TEXT: MAGIC 
  16 
   
  All magical characters must pay for a talent that represents their magical 
  ability.  The Talents and their cost are listed below. 
   
  Talent 
  Cost 
  Full Magician (Hermetic or Shamanic) 
  30 
  Aspected Magician (Hermetic or Shamanic Conjurers and 
  Sorcerers) 
  20 
  Adept (Aspected Magician of the Somatic Way) 
  20 
   
  All Magicians also have a required Disadvantage: Subject to Magic Loss 
  (All the Time, Greatly, -20).  This does not count toward the limit of –75 
  points in disadvantages.  The effects of Magic Loss are described below. 
   
  GENERAL RULES 
   
  Magic Attribute 
  All magician characters have a Magic Attribute.  This magic attribute 
  starts at 60, but can be reduced by implantation of cyberware or bioware, 
  or if a character takes a deadly wound.  The Magic Attribute is important 
  as it is the upper limit of Active Points in Spells that the magician can 
  cast.  If the Active Points of a spell is higher than the Magic Attribute, 
  the Drain is applied to the character’s BODY instead of STUN.  The 
  character can increase his Magic Attribute through Initation, described 
  below. 
   
  Cyberware and Bioware 
  For each point of Essence lost to cyberware or for each point of Bio 
  Index spent on bioware, the magical character loses 1 points of magic, 
  and for every 10 full points of magic lost this way, suffers a -1 to all 
  magical skills (Sorcery, Conjuring, Aura Reading). 
   
  Magic Loss 
  If a magical character is ever reduced to 0 BODY or lower, he has taken 
  a deadly wound.  This can cause Magic Loss.  Make a CON roll.  If the 
  roll succeeds, the character loses no magic.  If the roll fails, reduce the 
  Magic Attribute by 1 per point the roll was missed.  Magic Loss can 
  occur through other means as well, and is mentioned when appropriate. 
   
  MAGICIAN POWERS 
   
  Magicians have many powers available to them depending on their 
  tradition and how naturally talented they are in the magical realm.  Full 
  magicians are those who have the most talent, and are able to have 
  access to all magical powers for their tradition.  Full magicians can 
  either be hermetic (magicians who cast spells and conjure elementals 
  based on scientific ritual and magical formulae) or shamanic (magicians 
  who cast spells and conjure elementals based on their ties to a totem 
  creature, a magical spirit that grants powers).  Aspected magicians are 
  those who are talented, but not completely in control of their magical 
  abilities.  Aspected magicians can either be Sorcerers (in either the 
  hermetic or shamanic tradition) or Conjurers (in either the hermetic or 
  shamanic tradition).  Adepts are magicians that follow the Somatic Way, 
  a method of tapping magical powers to supplement their natural abilities, 
  typically in a physical way.  The powers available to magicians are listed 
  below. 
   
  ASTRAL PROJECTION 
  With this power, the magician projects his spirit into the astral plane.  
  The astral plane is basically a mirror image of Earth, overlaid on the real 
  world.  Everything on earth has a presence on the astral plane, but only 
  living things and magic have a physical presence.  Characters who 
  project into the astral plane have a change in their characteristics as 
  detailed below. 
   
  Astral STR 
  = Normal PRE 
  Astral DEX 
  = Normal INT 
  Astral CON 
  = Normal EGO 
  SPD 
  = SPD + 2 
   
  The following general rules apply to astral projection: 
  • 
  Characters that astrally project lose 10 Essence per hour in the 
  astral plane.  Once they return to their body, the essence returns at 
  10 per minute.  If their Essence reaches 0, the character dies. 
  • 
  All spells cast while Astrally Projecting cause BODY Drain. 
  • 
  Shamans who summon nature spirits while astrally projecting must 
  resist Physical (BODY) Drain instead of STUN. 
  • 
  Astrally Projecting characters are able to fly at a combat rate of 
  10” and a non-combat rate of 6400” (4 km/Phase), with 
  Noncombat Acceleration/Deceleration (meaning it takes no time to 
  build up speed). 
  • 
  While in the astral plane, a character can assense all astral 
  presences just as if they were using Astral Perception (see below). 
  • 
  A character in astral space cannot read anything written on the 
  physical plane (it shows as incomprehensible symbols), but can 
  understand any emotional content the writing conveys. 
  • 
  A character in astral space can be noticed from the physical plane 
  with a successful Sight Perception roll (-8 for mundane, -6 for 
  magically active) 
  • 
  A character that astrally projects leaves his physical body behind at 
  the point where he or she astrally projected.  They are considered 
  to be 0 DCV and unaware.  Astrally projecting characters are 
  aware of damage to their physical body.  If the body is killed while 
  the magician is astrally projecting, their astral form lives on until 
  they’ve used up their essence.  If their body is moved, they are 
  aware that their body is moving, but they do not necessarily know 
  where it is being moved to.  They can track down their physical 
  body by making an Ego Roll (modifiers based on how well hidden 
  the body may be).  The base time to find the body is 20 minutes, 
  and characters may take extra time to help the skill roll. 
   
  ASTRAL PROJECTION 
  Power: Extra-Dimensional Travel to Any point in the Astral Plane; 
  Adv: None; AP: 25; Lim: Can be seen but not physically affected 
  from the material (-.5); Extra Time: Full Phase (-.5); Point of Entry is 
  relative to the characters original location (-.5); Cannot take 
  equipment except magical foci (-1); Character leaves body behind (-1) 
  Real Cost: 6 points 
   
  ASTRAL PERCEPTION 
  This ability allows the magician to shift him or herself partially into the 
  astral plane.  This allows the magician to look into the astral to see astral 
  presences, to assence auras, and to see magical auras.  While astrally 
  perceiving, the character suffers a -5 to all perception rolls in regards to 
  the physical plane. 
  The following general rules apply to astral perception: 
  • 
  An astrally perceiving character can see any astrally present auras.  
  Astrally present auras are: Dual-natured beings (spirits, dragons, 
  vampires, etc.), astrally perceiving characters, astrally projecting 
  characters, magic foci, magic spells. 
  • 
  An astrally perceiving character may cast spells or take any astral 
  action against astrally present auras. 
  • 
  An astrally perceiving character may assense auras.  An Aura 
  Reading skill roll is made.  Each level of success for the perception 
  roll or skill gives the reader one of the following details about the 
  aura. 
   
  • 
  General state of subject’s health (healthy, injured, ill, etc.) 
  • 
  The subjects general emotional state or impression (happy, sad, 
  angry, etc.) 
  • 
  Presence or absence of cyberware or bioware 
  • 
  The class of magical subject (fire elemental, manipulation spell, 
  power focus, etc.) 
  • 
  Whether the subject is mundane or awakened. 
  • 
  If the character has seen the aura before he will recognize it, 
  regardless of disguises or alterations. 
   
  
  SHADOWPUNK—MAGIC 
  17 
  If the character makes a critical success roll (making the skill roll under 
  ½), then the character learns the following information: 
  • 
  Exact Essence, Magic Attribute, and Force of the subject 
  • 
  Location of any implants 
  • 
  Accurate diagnosis of any disease or toxin affecting the subject 
  • 
  The exact emotional state and cause for it (a murder, riot, religious 
  ceremony, etc.) 
  • 
  Presence and general cause of any astral signatures upon the 
  subject (combat spell, illusion spell, hearth spirit, etc.) 
  Note: All magicians with Astral Perception have this as an Everyman 
  skill at 8-. 
   
  ASTRAL PERCEPTION 
  Power: Detect: Astral Plane and Auras, Discriminatory, Tracking; Adv: 
  None; AP: 25; Lim: Extra Time: ½ Phase to Turn on (-.25); Character 
  may be targeted by Astral Forms (-.5); Side Effect: -5 Perception 
  Rolls for Physical Plane (-1) 
  Real Cost: 9 Points 
   
  DISPELLING AND BANISHING 
  A magician may attempt to dispel magic already in place, magic about to 
  be cast, or magical foci.  The magician may also attempt to banish 
  spirits.  For dispelling and banishing, the following general rules apply: 
  • 
  Each attempt at dispelling is a Full Phase action. 
  • 
  The magician must make a Sorcery skill roll at -1 per 20 Force of 
  the dispel (default is -5) 
  • 
  Roll the effect dice and compare it to the force of the spell.  If the 
  dispelling total equals or exceeds the spell or summon, then it is 
  dispelled.  If the total does not equal or exceed the spell, it is still 
  active.  The magician may attempt again next action, and the total 
  is added to the previous one.  Determine results as above. 
  • 
  Multiple magicians can combine their results to determine 
  dispelling effect. 
  • 
  A magician may dispel an incoming spell if he or she has a Held 
  Full Phase action. 
  • 
  Dispel costs 1 END per 10 Active Points. 
   
  FULL MAGICIAN DISPELLING/BANISHING 
  Power: 20d6 Dispel; Adv: All Magic (+.25); Cumulative (+.5); AP: 
  105; Lim: Gestures (-.25); Incantations (-.25); Extra Time: Full Phase 
  (-.5); Requires a Sorcery or Conjuring Skill Roll, -1 per 20 Active 
  Points (-.25) 
  Real Cost: 47 Points 
  Cost to increase: +1d6 Dispel for 2.5 points 
  Side Effect: Drain STUN/BODY (1 per 5 Active Points), Major, Always 
  Occurs, Predefined Damage, Resistable (-.5) 
   
  ASPECTED MAGICIAN DISPELLING/BANISHING 
  Power: 20d6 Dispel (Spells); Adv: Cumulative (+.5); AP: 90; Lim: 
  Gestures (-.25); Incantations (-.25); Extra Time: Full Phase (-.5); 
  Requires a Sorcery or Conjuring Skill Roll, -1 per 20 Active Points (-
  .25) 
  Real Cost: 40 Points 
  Cost to Increase: +1d6 Dispel for 2 points 
   
  CONJURING 
  The magician has the power to summon powerful spirits to serve him.  
  Mages summon elementals while shamans summon nature spirits.  A 
  character typically can only have 1 spirit serve him at a time, though this 
  maximum can be increased for 1 point per extra spirit.  The spirit stats 
  are detailed at the end of the magic section. 
   
