Following are new spirits types. These are generally shamanistic spirits, hermetic will be listed as such. Some lodges sacrifice one type of spirit to learn one of these spirits, no one gets them "for free".
Note: Spirit powers will be updated when I have access to the spirit power list.
Spirits of Emotion: (These spirits represent a specific emotion, and can be summoned in a place closely tied to that emotion. Without being greater form, they cannot move any farther from the site than an elemental can move from it's element.) While these are much more limited, their powers tend to be more varied.
Spirit of Lust: A spirit of lust generally takes the form of an attractive fey, succubus, incubus, or other highly attractive male or female, but always slightly "mystical", not matching any metahuman race, but always being "compatable". They must be summoned somewhere associated with lust, such as brothels, strip clubs, etc.
Powers:
Greater Form Powers:
Spirit of Anger: These spirits take the form of powerful trolls or warriors, usually wielding weapons (or having weapons as part of their bodies). They must be summoned at places associated with violence or mass death, such as execution sites, mass murder sites, locations where bombs were detonated, the barrens.
Powers:
Greater Form Powers:
Spirit of Hope: These spirits take the form of angelic beings, such as angels, doves, or glowing balls of light. They must be summoned in places associated with positive feelings, such as churches, wedding chapels, parade grounds, circuses, etc.
Powers:
Greater Form Powers:
Spirit of Despair: These spirits take the form of "goth" kids, wraiths, weeping women, etc. They must be summoned in places associated with feelings of guilt, suicide, or sadness, such as funeral parlors, frequent suicide spots, etc.
Powers:
Greater Form Powers:
Spirit of Greed: These spirits take the place of coins, chains, gold, bags of dollars, etc. They must be summoned in places associated with greed: counting houses, stock market floors, banks, most corporate board rooms.
Powers:
Greater Form Powers:
Spirit of Law: These spirits take the place of judges, lawyers, contracts, etc. They must be summoned in places associated with strict rules, like lawyer's offices, courthouses, etc.
Powers:
Greater Form Powers:
Spirits of Faith: These spirits are generally representations of personal faith in some degree, and can be summoned in places where the faithful congregate to worship. A spirit of faith is generally the same in powers regardless of the faith, though the form will represent that faith in appearance (Christian spirits might be angels, while jewish spirits might be golems). Typically the summoner will be of this faith also, though not necessarily.
Spirits of Time (Hermetic): These spirits are tied to specific times rather than a spefic element. Hermetic mages can learn these via metamagic techniques, spell point use, or by sacrificing a certain elemental to learn a certain kind of time spirit. They must be summoned and used during their time period, though greater form spirits can outlast.
Spirit of the Sun: Such spirits are usually glowing figures that spread light all around them. As their name implies, they can be summoned during the day in areas from which one can see the sun.
Spirit of the Moon: Such spirits also glow with a pale glow. They can be summoned at night time or in complete darkness, the moon need not be visible.
Spirit of Seasons: One exists for Winter, Summer, Autumn, and Spring. Each may be summoned only during the quarter of the year that represents its seasons (based on equinoxes and solstices), and each has a form that represents its season. These are 4 different spirits, so each elemental lost replaces one. Some mages give up all elementals for the 4 seasonal spirits. They must all be summoned outdoors unless some representation of a season exists indoors (such as an igloo for winter).
Spirit of the Stars: One of the most rare but more powerful spirits, spirits of the stars may only be summoned outdoors during astrological phenomenon: eclipses, comets, meteor showers, conjunctions, etc. Based on the rarity of the phenomenon they may get bonuses or even free force increases while summoned. Of course, they may only be used during these events unless greater form: some powerful mages might have a few of these "on call" since the last astrological phenomenon. These spirits may also be summoned in outer-space, where they gain no benefits, must be greater-form to go to earth or a body (moon, other planet, etc), and the summoner must be able to overcome the background count to summon them, but if they can do these things the spirit could come in useful.
