment - Adds "Force" to all perception attempts on the target.
Confusion - Adds "Force" to target modifiers of all victims. Also, to make a decision, victim must make Willpower test against Force or will be unable to make up their mind until prompted by an attack or verbal reminder to retry the test.
Also, seems odd that there's no ability to resist this as there is with the confusion spell. Suggest allowing a Willpower test against Force with each success reducing the target penalty at least. One service will result in the spirit maintaining the confusion effect for Force minutes.
Fear - Opposed Test between willpower and essence. Net successes by spirit represent number of combat turns of "terror" suffered by character and severity there-of.
GM determines actions of characters while suffering fear. Limited to affecting "Force" characters within line-of-sight of the spirit or elemental per service
Guard - Allows prevention of accident power, as well as regular accidents.
Reduces target number for accident-prone activities - e.g. climbing a cliff or building by Force/2. Also converts catastrophic failures resulting from all 1s, to normal failures for events the spirit or elemental could reasonably affect. E.g. May keep a character from falling off a ledge, but won't help much with decking. One service will result in the spirit maintaining the guard effect for Force hours.
Materialize – Elementals and spirits are normally only present in astral. However they can materialize to attack non-astral characters or to exercise their powers. Elementals and spirits can dematerialize and re-materialize as a simple action.
That means that over the course of two combat phases they can disappear from one place and reappear in another. Alternatively, they can go from astral to physical based on their astral initiative, however, they don't do anything else that phase after they materialize, nor the phase following.
E.g. Elemental rolls 29 astral initiative. They hold action until just before their next initiative slot (19). They then materialize on phase 19.5, do nothing on phase 19 and may act again on phase 9, perhaps engulfing the character they just popped up next to . . .
Movement – Affects movement of a single character or vehicle by multiplying or dividing the character's movement by their Force.
This applies to the character for the following combat phase. Each character affected is considered to be a separate action. E.g. If the elemental has 3 actions based on initiative, they can affect 3 characters. This power can be invoked when the elemental is in astral form.
Search - Spirit makes opposed test between target's intelligence/object's Resistance and 2 x Force. Searching can only find objects in spirits own domain.
Base time is 20 minutes * "area of search in 10k square meters" / Force / Number of successes. No successes takes the same length of time as 1 success, but has a result of "couldn't find it". Note that the roll is made by the GM as the result of no successes appears the same as a result where the target is not in the spirit's domain or search area.
Special powers:
Swamp Spirit:
Bind – Target is "stuck" to surface or spirit's materialized form. Character must make a strength test of 2 x Force to get free.
Binding can only affect "Force" characters per service
Storm Spirit:
Innate Lightning Spell – Rolling sorcery of Force with a damage code of (Force) M. No drain unless spell is sustained (area of effect is F square meters), in which case drain is
F/2 S. Lightning can short out electrical equipment (-1 on equipment's resistance). Metallic armor doesn't help. Flying or high insulation may reduce power at GM's discretion.
Air elemental:
Noxious Breath – Any character in touch range to suffers Force S stun, resisted by Willpower or Body. Force is reduced by 2 if character is wearing a respirator.
Psychokinesis - Acts as a Magic Fingers spell with strength and quickness equal to force. (No drain)
Fire elemental:
Flame Aura - When activated, the damage of their attack increases by 2. Also, if a character succeeds in melee attack or defense against the elemental, they *still* must resist Force M damage,
with no ability to dodge, and may only apply armor if it covers the part of the body attacking or defending with.
Innate Flamethrower Spell - Rolling sorcery of Force with a damage code of Force M. No drain unless spell is sustained (area of effect is F square meters), in which case drain is
F/2 S
All spirit powers can only affect characters within a spirit's domain. The area in which a power can have an effect is limited to force * 10000 square meters, with the "center" and "shape" of the area being determined by the GM for spirits. E.g. If you summon a water spirit at the edge of a lake, the boundary of their domain is likely to be the edge of the lake, or perhaps the edge of the beach. A spirit can invoke their power on a larger area, but suffers a +2 penalty on their success tests or a -2 on their effectiveness for each doubling of effected area. E.g. A force 6 city spirit could search 480000 square meters (2x2x2x60000), but would suffer a +6 penalty. At the GM's option, a spirit *might* be convinced to accompany characters who are mobile and extend a power such as concealment or guard without penalty beyond their standard range, provided the characters remain within the spirit's domain.
Elemental powers can affect anyone within line of sight of the elemental which must remain within a certain distance of the controlling character unless ordered to go elsewhere. Elementals are inherently mobile and will move with the character if asked to do so.
Also, for a single service, elementals and spirits can only affect a number of characters or objects equal to their force. This applies to Accident, Concealment, Confusion, Fear, Guard and Bind.
NOTE: the 10k square meters is taken from MITS. I'd be tempted to increase it to more in a natural environment - e.g. wilderness
While a spirit or theoretically an elemental can volunteer to attack or use a special power, in general requesting an elemental to use a power or attack constitutes a service. Powers can only affect physical objects or characters when an elemental is materialized.
Combat:
For melee combat, the elemental or spirit's skill is their reaction. They have a standard combat pool (Q+I+W)/2. Attacks on an elemental or spirit with weapon foci or magic hands do full damage. Other melee attacks have their power dropped by
Force. Alternatively, a character can attack using their willpower as their combat skill and damage of Willpower M stun, though they can't use their combat pool, nor can the elemental or spirit use its combat pool to reduce damage (
though it can still use combat pool when attacking). Reach bonuses apply to willpower attacks,
provided they are made with a weapon the GM deems 'appropriate'.