  Mages require a Hermetic Circle to summon elementals, which is a 
  circle of runes and wards to protect the magician.  Mages also require 
  elemental conjuring materials, which are expended upon use.  The 
  following rules apply to mages for conjuring elementals: 
  • 
  The cost of the Hermetic Circle is 35000¥ for a temporary circle, 
  or 100000¥ for a permanently etched one. 
  • 
  The cost of the elemental conjuring materials is 3000¥ for lesser 
  elementals, 6000¥ for standard elementals, or 15000¥ for great 
  form elementals. 
  • 
  The process of conjuring the elemental takes 6 hours, all the while 
  the mage is incanting, gesturing, and concentrating on making the 
  elemental appear. 
  • 
  At the end of the process the magician makes a Conjuring skill roll 
  (-1 per 20 Force of the summon, default -4 for lesser elementals, -7 
  for standard elementals, and -11 for great form elementals). 
  • 
  For every point the magician makes his roll, he may require 1 
  service from the Elemental or reduce Drain by 1 STUN. 
  • 
  If the magician fails, no elemental is summoned, but the materials 
  are wasted. 
  • 
  On a particularly bad failure, an elemental may appear and attack 
  the caster (GM discretion). 
  • 
  At the end of the conjuring, the magician suffers Drain equal to 1 
  STUN per 10 Force (8 for Lesser Elementals, 14 for Elementals). 
  • 
  A Mage may be able to summon and control more than one 
  elemental, but each must be summoned individually, following the 
  rules above. 
   
  Shamans need only to be in the appropriate domain for a particular type 
  of spirit to summon them, though he does require a type of spirit fetish, 
  which is expended upon use.  The following rules apply to shamans for 
  conjuring nature spirits: 
  • 
  The process of conjuring the nature spirit takes only an extra 
  phase, but during this time the shaman is incanting, gesturing, and 
  concentrating on making the nature spirit appear. 
  • 
  At the end of the process the magician makes a Conjuring skill roll 
  (-1 per 20 Force of the summon, default -4 for lesser nature spirits, 
  -7 for nature spirits, and -11 for great form nature spirits). 
  • 
  For every point the magician makes his roll, he may require 1 
  service from the Elemental or reduce Drain by 1 STUN. 
  • 
  If the shaman fails, no nature spirit is summoned, but the materials 
  are wasted.  On a particularly bad failure, a nature spirit may 
  appear and attack the caster (GM discretion). 
  • 
  At the end of the conjuring, the shaman suffers Drain equal to 1 
  STUN per 10 Force (8 for Lesser Nature Spirits, 14 for Nature 
  Spirits). 
   
  CONJURE ELEMENTAL 
  Power: Summon Elementals (325 pt Elemental); Adv: Expanded Class 
  (+.25); Devoted (+1); AP: 146; Lim: Concentrate to 0 DCV 
  Througout (-1); Extra Time: 6 Hours (-3.5); OAF: Spirit Conjuring 
  Materials, 
  Expendable 
  (-1.25); 
  Gestures 
  Throughout 
  (-.5); 
  Incantations Throughout (-.5); Only in Hermetic Circle (-1); Requires 
  a Conjuring Skill Roll (-.5); Limited Number of Services (-1); Side 
  Effect: Drain STUN (1 per 10 Active Points), Minor, Always Occurs, 
  Predefined Damage, Resistable (-.25) 
  Real Cost: 14 Points 
  Cost to Increase: 1 point per 2x elemental maximum (max number of 
  elementals equal to caster’s PRE/5) 
   
  CONJURE NATURE SPIRIT 
  Power: Summon Nature Spirit (327 pt spirit); Adv: Expanded Class 
  (+.25); Devoted (+1); AP: 146; Lim: Concentrate to 0 DCV (-.5); 
  Extra Time: Extra Phase (-.75); Gestures Throughout (-.5); 
  Incantations Throughout (-.5); Limited Spirit Type defined by Area (-
  1); Limited Services (-1); Requires a Conjuring Skill Roll (-.5); 1 
  Spirit at a time (-.5); Side Effect: Drain STUN (1 per 10 Active 
  Points), Major, Always Occurs, Predefined Damage, Resistable (-.25) 
  Real Cost: 22 Points 
   
  SORCERY 
  Sorcery is the ability to cast spells in the classical sense.  The magician 
  recalls a formula for a spell that he has learned, channels the magic 
  through his or her body and brings it forth into the physical world.  
  Spells are detailed later in this section.  The following general rules 
  apply to sorcery: 
  • 
  The magician determines which spell to cast, then determines total 
  Active Points in the Spell. 
  • 
  Spell is targeted and attack rolls are made (as appropriate) 
  • 
  Determine the effects of the spell. 
  • 
  The Magician pays END as normal for the spell. 
  • 
  Drain is separate from the Endurance cost of the spell.  It is 1 point 
  of STUN per 5 Active Points in the Spell.  If the Active Points of 
  
  SHADOWPUNK—MAGIC 
  18 
  the Spell is higher than the Magician’s Magic Attribute, Drain is 
  equal to 1 BODY per 5 Active Points in the spell. 
  • 
  The Magician can resist Drain by succeeding in a Sorcery Skill 
  Roll.  For every 1 point of success, the STUN or BODY cost is 
  reduced by 1. 
   
  SPELL DEFENSE 
  This is a free power that allows the Full Magician (Hermetic or 
  Shamanic) to allocate some defenses for any characters within his line of 
  sight.  A mage is considered to have his Spell Defense set at maximum 
  unless unconscious or consciously reduces it (by casting spells, etc.).  
  The mage can dedicate some of his entire spell defense to any target in 
  his line of sight, and may split defenses between any targets he can see.  
  For every +1 Spell Defense, the magician effectively lowers his Magic 
  Attribute by 10 in regards to whether spells cause Physical (BODY) or 
  STUN Drain.  The magician can allocate +1 until his Magic Attribute is 
  effectively 0, which prevents him from casting any spells (i.e. an Initiate 
  may have more than +6 to allocate for Spell Defense). 
  Power: Armor, Mental Defense, Power Defense; Adv: Usable By 
  Others at Range (+.75), Splittable (+.25); AP: 10 per +1 rPD, +1 rED, 
  +1 MD, +1 PD (60 total); Lim: Only against magic attacks (-.5), 
  Lowers Active Point Maximum available for other spells (-1) 
  Real Cost: 24 
   
  FULL MAGES AND SHAMANS 
   
  Full mages and shamans have access to all aspects of magical ability 
  with the exception of Adept powers.  They have access to the following 
  abilities: Astral Projection, Astral Perception, Sorcery, Conjuring 
  (elementals or nature spirits), Dispelling (spells), and Banishing 
  (elementals and nature spirits), Spell Defense, and 20 points to spend on 
  spells. 
   
  SORCERER 
   
  Sorcerers are talented only in the casting of spells, to which they excel.  
  Sorcerers can be either hermetic or shamanic, and gain totem bonuses 
  that apply to sorcery.  Sorcerers have access only to the abilities of 
  Astral Perception, Sorcery and Aspected Dispelling (spells only), Spell 
  Defense, and 20 points to spend on Spells. 
   
  CONJURER 
   
  Conjurers come in both hermetic and shamanic traditions, with shamanic 
  conjurers gaining totem bonuses that apply to conjuring.  The hermetic 
  conjurer has access to Astral Perception, Conjuring (elementals), and 
  Aspected Banishing (elementals and nature spirits).  The shamanic 
  conjurer has access to Astral Perception, Conjuring (nature spirits), and 
  Aspected Banishing (elementals and nature spirits), and 20 points to 
  spend on Magic Skills, Banishing, or number of spirits he can summon 
  at once. 
   
  INITIATION 
   
  Initiation sharpens the natural Awakened sensitivity to magic and 
  purifies the spirit.  It allows a character to find his or her capacity to 
  wield greater magical abilities, called metamagic, and provides access to 
  the metaplanes of astral space.  Only Awakened characters (full 
  magicians, aspected magicians, and adepts) are capable of initiating. 
   
  To initiate, a character must pay 3 points for the Initiate Talent, and 
  purchase any one of the Metamagic Powers listed below.  Initiation is 
  measured in grades, so a grade 3 Initiate has paid 9 points for Initiation 
  as well as the cost of three of the Metamagic Powers below.  This talent 
  raises the Active Point limit on spells by 10 points. 
   
  Adepts may initiate by spending 3 points to Raise their Magic Attribute 
  by +10, as well as purchasing a metamatic power from Centering (which 
  they can use on any Adept Power), Cleansing, Divining, Masking, or 
  Shielding.  When they have no further Metamagic Powers to purchase, 
  they may spend 10 points to Initiate to the next grade. 
  To Initiate, the magician must spend 1 week per Grade desired (one 
  Grade at a time) in meditative study in a Hermetic Library (Mages), 
  Shamanic Lodge (Shamans), or in solitary study in appropriate 
  surroundings (Adepts).  See the Item List for costs. 
    
  METAMAGIC 
   
  ANCHORING 
  Allows a magician to attach spells to specialized foci and delays their 
  activation until a certain event occurs. 
  Power: Trigger Advantage; Adv: None; AP: 30; Lim: OAF (-1); Only 
  for Spells (-1); Requires a Sorcery Skill Roll (-.5) 
  Real Cost: 9 points for any spell up to 60 Active Points 
   
  CENTERING 
  This assists a magician in channeling magical energy. 
  Power: Reduced END: ½ END Advantage; Adv: None; AP: 15; Lim: 
  Only for 1 Spell at a Time (-1); Requires a Centering Skill Roll (-.5) 
  Real Cost: 6 points for any spell up to 60 Active Points 
   
  CLEANSING 
  This ability clears away astral pollution known as background count 
  from an area. 
  Power: 10d6 Dispel: Change Environment; Adv: Cumulative, 4x 
  maximum points (+1); AP: 60; Lim: Only against background count (-
  2); Requires a Sorcery Skill Roll (-.5); Extra Time: 1 Turn (-1.25) 
  Real Cost: 13 points 
   
  DIVINING 
  This ability allows the magician to Read omens and signs to provide 
  insight into future events. 
  Power: Clairsentience, Precognition; Adv: None; AP: 40; Lim: 
  Requires a Divining Skill Roll (-.5); Vague and Unclear (-.5); 
  Precognition only (-1) 
  Real Cost: 13 points 
   
  INVOKING 
  This summons powerful spirits known as great form spirits for 
  magicians that can conjure spirits. 
  Invoke Great Form Elemental 
  Power: Summon Elementals (500 pt Elemental); Adv: Expanded Class 
  (+.25); Devoted (+1); AP: 225; Lim: Concentrate to 0 DCV 
  Througout (-1); Extra Time: 6 Hours (-3.5); OAF: Spirit Conjuring 
  Materials, 
  Expendable 
  (-1.25); 
  Gestures 
  Throughout 
  (-.5); 
  Incantations Throughout (-.5); Only in Hermetic Circle (-1); Requires 
  a Conjuring Skill Roll (-.5); Limited Number of Services (-1) 
  Real Cost: 9 Points 
   
  Invoke Great Form Nature Spirit 
  Power: Summon Nature Spirit (500 pt spirit); Adv: Expanded Class 
  (+.25); Devoted (+1); AP: 225; Lim: Concentrate to 0 DCV (-.5); 
  Extra Time: Extra Phase (-.75); Gestures Throughout (-.5); 
  Incantations Throughout (-.5); Limited Spirit Type defined by Area (-
  1); Extra Endurance x2 (-.5); Limited Services (-1); Requires a 
  Conjuring Skill Roll (-.5); 1 Spirit at a time (-.5) 
  Real Cost: 13 Points 
   