Spirits of the Hemispheres: These are 4 spirits: spirits of the north, sprits of the south, spirits of the east, and spirits of the west. Each spirit can only be summoned in his appropriate hemisphere (and you choose the domain, summoning a north spirit is fine in the northern hemisphere, but if you later summon a west spirit you have "left" the domain of the northern one). These are the weakest, but most versatile of the spirits, being able to be summoned anywhere in the hemisphere. There may be benefits to summoning such spirits at the poles or at the westernmost or easternmost edge of the planet (from the international date line). Scholars have attempted to understand why these spirits react to east and west (since at least north and south are magnetic poles), but have no concrete answers, though multiple theories exist). Many mages have exchanged a rare element (like fire) for a spirit that correspons to their hemisphere, though shadowrunners who travel may find this to be inconveninet at times. While it is possible to trade all 4 of your elementals for the 4 locations, hemisphere spirits are weaker than elementals and this could easily be a net loss for your summoner. Greaterform hemisphere spirits can go anywhere on the earth. Rumors of a 5th spirit, to be summoned at the core of the earth, have been prevalent, though no one can get to the core to test this out.
Spirits of the Ages
A shaman may learn spirits of the Ages, which are special types of spirits. Instead of existing on the astral, they possess the shaman himself, using their powers to impart information or reveal truths.
Spirit of the Past: A spirit of the past attempts to answer questions about the past, asked by the summoner or people nearby. The further in the past the event is, the easier it is for the spirit to answer the question, with events that took place thousands of years ago being easy, while events from yesterday being very hard. The spirit may also make use of the psychomancy power to attempt to "read" astral impressions in case it cannot answer the question.
Powers: Has knowledge (history) and relevant past knowledge at Forcex2
Greater Form: Has psychomancy with relevant skill at 2xForce.
Spirit of the Present: A spirit of the present attempts to answer questions concerning right now. Questions dealing with the immediate past or immediate future may be posed, though they are more difficult for the spirit to answer for every minute away from the present it is. Spirits can make use of clairvoyance and clairaudiance to attempt to show the shaman a different location (or illusions to show it to others). Such a spirit may be called to assist in astral tracking to learn the location of someone. The spirt has great knowledge, but can rarely be used to find out where someone is, though they might be able to say what they are doing or wearing.
Powers: Astral perception and astral tracking with skill of 2xForce
Greater Form: Clairaudience/Clairvoyance and all detect spells as innate spells.
Spirit of the Future: The spirit of the future attempts to answer questions concerning events not yet to come. Since the future is ever-changing and the spirits answers might change the future, the GM may want to limit the predictions to being either ones volunteered by the spirit, or ones either more distant or more close in relation to the present. These spirits can make use of the divining metamagic to attempt to gain insight into the future as well.
Powers: Precognition, Omen Interpretation, Visions edges
Greater Form: Divining metamagic, relevant skill 2x force.
Like other possessing spirits, the summoner may risk being taken over. The number of services usually represents the number of questions. Greater form spirits can have access to more detailed information, at the GMs discresion, or limit the use of their metamagic techniques and spells to the greaterform versions.
Spirits of Beasts- Often exchanged for spirits of man, these spirit types must be summoned in areas related to beasts, and often take the form of the relevant beasts. Specific types are listed below:
Spirits of the Animal: Takes the form of a specific animal, many shamans sacrifice spirits of man to summon an animal related to their totem.
Powers:
Greater Form Powers:
Spirit of the Swarm: Takes the form of a swarm of vermin or animals, and must be summoned where such a swarm exists (such as sewers for rats or roaches).
Powers
Greater Form Powers:
Spirit of the Herd: While similar to a swarm spirit, this spirit takes the form of a herd of creatures, and must be summoned somewhere a herd typically exists (plains, farms). Often harder for a shadowrunner to summon, though these spirits are larger and in some ways more powerful. When this spirit is related to birds it's called a Spirit of the Flock.
Powers
Greater Form Powers
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