Spirit Abilities
Spirits purchase their bodies and abilities using their Potency. The stronger the spirit, the more points that it has to expend on its powers. Many kinds of spirits gain special bonuses related to their particular aspects; please see the Spirit Bonuses and Magic section for more details.
Abilities
Abilities represent the spirit's basic system information: hit points, attributes, damage ability, armor, and the like.
A Spirit's basic abilities are:
- Armor Rating
- Starts at 4, +2 for every POT spent. Maximum Armor Rating is 19.
- Attributes
- All attributes start at 8. A Spirit can spent 1 Potency to increase a single attribute by +2.
- Damage
- a creature's natural attacks cost 1 Pot for a d4, 2 Pot for a d8, 3 Pot for a d12, and 4 Pot for a d20.
- Damage Resistance
- Starts at 0. -1 HP damage from each attack per point of Potency spent.
- Hit Points
- a spirit starts at its PE. +1d10 for every 1 Potency.
- Horror
- spirits start with a Horror Factor of 0, +3 for every point of Potency the spirit spends.
Skills
Spirits purchase non-magical, non-combat skills using the following costs:
- Level Based
- 2 Pot per level
- Maneuvers
- 1 Pot per maneuver
- Success Oriented
- 1 Pot for every 10%
Combat maneuvers may be purchased for the following costs:
- Advantage
- 1 Potency per Maneuver
- Other
- 3 Potency per Maneuver
- Heroic
- 9 Potency per Maneuver
The spirit does not have to have the Hand to Hand skills to have combat maneuvers.
Special Abilities
Sedenan Spirits can purchase special abilities. Examples include:
- Amphibious -
the creature may breathe and move freely underwater. Costs 3 Potency
- Animate
- the creature can animate materials, constructing another body for itself. Costs 4 Potency per body the creature can create.
- Area Effect
- one or more of the spirit's attacks can effect multiple targets. Costs 3 Potency per attack, +1 Potency per two targets.
- Carrier
- the spirit can carry a number of beings equal to the amount of Potency it spends into this ability without reducing its movement rate. Every additional passenger beyond the number specified must be carried by main strength.
- Discorporate
- the spirit does not have a body, but can form one by investing 5 Potency in this ability. If the spirit's body is destroyed, the spirit itself is unharmed.
- Flight
- the spirit can fly. Costs 1 Potency per Spd in air movement.
- Immune to
- the spirit is completely immune to one of the 8 Powers, or a particular kind of damage (like edged weapons or falling). Costs 4 Potency per Immunity.
- Lingering Damage
- the creature's attack does damage after the initial strike. Cost is as per normal attack dice, +2 per round of damage.
- Ranged Attack
- the creature can strike with one attack at range. The Range is equal to the creature's Potency in yards times X, where X is the amount of Potency the creature spends.
- Regeneration
- for the cost of 2 Potency, the creature is able to heal 1 HP per round.
- Swarm
- the creature has 2d4 bodies, each with its full powers. All of the bodies may be active at the same time. Cost 5 Potency.
Disadvantages
Spirits may also have disadvantages that increase their total Potency. Examples include:
- Damaged By
- the creature takes damage every round for exposure to a particular force or substance. For every d6 of damage the creature suffers, it gains 2 points of Potency.
- Limited Use
- the creature can only use one of its skills or attacks once per round. Skills or attacks that could only be used once per round may only be used once per day. The cost of the ability is reduced by 1/2.
Spirit Bonuses and Magic
Each spirit gets the following special abilities and advantages:
- Angel
- may spend 1 Potency for every True Magic maneuver. They automatically have the Discorporate Special Ability.
- Demon
- may spend 1 Pot for a Wizardry Principle.
- Dead
- do not spend points on Abilities or Special abilities. They may purchase any magical knowledge, any skill, or any maneuver as normal skills. However, they cannot use any abilities that they gain from their knowledge, ever.
- Dragon
- may spend 1 Pot for every Star that they control.
- Elemental
- spend either Potency for spells or 1 Pot for a Variable Spell in the element the Elemental incorporates.
- Faery
- may spend 1 Potency for every True Magic maneuver. They may also purchase Elemental abilities at their Potency cost, but only in Elements that are related to their True Magic Maneuvers. For example, a Faery with Earthly maneuvers could purchase Earth magics. Finally, a Faery may purchase Vocational Levels in one Vocation at the cost of 5 Potency per level.
- Fallen Faery
- may spend Potency on any Elemental spell.
- Old One
- the spirit has twice its Potency to spend on Abilities, but skills cost twice the normal amount. Combat Maneuvers are not considered normal skills.
- Undead
- may spend Potency on all skills normally, but may not have Potency in the four Intrinsic Magic styles (Elemental, Personal, Sorcery, or Wizardry).