  MASKING 
  This ability disguises the aura and penetrates such disguises used by 
  others.  This talent allows the character to use his Aura Reading skill 
  similar to the Disguise skill to change his aura.  It also gives the 
  character the ability to penetrate such a disguise. 
  Power: Masking Talent; Adv: None; AP: 5 Lim: None 
  Real Cost: 5 points 
   
  QUICKENING 
  The makes the effects of a constant spell uncontrolled and costing 0 
  Endurance.  The spell automatically turns off after one day or when any 
  attempt is made to dispel it. 
  Power: Uncontrolled Advantage; Reduced END: 0 END; Adv: None; 
  AP: 60; Lim: Requires a Sorcery Skill Roll (-.5); Only for Spells (-1); 
  Extra Time: 1 Turn (-1.25) 
  Real Cost: 16 points for any constant spell up to 60 Active Point 
  
  SHADOWPUNK—MAGIC 
  19 
  SHIELDING 
  This ability provides defense against spells for the magician and allies. 
  Power: Combat Skill Levels: Defense; Adv: Usable By Others, 
  Simultaneously, x4 Targets (+1); Ranged (+.5); AP: 12.5 per +1; Lim: 
  Only against magical attacks (-1) 
  Real Cost: 6 per +1 
   
  ASTRAL TRAVEL 
   
  Characters traveling through the Astral Plane cannot pass through 
  organic material or magical barriers.  The Earth is considered a living 
  creature in this case and normally cannot be moved through.  Worked 
  earth that is removed from the whole of earth is not considered to be part 
  of Mother Earth as a whole.  It is possible to move through Mother 
  Earth, albeit at an incredibly slow rate.  They may move through an 
  amount of earth equal to their PRE/5 every 20 minutes.  If he decides to 
  stop trying to move through the earth, he may return to his starting point 
  at his normal Astral movement rate. 
   
  ASTRAL VISIBILITY 
  The astral plane is lit by the auras of living beings, and is always 
  perpetually lit by the Earth.  The light level in the physical plan has no 
  relation to the amount of visibility on the astral, though viewing the 
  astral plane through semi-opaque things like water, fog, smoke, or fire 
  can limit visibility. 
   
  ASTRAL BARRIERS 
  Astral barriers are dual-natured walls, with their astral form appearing as 
  a hazy, solid wall that blocks all astral forms and astral perception.  
  Dual-natured beings and items (such as active foci) cannot pass the 
  barrier without defeating it in astral combat.  Hermetic circles and 
  Shamanic lodges form astral barriers, though the hermetic circle is only 
  a barrier when it is used for magical purposes. 
   
  The physical forms of an astral barrier can be anything from painted 
  runes on the floor to an actual wall, and it does not have to conform to 
  the astral form’s shape. 
   
  Astral Barriers modify all skill tests by its Active Points/5 for any 
  magical skills attempting to cross it. 
   
  If a mundane character or item with a spell upon it passes through an 
  astral barrier on the physical plane, the character or item passes through, 
  but the spell is stopped. 
   
  If a character possessing a quickened spell or an item with a quickened 
  spell on it passes through an astral barrier on the physical plane.  If the 
  spell has a higher Active Point total, it passes through.  If not, it is 
  stopped. 
   
  An initiate who knows the metamagic Masking may attempt to 
  synchronize auras with the barrier.  Make an Aura Reading skill roll 
  modified by –1 per 5 Active Points of the barrier.  If they initiate 
  succeeds they may pass through it freely in the same way as the creator.  
  They must make a Aura Reading test each time they wish to move 
  through the barrier. 
   
  WARDS 
  A ward is an astral barrier that has no other function than to be a barrier 
  in astral space.  Any Awakened character capable of astral perception 
  can set up a ward, given time.  The maximum area that can be warded is 
  equal to the caster’s Magic attribute x 5 cubic meters.  A group of 
  characters can ward an area measuring 5 cubic meters x the sum of their 
  Magic attributes. 
   
  A ward must be placed on a non-living thing (walls, a vehicle, rocks, 
  etc.) and cannot be moved from its physical component to another 
  location. 
   
  The warding ritual takes 1 hour per 10 Active Points and requires no 
  special materials.  At the end of the ritual, make an INT or Aura Reading 
  skill roll modified by –1 per 10 Active Points.  A group of characters 
  make individual rolls and determine how much they succeed by.  Each 
  point of success determines the number of weeks the ward lasts before 
  disappearing.  A ward can be made permanent by paying character 
  points equal to 1/10th the Active Points of the ward. 
   
  Endurance for creating the ward is equal to 1 per 10 Active Points, but 
  the maximum force you can give a ward is equal to the creators Magic 
  Attribute.  A group can create a ward with a force equal to the sum of 
  their Magic Attributes. 
   
  A warding ritual can also increase the life span of an existing ward.  
  Make another INT or Aura Reading skill roll modified by the Active 
  Points, and the life span increases by the number of weeks equal to the 
  level of success.  If the roll fails, the existing ward is not harmed except 
  on a roll of 18, which destroys the ward. 
   
  Spirit and Wards 
  Spirits are capable of creating wards and will do so as a service for the 
  character that summoned them.  Regular spirits can create a ward with a 
  Force up to 75.  Great form spirits can create a ward with a Force up to 
  150 points. 
   
  Alarm Ward 
  An alarm ward is difficult to detect in astral space as anything other than 
  a faint shimmer.  Character may make a PER Roll modified by –1 per 10 
  Active Points to detect the Alarm Ward.  An alarm ward alerts its creator 
  when an unauthorized astral entity crosses its boundaries.  Initiates may 
  synchronize their auras to fool an alarm ward the same as any other 
  barrier.  Use the same rules for creating normal wards but reduce the 
  time by half. 
   
  ASTRAL COMBAT 
  Characters who astrally project are faster as noted in their changed 
  Speed characteristic, and those who change from physical to astral or 
  vice versa during a combat must abide by all rules for changing their 
  Speed. 
   
  All combat in the astral plane is hand-to-hand based with modifiers for 
  reach.  Characters may use Combat Skill Levels for All Combat, Melee 
  Combat, or Magical Attacks when in astral combat. 
   
  Astral damage is figured based upon the character’s Astral Strength 
  (PRE) in Normal Damage.  If a character is using a weapon focus, the 
  damage from the focus is normal, with the normal figuring of Stun 
  modifier.  Damage is applied against their Energy Defense.  Body 
  damage is ignored. 
   
  An astral form reduced to 0 Stun is disrupted.  A disrupted astral form 
  immediately disappears from astral space, and astrally projecting 
  characters return to their physical bodies (regardless of any barriers 
  separating them), while spirits vanish completely.  The character is 
  unconscious and must recover normally.  A character disrupted in astral 
  space must immediately check for Magic Loss.  A spirit disrupted 
  cannot return to astral space or the physical world for 28 days. 
   
  ASTRAL COMBAT AGAINST OBJECTS AND BARRIERS 
  When characters engage non-sentient items in Astral Combat, they use 
  their normal astral attacks (usually based on Astral Strength) or their 
  Dispelling power against the object.  The object is considered to be a 0-
  point character with the following modifications:  
   
  It is considered to have a Strength equal to 10 + ¼ its Active Points 
  (which figures its PD), Stun equal to 15 + ½ its Strength + ¼ its Active 
  Points, and a Dexterity equal to 10 + ½ its Active Points divided by 3 
  (which figures its CV and Speed).  So a Force 10 Spell has a Strength 13 
  (PD 3), Stun of 23, Dexterity of 11 (CV 3, Speed 2).  Conversely, a 60 
  Active Point object would have a Strength of 25 (PD 5), Stun of 42, and 
  Dexterity of 20 (CV 6, Speed 3).  Also remember that astral presences 
  add 2 to their effective speed (so the above examples would have a 
  Speed 4 and Speed 5 respectively).  Objects counterattack every phase 
  they act as long as the previous action from the magician was to attack.  
  If the magician decides to break off combat, the object does not attack 
  and continues to function at full strength. 
   
  
  SHADOWPUNK—MAGIC 
  20 
  An object reduced to 0 Stun is effectively turned off, but will return to 
  full Stun in 1 Turn.  A character can keep the object or barrier 
  “suppressed” by spending a full phase action every turn keeping it 
  suppressed. 
   
  To permanently destroy an object, the object must be brought to 0 Stun, 
  and the character must then make a PRE Roll modified by –1 per 5 
  Active Points of the object.  Success destroys the object or barrier. 
   
  Destroying a focus in astral combat destroys its enchantment.  
  Destroying a barrier destroys temporary barriers such as wards.  
  Permanent barriers (like lodges, circles, and permanent wards) are 
  rendered permanently ineffective against the character that defeated it, 
  but are still effective against all other intruders. 
   
  BACKGROUND COUNT 
  The background count of an area refers to the presence of powerful 
  magical and emotional influences that can affect the flow of mana in the 
  astral plane. 
   
  In practice, the level of background count modifies all magical and astral 
  rolls while in the area by –2.  All spells cast in the area also suffer an 
  additional 1 END per level of the background count. 
   
  Awakened characters that are not astrally active can still sense the 
  presence of a background count that they enter.  They can make a sight 
  PER roll modified by –6 for a level 1, -5 for a level 2, -4 for a level 3, 
  and so on. 
   
  TOTEMS 
   
  Each shaman has a totem.  A totem is a powerful spirit that gives the 
  shaman the magical power and knowledge.  The shaman, in turn, 
  follows the ideals represented by the totem. 
   
  A shaman’s totem is chosen when the character is created.  Technically, 
  it is the totem who chooses the shaman.  At some point in a neophyte 
  shaman’s life comes the call of a totem, in the form of a dream or vision.  
  Often, a traumatic even brings on the call, like a serious illness, sudden 
  shock, or near-death experience. 
   
  The environment listing determines where the shaman may set up their 
  shamanic lodge, and also determines their most preferred surroundings. 
   
  Skill levels below may be used for the Sorcery or Conjuring skill roll or 
  as Combat Skill Levels to attack.  Penalties below apply to both the 
  Sorcery and Conjuring skill roll and the OCV 
   
  BEAR 
  Bear is a totem found in cultures wherever bears are known, from North 
  America to Europe and Asia.  He is powerful, but gentle and wise.  He 
  tends to be slow moving and easy-going unless he has to move fast.  
  Bear is slow to anger, but terrifying in battle.  Bear shamans tend to be 
  calm, cool and collected.  They are healers and protectors of the natural 
  world as they see it.  A bear shaman cannot turn down someone who 
  needs healing without giving a good reason. 
  Environment: Forest 
  Advantages: +2 Skill Levels to cast Healing spells, +2 Skill Levels to 
  conjure Forest Spirits. 
  Disadvantages: Bear shamans can go berserk when wounded.  
  Whenever a bear shaman takes Body in combat, roll to see if he goes 
  berserk.  The shaman must take this Disadvantage but gets no points 
  for it. (Berserk, Common, 11- to go berserk, 14- to recover). 
   