In ranged combat, the elemental or spirit's immunity to normal weapons reduces the power of all ranged attacks by F * 2 unless the attack is elemental in nature (elemental manipulation, firehose, etc.) in which case it is only reduced by Force.
For elementals and elemental-associated spirits, attacks from their opposing element are not reduced in force and are increased by one damage level. Elementals a are completely immune to attacks from their own element. (
Note that element attacks must actually be capable of causing damage normally in order to damage an elemental. However, merely exposing an elemental to the opposing element even in a non-damaging way will behave as a minor allergic reaction giving +1 to all the elemental's target numbers while so exposed.
More substantive exposures may increase the penalty, or even result in light damage for every minute of exposure.
In astral space, all elementals and spirits are identical, with all attributes and combat skill equal to force and initiative of 20 + force + 1d6. All attack damage is Force M. If a character is astrally perceiving, an elemental or spirit can attack from astral space using its astral initiative and damage rating. Astral elementals and spirits are immune from all physical attacks, including element-based attacks, regardless of element.
Regardless of damage type, elementals and spirits heal at a rate of 1 box/minute. (Adapted from MITS) (So the elemental you beat on with severe physical and stun damage on the way in may be raring to go when you come back out . . .)
In spell combat, elementals and spirits are affected normally by combat spells. The power of elemental-manipulation spells is reduced by F,
with two exceptions:
- spells from the opposing element have full force and increase their damage code by 1 on elementals.
-
spells from the same element cause no damage to elementals and element-associated spirits
If an elemental takes deadly physical or stun damage, it is disrupted and cannot return to earth for 28 days - force. (I.e. If you kill a conjurer's elemental, you don't have to worry about them bringing it back right away). On the other hand, if a conjurer dismisses an elemental *before* it is disrupted, it can be resummoned and will be at full strength, though it will consume a new service if ordered to attack.
All elementals can also engulf. This requres a successful melee test using quickness instead of reaction. Once engulfed, a character suffers damage on each combat phase (including the one were they're engulfed) until they break out or the elemental lets them go. To break out, they can use a complex action to make an opposed test of character's strength vs. spirit's Force.
None of the damage can be scaled up by combat dice, nor can it be dodged. The damage varies by elemental/spirit type:
- Air - Force S Stun, can be resisted using Willpower or Body. No benefits from armor or breathing gear
- Earth - Force S, power can be reduced using impact armor and resisted using Body
- Fire - Force M, power can be reduced using 1/2 impact and resisted using body.
- Water - Force M stun, with power of +1 for each subsequent combat phase of engulfing damage.
Note: Whenever fire damage is done (flame aura, flamethrower, engulf) there's a chance of damage to equipment and potential for ignition of clothing and cookoff of ammo. (Roll 2d6 against resistance of material. If ammo goes off, it does <To Be determined> <i>damage with no ability to dodge, though armor helps. If clothing ignites, it does 6M damage every turn until extinguished.)
Finally, just to make things *really* interesting, elementals and spirits have a karma pool equal to the number of successes when it was originally summoned + 1.
This karma pool is only refreshed when the elemental has completed all of their services. However, characters have no control over when this pool is used by a spirit or elemental. They will typically use it to only defend their own interests, whatever those might be.
Other characteristics:
Conjurers have a “connection” to any summoned spirit or elemental. While connected, a conjurer automatically knows if the spirit or elemental is killed (disrupted), banished or controlled. Connections to elementals are lost if the elemental and conjurer move more than conjurer’s (Willpower + Charisma + Magic) * 10 meters. Connections to spirits are lost if a shaman leaves the spirit’s domain. This includes switching domains mentally, such as to summon a creature from other domains. When a connection is lost, all additional services are lost, though the service the spirit or elemental is performing will be followed through to completion. If a spirit or elemental is disrupted, banished or controlled and the conjurer does NOT have a connection, they can still find out that the spirit is no longer "in their stable" of controlled creatures. Checking their stable requires a simple action by the conjurer. Knowing that an elmental or spirit is missing from the stable does not indicate why they're not there. It could be they've completed their service, or it could be something bad happened. No way to know without going plane-hopping.
Elementals and spirits can be banished. The banishing conjurer rolls conjuring dice against the spirit/elemental's force. The creature rolls Force dice against the conjurer's magic attribute. Whoever gets more successes reduces the other's Force/Magic attribute by the number of successes and chooses whether the process continues on the winner's next combat phase. If there's a tie, the contest automatically continues
(on the previous winner's next combat phase). While the process continues, neither participant can take any other action. If the spirit/elemental's force is reduced to zero, the creature is permanently banished. If the conjurer's magic attribute is reduced to zero, they are knocked out (D stun) and they risk permanent magic loss. Otherwise, Magic and Force are regained over a period of hours.
Elemental Force is automatically regained the next time the elemental appears from their plane regardless of how short a period of time it's been.
Elementals and spirits can be controlled (but only by hermetics and shamans, respectively). The conjurer attempting to control the elemental rolls their conjuring dice against the elemental's force. The original conjurer can resist
if they still have a connection with the spirit/elemental, rolling their conjuring + their charisma dice against the elemental or spirit's force.
Otherwise, the successes made by the original conjuring are used. If the attempted controller gets less successes, they fail. If they get more successes, they acquire the net number of services. If there's a tie, elementals go uncontrolled and spirits vanish. The attempted controller takes drain as if they were summoning the elemental or spirit. The original controller only takes drain if
they were in the radius of control/conjuring domain and they lost control of the elemental/spirit.
This message was last edited by the GM at 21:23, Tue 07 Aug 2018.