  BUFFALO 
  Buffalo is a uniquely North American totem.  She knows much 
  medicine, which she uses to aid her people.  She is kind and giving, 
  strong and tireless in her work.  The people take from Buffalo and honor 
  her spirit for the bounty she provides.  Buffalo shamans are healers and 
  protectors; they cannot turn down an honest request for aid from 
  someone who needs it.  A buffalo shaman will lay down her life for a 
  true friend or ally in need and will often take great risks to help others. 
  Environment: Plains 
  Advantages: +2 Skill Levels to cast Healing spells, +2 Skill Levels to 
  conjure Prairie Spirits. 
  Disadvantages: -1 penalty to Illusion spells. 
   
  CAT 
  Cat is honored in cultures around the world.  She is stealthy, sly and 
  rather vain.  Cat knows many secrets, but shares few of them.  Cat 
  shamans tend to be loners who keep their own council.  They are 
  fastidiously clean and presentable whenever possible.  Cat shamans 
  generally toy with their opponents -- threatening, taunting, and 
  confusing – rather than going directly for the kill. 
  Environment: Urban 
  Advantages: +2 Skill Levels to cast Illusion spells, +2 Skill Levels to 
  conjure City Spirits 
  Disadvantages: -1 penalty to all magical, Intellect, Background, and 
  Interaction skills if dirty or unkempt.  An unwounded Cat shaman 
  must make an Ego roll when casting a damaging spell.  If the roll fails, 
  the shaman must cast her least damaging spell (at its minimum 
  damage level).  If the shaman is wounded, all this playing around 
  stops. 
   
  COYOTE 
  Coyote the Trickster is a uniquely North American totem.  He is 
  unpredictable and ever-changing; bold one minute, cowardly the next.  
  Old Man Coyote can be a friend or deceiver.  He is intensely curious and 
  fond of taking risks just for the fun of it.  Coyote shamans are 
  independent and refuse to be bound by anything other than their word.  
  They live by their own rules, surviving on wit and charm. 
  Environment: Anywhere on land 
  Advantages: None 
  Disadvantages: None 
   
  DOG 
  Dog is a loyal friend honored by shamans around the world.  He fights 
  ferociously to defend his home and those under his protection.  Dog 
  shamans protect people from the harmful magic and dangerous spirits.  
  They are loyal, generous and helpful to those who show them kindness 
  and loyalty in return.  They are single-minded, often to the point of 
  stubbornness. 
  Environment: Urban 
  Advantages: +2 Skill Levels to cast Detection spells, +2 Skill Levels to 
  conjure Field and Hearth Spirits. 
  Disadvantages: The dog shaman must make an Ego roll to change a 
  declared course of action.  The test requires a full-phase action as dog 
  struggles to change his mind. 
   
  DOLPHIN 
  Dolphin is the free spirit of the sea, dancer on the waves.  She is wise, 
  yet playful, and a friend of man.  Dolphin helps people against the 
  threats of the sea (like Shark).  Dolphin shamans are staunch protectors 
  and helpers.  The cannot turn down a deserving person who needs their 
  help and must fight against evil that threatens people or nature. 
  Environment: On or by the sea 
  Advantages: +2 Skill Levels to cast Detection spells, +2 Skill Levels to 
  conjure Sea Spirits 
  Disadvantages: -1 penalty to Combat spells 
   
  EAGLE 
  Eagle is the highest-flying bird in the sky, considered the noble by 
  shamans in North America, Central America and Europe.  He is proud 
  and solitary, and sees everything happening in the world he soars over.  
  Eagle shamans are proud and noble defenders of the purity of nature.  
  They are intolerant of those who do not share their views, and have a 
  strong distrust of technology and its tools.  Those who damage nature 
  are Eagle’s enemies, and the Eagle shamans brave great danger to defeat 
  polluters and other evildoers. 
  Environment: Mountains 
  Advantages: +2 Skill Levels to cast Detection spells, +2 Skill Levels to 
  conjure all Spirits of the Sky. 
  Disadvantages: Double essence lost caused by implanting cyberware. 
   
  
  SHADOWPUNK—MAGIC 
  21 
  GATOR 
  Found among shamans living near swamps and rivers, Gator also 
  flourishes among urban shamans, since legend has it that he dwells in 
  the sewers and storm drains of the city.  He is ill-tempered and lazy, a 
  strong fighter and a big eater.  Gator shamans like big payoffs that allow 
  them to take it easy for a while.  It can take a hefty argument to talk a 
  Gator shaman into any unnecessary exertion, but once a Gator shaman 
  decides to do something, it is just as difficult to talk him out of it. 
  Environment: Swamp, river, or urban 
  Advantages: +2 Skill Levels to cast Combat and Detection spells.  As a 
  wilderness totem, +2 Skill Levels to conjure Swamp, Lake or River 
  Spirits (shaman’s choice).  As an urban totem, +2 Skill Levels to 
  conjure City Spirits. 
  Disadvantages: -1 penalty to Illusion spells.  It requires an Ego roll for a 
  Gator shaman to break off a fight, chase or other direct action. 
   
  LION 
  Lion is followed by shamans from the veldts of Africa to the plains of 
  Europe.  He is a brave and powerful warrior, who protects his family 
  with his life.  Lion prefers to work from surprise or ambush, but will 
  take the direct approach when necessary.  Lion shamans demand the best 
  from themselves.  They also demand respect from those around them.  A 
  Lion shaman makes a loyal friend and a deadly enemy. 
  Environment: Prairie 
  Advantages: +2 Skill Levels to cast Combat Spells, +2 Skill Levels to 
  conjure Prairie Spirits. 
  Disadvantages: -1 penalty to Health spells 
   
  MOUSE 
  Mouse knows just where to find the right thing for every situation.  She 
  is clever and resourceful; her wisdom often helps fierce and proud 
  totems like Lion and Wolf out of trouble, showing them the common 
  sense they might otherwise miss.  Mouse is no one’s enemy and, if she 
  has a flaw, it is that curiosity sometimes gets the better of her.  Mouse 
  shamans tend to be hoarders, collecting all manner of junk along with 
  useless information and trivia, storing everything away “for a rainy 
  day”. 
  Environment: Urban or fields 
  Advantages: +2 Skill Levels to cast Detection and Health spells, +2 
  Skill Levels to conjure Hearth and Field Spirits. 
  Disadvantages: -2 penalty to Combat spells 
   
  OWL 
  Owl is wise and sees all.  She rules the night sky and what she hunts, she 
  finds.  By day, she is nearly helpless.  Owl is honored by cultures around 
  the world, although some consider her appearance a bad omen.  Owl 
  shamans are nocturnal loners well-suited for life in the shadows.  Their 
  magic is weaker during the day, and the owl shamans tend to remain in 
  the shadows even during daytime. 
  Environment: Anywhere 
  Advantages: +2 Skill Levels to Sorcery and Conjuring at night 
  Disadvantages: -2 penalty to all magic skills during the daytime. 
   
  RACCOON 
  Raccoon is a cunning bandit who can break into any trap and steal the 
  bait.  He fights when he must, but prefers strategy and trickery.  
  Raccoon shamans are intensely curious, which often leads them into 
  danger.  They can be greedy (Raccoon is a thief totem) and many steal 
  only the very best.  Petty thefts and violent robberies are beneath a 
  Raccoon shaman’s dignity 
  Environment: Anywhere but the desert 
  Advantages: +2 Skill Levels to cast Manipulation spells, +2 Skill 
  Levels to conjure City Spirits. 
  Disadvantages: -1 penalty to Combat spells. 
   
  RAT 
  Rat is found wherever humans are, for who else’s bounty can sustain 
  him?  Rat is a stealthy thief too selfish to share anything.  He is a coward 
  who would rather run away than fight.  Rat shamans tend to be dirty and 
  unkempt.  They dislike working out in the open, preferring to stick to the 
  shadows.  Rat shamans avoid fights whenever they can.  When they 
  must fight, they fight to kill. 
  Environment: Urban 
  Advantages: +2 Skill Levels to Detection and Illusion spells, +2 Skill 
  Levels to conjure City Spirits. 
  Disadvantages: -1 penalty to Combat spells 
   
  RAVEN 
  Raven is a harbinger of trouble in cultures world-wide.  He is a trickster, 
  dark and devious, and a transformer, responsible for changes.  Raven 
  thrives off the bounty of carnage and chaos, but does not cause them.   
  He merely knows an opportunity when he sees one.  Raven shamans 
  love to eat, and rarely refuse an offer of food. 
  Environment: Anywhere under the open sky 
  Advantages: +2 Skill Levels to Manipulation spells, +2 Skill Levels to 
  conjure Sky Spirits. 
  Disadvantages: -1 penalty to all magical skills when not under the open 
  sky. 
   
  SHARK 
  Shark is a cold and relentless hunter.  When shark strikes, he does so 
  without mercy, driven into frenzy by the blood of his prey.  Shark 
  shamans tend to be wanderers, always on the move.  They are fierce and 
  deadly warriors.  A Shark shaman believes the only good enemy is a 
  dead enemy.  If challenged, they do not waste time with threats or 
  boasts, but strike to kill. 
  Environment: On or by the sea 
  Advantages: +2 Skill Levels to Combat and Detection spells, +2 Skill 
  Levels for Sea Spirits 
  Disadvantages: Shark shamans can go berserk when wounded or when 
  they kill an opponent.  Whenever a Shark shaman takes Body in 
  combat or strikes the killing blow on an opponent, roll to see if he 
  goes berserk.  The shaman must take this Disadvantage but gets no 
  points for it. (Berserk, Common, 11- to go berserk, 14- to recover).  
  The Shark that goes berserk can continue to attack the body of his last 
  kill instead of moving to a living target. 
   
  SNAKE 
  Snake is wise and knows and knows many secrets.  She is a good 
  councilor, but always exacts a price for her advice.  Snake shamans are 
  pacifists; they only fight to protect themselves and others.  Snake 
  shamans are obsessed with learning secrets and take great risks to order 
  to do so.  They trade their knowledge to others for whatever they can get 
  in exchange. 
  Environment: Anywhere on land 
  Advantages: +2 Skill Levels for Detection, Health, and Illusion spells.  
  As a wilderness totem, +2 Skill Levels to conjure any one Spirit of the 
  Land (shaman’s choice).  As an urban totem, +2 Skill Levels to 
  conjure any one Spirit of Man (shaman’s choice). 
  Disadvantages: -1 penalty for all spells cast during combat 
   
  WOLF 
  Wolf is recognized as a hunter and warrior worldwide.  He is fiercely 
  loyal to the other members of his pack.  As the ancient saying goes, 
  Wolf wins every fight but one, and in that one he dies.  Wolf shamans 
  are loyal to friends and family unto death.  They do not show cowardice 
  in battle and their word is their bond. 
  Environment: Forest, prairie, or mountains 
  Advantages: +2 Skill Levels to Combat and Detection spells, +2 Skill 
  Levels to conjure Forest, Prairie, or Mountain Spirits (shaman’s 
  choice). 
  Disadvantages: Wolf shamans can go berserk when wounded.  
  Whenever a wolf shaman takes Body in combat, roll to see if he goes 
  berserk.  The shaman must take this Disadvantage but gets no points 
  for it. (Berserk, Common, 11- to go berserk, 14- to recover). 
   
  
  SHADOWPUNK—MAGIC 
  22 
  ADEPT 
   
  Adepts are another form of magician who follows the Somatic Way.  
  They channel their energies into physical manifestations of power.  They 
  do not have access to Astral Projection, Sorcery, Conjuring, or 
  Dispelling/Banishing.  They might have Astral Perception if they 
  purchased it as a power.  Adepts use their magic in the perfection of 
  body and mind, and they tend to focus on training and discipline. 
   
  ADEPT POWERS 
  Adepts use their magic attribute to “buy” powers that are supernatural or 
  magical abilities that become a natural part of the adept through study 
  and training.  Each power has a cost in points, of which the adept has the 
  total of his magic attribute to spend on Adept Powers.  A beginning 
  Adept has a Magic Attribute of 60. 
   
  ASTRAL PERCEPTION 
  Power: Detect: Astral Plane and Auras, Discriminatory, Tracking; Adv: 
  None; AP: 25; Lim: Extra Time: ½ Phase to Turn on (-.25); Character 
  may be targeted by Astral Forms (-.5); Side Effect: -5 Perception 
  Rolls for Physical Plane (-1) 
  Real Cost: 9 Points 
   
  ATTRIBUTE BOOST 
  The adept can all upon their inner strength to perform amazing feats 
  beyond the norm.  Attribute Boost may be purchased for any of the 
  physical attributes: STR, DEX, BODY, CON.  It must be purchased 
  separately for each of the attributes, and cannot be purchased for mental 
  attributes.  To use this power, the character must make an EGO roll (-1 
  per 10 Active Points) to activate the power.  Once activated, it stays on 
  as long as the character pays endurance. 
  Power: Characteristics; Adv: None; AP: varies by Characteristic; Lim: 
  Requires an Ego Roll (-.5); Costs END (-.5) 
  Magic Cost: +2 STR per point, +2 DEX per 3 points, +2 BODY per 2 
  points, +2 CON per 2 points 
   
  BLIND FIGHTING 
  The adept has the innate ability to fight effectively even while in 
  darkness or blinded. 
  Power: Combat Sense Talent; Adv: None; Lim: None 
  Magic Cost: 15 points for Combat Sense, 2 points for +1 to roll 
   
  BODY CONTROL 
  The adept’s power of mind over body allows him to resist the effects of 
  toxins and diseases.  Each level of Body Control gives 1 Power Defense 
  against any normal toxins. 
  Power: Power Defense; Adv: None; AP: 1 per 1 Power Defense; Lim: 
  Only against normal toxins (-.5) 
  Magic Cost: 1 Power Defense per .7 points 
   
  COUNTERSTRIKE 
  The counterstrike power gives the adept a particularly strong ability to 
  strike back at attackers. 
  Power: HKA; Adv: Continuous (+1); Damage Shield (+.5); AP: 38 per 
  1d6; Lim: Gestures (-.25) 
  Magic Cost: 30 points per 1d6 HKA (Max: 2d6 HKA) 
   
  DIRECTION SENSE 
  The adept has an innate sense of direction.  He can always tell the 
  direction without reference to visual cues, and he can tell if he’s above 
  or below ground. 
  Power: Bump of Direction; Adv: None; AP: 3; Lim: None 
  Magic Cost: 3 points 
   
  DISTANCE STRIKE 
  This power allows an adept to “transmit” an unarmed attack over a short 
  distance and strike a target without physically touching them. 
  Power: Stretching; Adv: Invisible Power Effects: All (+1); Does not 
  cross intervening space (+.25); AP: 11.25 per 1”; Lim: Only for 
  unarmed attacks (-1); No non-combat stretching (-.25); Always direct 
  (-.25); No Velocity damage (-.25) 
  Magic Cost: 4 points per 1” distance 
   
  ENHANCED PERCEPTION 
  This power sharpens the senses of the Adept.  Each level gives the 
  Adept +1 to all perception rolls.  The maximum is +10 PER. 
  Power: Enhanced Perception: All; Adv: None; AP: 3 per +1; Lim: None 
  Magic Cost: 3 points per +1 to Perception Rolls 
   
  FAULTLESS DEFENSE 
  The adept moves in such a way as to make Seeking Strikes more 
  difficult to use. 
  Power: Lack of Weakness; Adv: None; AP: 1 per –1 to Find Weakness 
  Rolls; Lim: None 
  Magic Cost: 1 per –1 to Find Weakness Rolls 
   
  FLARE COMPENSATION 
  The adept’s eyes quickly adjust to intense light, allowing him or her to 
  avoid the affects of flash grenades and similar weapons. 
  Power: Flash Defense: Normal Sight; Adv: None; AP: 1 per 1 Flash 
  Defense; Lim: None 
  Magic Cost: 1 point per 1 Flash Defense 
   
  FLEXIBILITY 
  This power makes an adept’s limbs unusually limber, able to twist and 
  bend more than a normal person’s. 
  Power: Double-Jointed Talent; Adv: None; Lim: None 
  Magic Cost: 4 points 
   
  GREAT LEAP 
  Adepts with great leap are able to make incredible jumps into the air and 
  over long distances. 
  Power: Leaping; Adv: None; AP: 1 per +1” Leap; Lim: None 
  Magic Cost: 1 point per +1” Leap 
   
  IMPROVED ABILITY 
  The adept focuses his magic to become more skilled.  This allows the 
  adept to buy SL for Combat and Agility skills. 
  Power: Skill Levels; Adv: None; AP: varies by skill level; Lim: None 
  Magic Cost: Varies by Skill Level 
   
  IMPROVED PHYSICAL ATTRIBUTE 
  The adept can buy his STR, DEX, BODY, or CON up with this power.  
  The cost is the same as for buying the normal attribute, and the change 
  does affect figured characteristics. 
  Power: Characteristics; Adv: None; Lim: None 
  Magic Cost: +1 STR per point, +1 DEX per 3 points, +1 BODY per 2 
  points, +2 CON per 2 points 
   
  IMPROVED REFLEXES 
  The adept can buy his SPD up with this power.  The cost is the same as 
  for buying the normal attribute. 
  Power: SPD; Adv: None; AP: 10 per +1 SPD; Lim: Does not affect 
  SPD while driving a vehicle or decking (-.5) 
  Magic Cost: +1 SPD per 6.5 points 
   
  IMPROVED SCENT 
  The adept can identify scents in the same way as a bloodhound.  The 
  adept can also track people by their scent. 
  Power: Tracking: Smell, Discriminatory: Smell; Adv: None; AP: 10; 
  Lim: None 
  Magic Cost: 10 points 
   
  IMPROVED TASTE 
  The adept can recognize the ingredients of food or beverage by taste 
  alone. 
  Power: Discriminatory: Taste; Adv: None; AP: 5; Lim: None 
  Magic Cost: 5 points 
   
  IRON FISTS 
  The adept channels magic into his strikes to give his attacks more power.  
  A glow is evident when using this power and the adept must pay END (1 
  per 10 Active Cost) to use it. 
  Power: Hand-to-Hand Attack Adv: None; AP: 3 per +1d6; Lim: None 
  Magic Cost: 3 per +1d6 HA (Max: +6d6 HA) 
  
  SHADOWPUNK—MAGIC 
  23 
  KILLING HANDS 
  The adept channels magic into his fists and body to hone it to a killing 
  machine.  A telltale glow and crackle of power is evident when the adept 
  is using this and he must pay END (1 per 10 Active Cost) to use the 
  power. 
  Power: Hand-to-Hand Killing Attack; Adv: None; AP: 15 per 1d6 
  HKA; Lim: None 
  Magic Cost: 15 points per 1d6 HKA (Max: 2d6 HKA) 
   
  LOW LIGHT VISION 
  The adept can see in low light areas as well as he or she can see in the 
  daylight. 
  Power: Ultraviolet Perception: Sight; Adv: None; AP: 5; Lim: None 
  Magic Cost: 5 points 
   
  MAGIC RESISTANCE 
  The adept has an inherent resistance to sorcery.  He can choose what 
  spells to affect him fully and those he wishes to resist. 
  Power: Suppression Field; Adv: Reduced END (0 END, +.5); AP: 7.5 
  per 1d6; Lim: Self only (-.5); Only incoming spells of his choice (-
  .25) 
  Magic Cost: 4 points per 1d6 of Suppression Field 
   
  MISSILE MASTERY 
  An adept with missile master has such a highly developed talent for 
  throwing weapons that normally harmless items such as pens, credsticks, 
  and ID cards become deadly weapons when thrown by him or her. 
  Power: 1d6 HKA; Adv: Ranged (+.5); AP: 22.5; Lim: OIF: Objects of 
  Opportunity (-.5); Range Based on STR (-.25) 
  Magic Cost: 13 points 
   
  MISSILE PARRY 
  The adept can catch slow moving missiles out of the air.  The base level 
  of this power includes all thrown weapons and projectile weapons.  The 
  character can upgrade to the next level to include bullets, shrapnel, or 
  other high velocity ranged attacks. 
  Power: Missile Deflection; Adv: None; AP: 10, +2 per +1 OCV; Lim: 
  None 
  Magic Cost: 10 points, 2 points for +1 OCV on Deflection roll; +5 
  points to Deflect Bullets and Shrapnel 
   
  MYSTIC ARMOR 
  This power magically toughens the skin of the adept, allowing him or 
  her to resist the effects of damage. 
  Power: Armor; Adv: None; AP: 3 per 2 points of Armor; Lim: None 
  Magic Cost: 3 points per 2 points of Armor (Max: +3 rPD/+3 rED) 
   
  PAIN RESISTANCE 
  An adept with this power makes him almost impervious to torture, 
  deprivation, or physical hardship.  This doesn’t mean that the user isn’t 
  hurt, just that he won’t notice the pain until he collapses. 
  Power: CON; Adv: None; AP: 2 per 1 CON; Lim: Only to resist being 
  stunned (-1) 
  Power: Resistance Talent; Adv: None; Lim: None 
  Magic Cost: 2 points for +1 Resistance Talent, +1 CON (to resist 
  stunning) 
   
  PERFECT DEFENSE 
  The adept using this power cannot be harmed by any directed attack that 
  he can perceive.  Area of effect weapons and attacks can still harm the 
  character and he must use other means to avoid such attacks.  Using this 
  power costs END. 
  Power: Desolidification; Adv: None; AP: 40; Lim: Extra Time: Full 
  Phase (-.5); Only to avoid perceived attacks (Non-Targeting PER 
  Roll, -1) 
  Magic Cost: 16 points 
   
  PERFECT STEALTH 
  The adept becomes as silent or invisible as the wind.  While paying 
  END for this power, the adept can be completely silent or invisible. 
  Power: Invisibility; Adv: None; AP: 20 for One Targeting Sense, +10 
  per Additional Targeting Sense Group, +5 per Additional Targeting 
  Sense, 10 for One Non-targeting Sense, +5 per each Additional Non-
  targeting Sense Group, +3 per Additional Non-targeting Sense; Lim: 
  Only when not attacking (-.5) 
  Magic Cost: 13 for One Targeting Sense, +7 per Additional Targeting 
  Sense Group, +3 per Additional Targeting Sense, 7 for One Non-
  Targeting Sense, +3 per each Additional Non-targeting Sense Group, 
  +2 per Additional Non-targeting Sense 
   
  RAPID HEALING 
  The adept recovers more quickly form all forms of injury. 
  Power: REC; Adv: None; AP: 2 per +1 REC; Lim: None 
  Magic Cost: 2 points per +1 REC 
   
  QUICK STRIKE 
  Adepts with this power can leap into action with startling suddenness. 
  Power: Lightning Reflexes Talent; Adv: None; Lim: None 
  Magic Cost: 3 points per +2 Lightning Reflexes 
   
  ROOTING 
  Adepts with this power can hold themselves in place by will alone. 
  Power: Clinging; Adv: None; AP: 10 for normal strength, +1 per +3 
  clinging STR; Lim: Only to prevent being moved (-1) 
  Magic Cost: 5 points for character’s normal strength, +6 STR per 1 
  point 
   
  SEEKING STRIKES 
  The adept has a knack for finding the weak points in his opponent’s 
  defense, thus making his attacks Armor Piercing. 
  Power: Find Weakness Adv: None; AP: 10 for base roll of 11- with one 
  type of attack, +10 for a related Group, +10 for All Attacks, +5 per +1 
  to roll; Lim: None 
  Magic Cost: 10 for base roll of 11- with one type of attack, +10 for a 
  related Group, +10 for All Attacks, +5 per +1 to roll 
   
  SOUND DAMPENING 
  The adept’s ears are protected from loud noises and adjust quickly to 
  sudden changes in noise level. 
  Power: Flash Defense: Normal Hearing; Adv: None; AP: 1 per 1 Flash 
  Defense; Lim: None 
  Magic Cost: 1 point per 1 Flash Defense 
   
  SUSPENDED STATE 
  This ability allows the adept to enter into a meditative state, reducing his 
  metabolism and requirements for food, water, and air. 
  Power: Simulate Death Talent; Adv: None; Lim: None 
  Magic Cost: 3 points for Simulate Death, +1 to EGO roll for +1 point 
   
  SWIFTNESS 
  The adept is remarkably fleet of foot. 
  Power: Running; Adv: None; AP: 2 per +1” Running; Lim: None 
  Magic Cost: 2 per +1” Running 
   
  TEMPERATURE TOLERANCE 
  The adept’s body is exceptionally resistant to extremes of heat and cold. 
  Power: Life Support: Safe Environment: Intense Heat and Intense Cold; 
  AP: 4; Adv: None; Lim: None 
  Magic Cost: 4 points 
   
  THERMOGRAPHIC VISION 
  The adept can see heat signatures overlaid on his normal sight. 
  Power: Infrared Perception: Sight; Adv: None; AP: 5; Lim: None 
  Magic Cost: 5 points 
   
  TRACELESS WALK 
  An adept with traceless walk can move over soft or brittle surfaces such 
  as snow, sand, or thin paper without leaving any visible traces. 
  Power: Gliding; Adv: None; AP: 2 per 1”; Lim: Ground Gliding (-.25) 
  Magic Cost: 0.8 point per 1” of movement (Max: Adept’s Running) 
   
  ULTRASONIC HEARING 
  The adept can hear high and low frequency sounds, such as dog 
  whistles. 
  Power: Ultrasonic Perception: Hearing; Adv: None; AP: 5; Lim: None 
  Magic Cost: 5 points 
  
  SHADOWPUNK—MAGIC 
  24 
  SPELLS 
   
  All spells have the following limitations listed as Spell: 
  • 
  Magician can be targeted from Astral Space when casting (-.5) 
  • 
  Spell can be destroyed in Astral Combat (-.5) 
  • 
  Spell leaves a trail in Astral Space for a number of Turns equal to 
  its Active Points (-.25) 
  • 
  Spell cannot cross an Astral Barrier (-.5) 
  • 
  Subject to effects of a Background Count (-.25) 
  • 
  Side Effect: Drain STUN/BODY (1 per 5 Active Points), Major, 
  Always Occurs, Predefined Damage, Resistable (-.5) 
  Total Limitation: -2.5 
   
  MAGIC ATTRIBUTE 
  A magician’s Magic Attribute is also the Active Point limit for spells, 
  though it is possible to cast spells with a higher Active Point cost than 
  this through the use of Fetishes or by making a spell Exclusive (see 
  below). 
   
  LEARNING SPELLS 
  A full mage or sorcerer chooses the Active Point of the spell he wishes 
  to learn and applies the standard Spell Limitation above (-2.5).  The 
  magician may also choose to apply further limitations such as Gestures 
  (-.25), Incantations (-.25), Extra Time (varies), Increased END Cost 
  (varies), Increased Drain (as Increased END) and any others that the GM 
  approves and are appropriate.  The magician may also apply the 
  Reduced END Cost advantage to any spell, though no spell can have it’s 
  Drain Cost reduced.  The actual real cost figured including the Spell 
  limitation is then divided by 3, and that is the amount of points the 
  magician pays to learn the spell.  Beginning characters cannot learn a 
  spell with an unmodified Active Point cost higher than 60. 
   
  A character learning a new spell must spend a number of days in study 
  equal to the Active Points of the new spell divided by 10.  At the end of 
  this time, the magician makes a KS: Magic Skill Roll (with bonuses 
  from a magical library if available) at –1 per 10 Active Points of the new 
  spell (not including the AP from Fetishes or Exclusive Spell).  If the roll 
  succeeds, the character pays the points to learn the spell.  If the roll fails, 
  the character must restart the learning process over again. 
   
  A character can choose to place special limitations on his spell that 
  actually increase the Active Point cost and do not cost END.  These are 
  listed below. 
   
  Expendable Fetish: This is an Obvious Accessible Focus (Expendable) 
  that allow the mage to add +15 Active Points to a Spell, which allows 
  the magician to go up to 15 points above his Magic Attribute without 
  taking BODY Drain.  This extra power costs no END. 
   
  Reusable Fetish: This is an Obvious Accessible Focus (Reusable) that 
  allows the mage to add +10 Active Points to a Spell, which allows the 
  magician to go up to 10 points above his Magic Attribute without taking 
  BODY Drain.  This extra power costs no END. 
   
  Exclusive Spell: This is a special limitation that makes the spell cast 
  exclusive, in that no other spell can be maintained or cast while the 
  exclusive spell is maintained or cast.  This allows the mage to add +20 
  Active Points to a spell, which allows the magician to go up to 20 points 
  above his Magic Attribute without taking BODY Drain.  The extra 
  power costs no END. 
   
  The cost for Fetishes is listed in the Equipment Section under Magical 
  Equipment. 
   
  COMBAT SPELLS 
   
  DEATH TOUCH 
  Death Touch requires the caster to touch the target.  The spell does 
  physical damage to a single target. 
  Power: Ranged Killing Attack (Magic); Adv: Based on Ego Combat 
  Value: Mental Defense (+1); Does Body (+0); Lim: No range (-.5); 
  Spell (-2.5)  
  Active Point Cost: 30 per 1d6 
   
  MANABALL 
  Mana Ball channels destructive magical energy into targets in its area 
  causing physical damge. 
  Power: Ranged Killing Attack (Magic); Adv: Based on Ego Combat 
  Value: Mental Defense (+1); Does Body (+0); Area of Effect: Radius 
  (+1); Lim: Spell (-2.5) 
  Active Point Cost: 45 per 1d6 
   
  MANABOLT 
  Mana Bolt channels destructive magical energy into the target causing 
  physical damage 
  Power: Ranged Killing Attack (Magic); Adv: Based on Ego Combat 
  Value: Mental Defense (+1); Does Body (+0); Lim: Spell (-2.5) 
  Active Point Cost: 30 per 1d6 
   
  POWERBALL 
  This spell channels destructive magical energy into an area causing 
  physical damage.  This spell affects living and non-living targets. 
  Power: Ranged Killing Attack (Magic Physical); Adv: Area of Effect: 
  Radius (+1), No Range Penalty (+.5); Lim: Spell (-2.5) 
  Active Point Cost: 37.5 per 1d6 
   
  POWERBOLT 
  This spell channels destructive magical energy into the target causing 
  physical damage.  This spell affects living and non-living targets. 
  Power: Ranged Killing Attack (Magic Physical); Adv: No Range 
  Penalty (+.5); Lim: Spell (-2.5) 
  Active Point Cost: 22.5 per 1d6 
   
  STUNBALL 
  This spell channels magical energy directly into several targets in an 
  area causing stun damage.  It is often referred to as a “Sleep” spell 
  because it can render targets unconscious. 
  Power: Ego Attack (Magic); Adv: Area of Effect: Radius (+1); Lim: 
  Spell (-2.5) 
  Active Point Cost: 20 per 1d6 
   
  STUNBOLT 
  This spell channels magical energy directly into the target causing stun 
  damage.  It is often referred to as a “Sleep” spell because it can render 
  targets unconscious. 
  Power: Ego Attack (Magic); Adv: None; Lim: Spell (-2.5) 
  Active Point Cost: 10 per 1d6 
   
  DETECTION SPELLS 
   
  ANALYZE DEVICE 
  This spells allows the subject to analyze the purpose and operation of a 
  device or piece of equipment within range of the sense. 
  Power: Detect Device: Sight, Analyze; Adv: Usable on Others (+.25); 
  Lim: Spell (-2.5); Costs END (-.5) 
  Power: Skill Levels: Overall; Adv: None; Lim: Only for use with that 
  device (-1); Spell (-2.5); Costs END (-.5); Linked to Detect Device (-
  .5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 10 +1 per +1 PER Roll; 10 per +1 Skill Level; (+.25 
  Advantage per 2x Targets) 
   
  ANALYZE TRUTH 
  This spell can tell whether or not a target’s statements are the truth.  
  Half-truths or falsehoods the target believes to be true are not detected 
  by this spell.  The spell does not work on written materials or any sort of 
  electronic communication. 
  Power: Detect Truth: Hearing, Analyze; Adv: Usable By Others (+.25); 
  Lim: Spell (-2.5); Does not work through electronic sound (-.5); Costs 
  END (-.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 18.75; +1 per +1 PER Roll; (+.25 Advantage per 2x 
  Targets) 
   
  
  SHADOWPUNK—MAGIC 
  25 
  CLAIRAUDIENCE 
  The subject can hear distant sounds as if physically present. 
  Power: Clairsentience: Hearing; Adv: Usable By Others (+.25); Lim: 
  Blackout (-.5); Spell (-2.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 25; +6.25 per 2x Range 
   
  CLAIRVOYANCE 
  The subject can see distant scenes as if physically present. 
  Power: Clairsentience: Sight; Adv: Usable By Others (+.25); AP: Lim: 
  Blackout (-.5); Spell (-2.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 25; +6.25 per 2x Range 
   
  COMBAT SENSE 
  The subject can subconsciously analyze combat and other dangerous 
  situations.  The subject senses events a split-second before they happen. 
  Power: Combat Skill Levels: All Combat; Adv: Usable By Others 
  (+.25); Lim: Costs END (-.5); Spell (-2.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 10 per +1 Combat Skill Level; (+.25 Advantage per 
  2x Targets) 
   
  DETECT ENEMIES 
  The subject can detect living targets who have hostile intentions toward 
  him.  This spell does not detect traps, nor can it detect someone about to 
  shoot into a crowd at random.  This spell can detect an ambush or other 
  surprise attack. 
  Power: Detect Enemies: Sight; Adv: Usable By Others (+.25); Lim: 
  Spell (-2.5); Costs END (-.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 12.5; +1 per +1 PER Roll; (+.25 Advantage per 2x 
  Targets) 
   
  DETECT INDIVIDUAL 
  The subject can detect the presence of a specific individual named when 
  the spell is cast. 
  Power: Detect Individual: Sight; Adv: Usable By Others (+.25); Lim: 
  Spell (-2.5); Costs END (-.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 12.5; +1 per +1 PER Roll; (+.25 Advantage per 2x 
  Targets) 
   
  DETECT LIFE 
  The subject detects all living being, knowing their number and relative 
  location. 
  Power: Detect Life: Sight; Adv: Usable By Others (+.25); Lim: Spell (-
  2.5); Costs END (-.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 12.5; +1 per +1 PER Roll; (+.25 Advantage per 2x 
  Targets) 
   
  DETECT (LIFE FORM) 
  The subject detects all of a specified type of life form within the range of 
  the sense and knows their number and relative location.  Each different 
  life form requires a separate spell (Detect Orks, Detect Elves, Detect 
  Dragons, etc.) 
  Power: Detect (Life Form): Sight; Adv: Usable By Others (+.25); Lim: 
  Spell (-2.5); Costs END (-.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 3.75; +1 per +1 PER Roll; (+.25 Advantage per 2x 
  Targets) 
   
  DETECT MAGIC 
  The subject can detect the presence of all foci, spells and spirits.  It does 
  not detect awakened characters or the effects of permanent spells once 
  they have become permanent. 
  Power: Detect Magic: Sight; Adv: Usable By Others (+.25); Lim: Spell 
  (-2.5); Costs END (-.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 6.25; +1 per +1 PER Roll; (+.25 Advantage per 2x 
  Targets) 
   
  DETECT (OBJECT) 
  The subject detects all of a specified type of object and knows their 
  number and relative location.  Each type of object requires a separate 
  spell (Detect Guns, Detect Computers, Detect Explosives, etc.) 
  Power: Detect (Object): Sight; Adv: Usable By Others (+.25); Lim: 
  Spell (-2.5); Extra Time (-.25) 
  Active Point Cost: 3.75; +1 per +1 PER Roll; (+.25 Advantage per 2x 
  Targets) 
   
  MIND LINK 
  This spell allows any two voluntary subjects to communicate mentally, 
  exchanging conversation, emotions and mental images. 
  Power: Mind Link: Any Willing Target, One at a Time; Adv: Usable By 
  Others (+.25); Lim: Spell (-2.5) 
  Active Point Cost: 18.75; +5 per 2x Number of Minds 
   
  MIND PROBE 
  This spell allows the subject to telepathically probe the mind of a visible 
  target. 
  Power: Telepathy; Adv: Usable By Others (+.25); Lim: Spell (-2.5) 
  Active Point Cost: 6.25 per 1d6 
   
  HEALTH SPELLS 
   
  ANTIDOTE 
  This spell helps a poisoned subject to overcome the toxin. 
  Power: Suppress; Adv: Variable Effect: Any Toxin Effect (+.25); 
  Cumulative (+.5); Lim: Spell (-2.5) 
  Active Point Cost: 5.25 per 1d6 
   
  CURE DISEASE 
  This spell helps a poisoned subject to overcome the illness. 
  Power: Suppress; Adv: Variable Effect: Any Disease Effect (+.25); 
  Cumulative (+.5); Lim: Spell (-2.5) 
  Active Point Cost: 5.25 per 1d6 
   
  DECREASE (CHARACTERISTIC) 
  This spell drains away the specified characteristic, causing the target to 
  function at lower capacity.  Each primary characteristic has a separate 
  spell (Decrease Strength, Decrease Presence, etc.) but there are none for 
  the figured characteristics. 
  Power: Drain (Characteristic); Adv: Delayed Return Rate: 5 Minutes 
  (+.5); Lim: Spell (-2.5) 
  Active Point Cost: 15 per 1d6 
   
  DETOX 
  Detox relieves the effects of an ingested drug or poison  
  Power: Healing; Adv: Any number of Powers/Characteristics affected 
  by ingested toxins at the same time (+2); Lim: Spell (-2.5) 
  Active Point Cost: 30 per 1d6 
   
  HEAL 
  This spell repairs physical injuries to anyone. 
  Power: Healing: BODY; Adv: None; Lim: Spell (-2.5) 
  Active Point Cost: 10 per 1d6 
   
  HEALTHY GLOW 
  This spell brightens eyes and hair, sloughs off dead skin cells, improves 
  circulation and promotes general well being.  A cosmetic spell, the rich 
  use Healthy Glow as a status symbol and pick-me-up.  The effects of the 
  spell wear off eventually as per standard Transform.  Or the character 
  may simply “get dirty” again and the spell ceases to function. 
  Power: Minor Transform: Target into Healthy, Glowing Person; Adv: 
  None; Lim: Spell (-2.5) 
  Active Point Cost: 5 per 1d6 
   
  HIBERNATE 
  This spell puts a voluntary subject into a form of suspended animation. 
  Power: Invisibility to Detect Life Signs/Paramedics/Forensic Medicine; 
  Adv: Usable By Others (+.25); Lim: Spell (-2.5); Extra Time: ½ 
  Phase (-.25) 
  Active Point Cost: 25 
   
  INCREASE (CHARACTERISTIC) 
  This spell aids the specified characteristic, causing the target to function 
  at higher capacity.  Each primary characteristic has a separate spell 
  (Increase Strength, Increase Presence, etc.); but there are none for the 
  figured characteristics. 
  Power: Aid (Succor) (Characteristic); Adv: None; Lim: Spell (-2.5) 
  Active Point Cost: 5 per 1d6 
   
  
  SHADOWPUNK—MAGIC 
  26 
  INCREASE REFLEXES 
  This spell aids the target character’s speed, allowing him to go more 
  often in a turn. 
  Power: Aid (Succor) SPD; Adv: None; Lim: Spell (-2.5) 
  Active Point Cost: 5 per 1d6 
   
  OXYGENATE 
  Oxygenate relieves the effects of an inhaled drug or poison  
  Power: Healing; Adv: Any number of Powers/Characteristics affected 
  by ingested toxins at the same time (+2); Lim: Spell (-2.5) 
  Active Point Cost: 30 per 1d6 
   
  ILLUSION SPELLS 
   
  CHAOS 
  This spell produces a storm of conflicting sensations and images to 
  confuse the senses. 
  Power: Change Environment: Hearing/Sight Group Perception Rolls, 
  OCV, DCV, All Characteristic Rolls; Adv: None; Lim: Spell (-2.5) 
  Active Point Cost: 50; +5 per x2 Radius 
   
  ENTERTAINMENT 
  This spell creates obvious, but entertaining, visual illusions.  The 
  entertainment industry uses illusionists as literal “special effects 
  wizards.”  Magical designers and artists work to create new and 
  interesting sensations, including sensations that can’t otherwise be 
  experienced in the real world.  Only the wealthy can afford the unique 
  experiences offered by such spellcasters. 
  Power: Images: Sight Group; Adv: None; Lim: Spell (-2.5); Only to 
  create obvious illusions (-.5) 
  Active Point Cost: 10 
   
  INVISIBILITY 
  This spell makes the subject invisible to normal vision.  The subject is 
  completely tangible and detectable by the other senses.  Their aura is 
  still visible to astral perception. 
  Power: Invisibility to Sight Group; Adv: Usable By Others (+.25); Lim: 
  Spell (-2.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 25; (+.25 Advantage per 2x Targets) 
   
  MASK 
  The mask spell alters the target’s voice, scent and other physical 
  characteristics.  The target assumes a physical appearance (of the same 
  basic size and shape) chosen by the caster. 
  Power: Shape Shift: Sight, Hearing, Smell, Touch into Humanoid 
  Shapes; Adv: Usable By Others (+.25); Lim: Spell (-2.5); Extra Time: 
  ½ Phase (-.25) 
  Active Point Cost: 36.25; (+.25 Advantage per 2x Targets) 
   
  PHANTASM 
  This spell creates convincing visual illusions of any object or creature 
  the caster desires.  The can create an illusion of anything the caster has 
  seen before, from a flower or a credstick, to a dragon breathing fire, so 
  long as the illusion is no larger than the spell’s area. 
  Power: Images: Sight Group; Adv:None; Lim: Spell (-2.5); Must be 
  something caster has seen (-.5) 
  Active Point Cost: 10 
   
  SILENCE 
  Silence creates an area that dampens sounds. 
  Power: Darkness: Sound Group; Adv: None; Lim: Spell (-2.5) 
  Active Point Cost: 10 for 1” Radius; +5 per +1” Radius 
   
  STEALTH 
  Stealth is cast on a target who becomes inaudible to normal hearing.  
  The subject can more in complete silence and nothing they do makes 
  noise. 
  Power: Invisibility to Sound Group; Adv: Usable By Others (+.25); 
  Lim: Spell (-2.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 25; (+.25 Advantage per 2x Targets) 
   
  MANIPULATION SPELLS 
   
  ACID STREAM 
  This spell creates a powerful corrosive that sprays the target, causing 
  terrible burns and eating away organic and metallic material.  Anyone in 
  full-body armor treated to resist toxic materials (like a firefighter’s suit) 
  takes no damage. 
  Power: Ranged Killing Attack (Acid); Adv: No Normal Defense: 
  Hazmat Gear (+1); Does Body (+0); Lim: Spell (-2.5) 
  Active Point Cost: 30 per 1d6 
   
  ARMOR 
  This spell creates a glowing field of magical energy around the target 
  that protects against physical damage. 
  Power: Force Field; Adv: Usable By Others at Range (+.75); Lim: Spell 
  (-2.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 1.75 per 1 point of Force Field 
   
  ASTRAL BARRIER 
  This spell creates a wall or dome made entirely of magical energy solely 
  to protect against astral attacks, dual-natured beings and the like. 
  Power: Force Wall; Adv: Transparent to Physical Attacks (+.5); Lim: 
  Spell (-2.5) 
  Active Point Cost: 7.5 for 2 rED wall 1” long and 1” tall, +2 per +1” 
  width or height 
   
  BALL LIGHTNING 
  This spell creates an area filled with lightning that electrifies anything 
  inside.  Armor provides no protection but insulated clothing or a lack of 
  grounding makes the character immune. 
  Power: Ranged Killing Attack (Electricity); Adv: No Normal Defense: 
  Insulated Clothing (+1); Does Body (+0); Area of Effect: Radius (+1); 
  Lim: Spell (-2.5) 
  Active Point Cost: 45 per 1d6 
   
  CLOUT 
  This spell creates a bolt of invisible psychokinetic force that does stun 
  damage.  Physical Armor protects against damage. 
  Power: Energy Blast (Psychokinetic Punch); Adv: None; Lim: Spell (-
  2.5) 
  Active Point Cost: 5 per 1d6 
   
  CONTROL THOUGHTS 
  The caster seizes control of the target’s mind, directing everything the 
  target does.  The caster can mentally give commands and the target is 
  compelled to obey. 
  Power: Mind Control; Adv: Telepathic (+.25); Lim: Spell (-2.5) 
  Active Point Cost: 6.25 per 1d6 
   
  FIREBALL 
  This area spell creates an inferno of flames for an instant and then 
  ceases.  The flames can ignite flammable materials. 
  Power: Ranged Killing Attack (Fire); Adv: Area of Effect: Radius (+1); 
  Lim: Spell (-2.5) 
  Active Point Cost: 30 per 1d6 
   
  FLAMETHROWER 
  This spell creates flames the caster can direct.  The flames flash into 
  existence and burn out after striking the target, but can ignite flammable 
  materials. 
  Power: Ranged Killing Attack (Fire); Adv: None; Lim: Spell (-2.5) 
  Active Point Cost: 15 per 1d6 
   
  ICE SHEET 
  This spell creates a flat sheet of ice covering an area.  Characters 
  attempting to cross must make a DEX Roll or fall prone. 
  Power: Change Environment: DEX Roll; Adv: None; Lim: Spell (-2.5) 
  Active Point Cost: 8; +5 per +1” Radius, +3 per –1 to DEX Roll 
   
  
  SHADOWPUNK—MAGIC 
  27 
  LEVITATE 
  This spell allows the caster to telekinetically lift an object and move it 
  around. 
  Power: Flight; Adv: Usable As Attack at Range (+1.5); Lim: Spell (-
  2.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 5 per 1” Flight; (+.25 Advantage per 2x Targets) 
   
  LIGHT 
  This spell creates a mobile point of light, illuminating the area around it. 
  Power: Images: Sight Group; Adv: Increased Size: x8” Radius (+.75); 
  Lim: Spell (-2.5); Only to create light (-1) 
  Active Point Cost: 17.5 
   
  LIGHTNING BOLT 
  This spell creates a flash of lightning that shoots from the caster down a 
  specified line.  Armor provides no protection but insulated clothing or a 
  lack of grounding makes the character immune. 
  Power: Ranged Killing Attack (Electricity); Adv: No Normal Defense: 
  Insulated Clothing (+1); Does Body (+0); Area of Effect: Line (+1); 
  Lim: Spell (-2.5) 
  Active Point Cost: 45 per 1d6 
   
  MAGIC FINGERS 
  This spell creates a psychokinetic effect like “invisible hands” that can 
  hold or manipulate items. 
  Power: Telekinesis With Fine Manipulation; Adv: None; Lim: Spell (-
  2.5); Extra Time: ½ Phase (-.25) 
  Active Point Cost: 10 for 0 STR, +3 per +2 STR 
   
  PETRIFY 
  This spell transforms living tissue into stone-like calcium carbonate.  
  The target can be turned back to flesh by being immersed completely in 
  water. 
  Power: Major Transform: Person into Calcium Carbonate; Adv: None; 
  Lim: Spell (-2.5) 
  Active Point Cost: 15 per 1d6 
   
  PHYSICAL BARRIER 
  This spell creates a wall or dome made entirely of magical energy solely 
  to protect against physical attacks. 
  Power: Force Wall; Adv: Transparent to Energy Attacks (+.5); Lim: 
  Spell (-2.5) 
  Active Point Cost: 7.5 for 2 rED wall 1” long and 1” tall, +2 per +1” 
  width or height 
   
  POLTERGEIST 
  This spell picks up all small objects within the spell’s area and whirls 
  them around in random patterns. 
  Power: Change Environment 4” Radius: -2 Sight Group Perception 
  Rolls, 1d6 Physical Damage; Adv: None; Lim: Spell (-2.5) 
  Active Point Cost: 36; +5 per +1” Radius 
   
  SHADOW 
  This spell creates a globe of darkness that blocks sight. 
  Power: Darkness: Sight Group; Adv: None; Lim: Spell (-2.5) 
  Active Point Cost: 10 for 1” radius, +5 per +1” 
   
  SPARK 
  This spell creates a flash of lightning that shoots from the caster to the 
  target.  Armor provides no protection but insulated clothing or a lack of 
  grounding makes the character immune. 
  Power: Ranged Killing Attack (Electricity); Adv: No Normal Defense: 
  Insulated Clothing (+1); Does Body (+0); Lim: Spell (-2.5) 
  Active Point Cost: 30 per 1d6 
   
  TOXIC WAVE 
  This spell creates a powerful corrosive that sprays the target, causing 
  terrible burns and eating away organic and metallic material.  Anyone in 
  full-body armor treated to resist toxic materials (like a firefighter’s suit) 
  takes no damage. 
  Power: Ranged Killing Attack (Acid); Adv: No Normal Defense: 
  Hazmat Gear (+1); Does Body (+0); Area of Effect: Radius (+1); 
  Lim: Spell (-2.5) 
  Active Point Cost: 45 per 1d6 
  
  SHADOWPUNK—MAGIC 
  28 
  LESSER ELEMENTALS 
   
  LESSER AIR ELEMENTAL 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  -5 
  STR 
  -15 
  8- 
  Lift: 12.5 kg; 0d6 
  18 
  DEX 
  24 
  13- 
  OCV/DCV: 6/6 
  10 
  CON 
  0 
  11- 
   
  5 
  BODY 
  -10 
  10- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  5 
  EGO 
  -10 
  10- 
  ECV: 2 
  15 
  PRE 
  5 
  12- 
  PRE Attack: 3d6 
  12 
  COM 
  1 
  11- 
   
   
  3 
  PD 
  3 
   
  Total: 3 PD (3 rPD) 
  6 
  ED 
  4 
   
  Total: 6 PD (6 rED) 
  5 
  SPD 
  22 
   
  Phases: 4, 8, 12 
  4 
  REC 
  4 
   
   
  30 
  END 
  5 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  0”/0” 
   
  Leaping 
  0”/0” 
   
  Flight 
  10”/20” 
  Total Characteristic Cost: 28 
  Cost 
  Power 
  END 
  30 
  Air Powers: Multipower, 30 points reserve 
  0 
  3u 
  1) Air Blast: Energy Blast 4d6 (Air), Reduced END (0 
  END; +.5) 
  0 
  2u 
  2) Whirlwind: Energy Blast 2d6, Area of Effect (3” 
  Radius; +1), Personal Immunity (+.25) 
  2 
  3u 
  3) Lack of Air: Energy Blast 3d6, NND: Self-
  Contained Breathing (+1) 
  3 
  3u 
  4) Accident: Telekinesis 20 STR 
  1/5 STR 
  2u 
  5) Movement: 2d6 Aid (Succor), Any Movement 
  Power, one at a time (+.25), Area of Effect: Radius 
  (+1) 
  2 
  2u 
  6) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  2 
  3u 
  7) Aid Sorcery: 4d6 Aid (Succor), Magic Attribute and 
  any Spell simultaneously (+.5) 
  3 
  20 
  Moves Like Air: 10” Flight 
  1/5” 
  27 
  Body of Air: Desolidification (Affected by Magic); 
  Cannot pass through solid objects (-.5) 
  4 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 3 
  PD/6 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Elemental Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Elemental Body: Life Support Total 
  0 
  10 
  Elemental Body: No Hit Locations 
  0 
  60 
  Elemental Body: Takes No Stun, Takes only Body 
  0 
  -14 
  True Flier: Running –6”; Swimming –2” 
  0 
  8 
  Elemental Energy: 50 point END Reserve, 3 Recovery 
  (All Elemental/Magic Powers); Usable By Others, 
  Simultaneously (+.5); Only usable by Elemental or 
  Mage that summoned it (-.25); Only for Illusion Spells 
  when used by a Mage (-.25) 
  0 
  Cost 
  Skill 
  Roll 
  6 
  +3 Skill Levels with Flight 
  - 
  Total Powers & Skills Cost: 243 
  Cost 
  Disadvantages 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Vulnerability: Water-based attacks (Common, x2 damage) 
  20 
  Distinctive Features: Elemental (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 203 
  LESSER EARTH ELEMENTAL 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  30 
  STR 
  20 
  15- 
  Lift: 3200 kg; 6d6 (8d6) 
  10 
  DEX 
  0 
  11- 
  OCV/DCV: 3/3 
  15 
  CON 
  10 
  13- 
   
  15 
  BODY 
  10 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  5 
  EGO 
  -10 
  11- 
  ECV: 2 
  15 
  PRE 
  5 
  13- 
  PRE Attack: 3d6 
  8 
  COM 
  -1 
  11- 
   
   
  6 
  PD 
  0 
   
  Total: 6 PD (6 rPD) 
  6 
  ED 
  3 
   
  Total: 6 PD (6 rED) 
  4 
  SPD 
  20 
   
  Phases: 6, 12 
  9 
  REC 
  0 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  3”/6” 
   
  Tunneling 
  2”/4” 
  Total Characteristics Cost: 55 
  Cost 
  Power 
  END 
  30 
  Earth Powers: Multipower, 30 point reserve 
  0 
  3u 
  1) Earthwalking: Tunneling 2” through 3 DEF 
  material, Fill In 
  1/5” 
  3u 
  2) Engulf: Entangle 3d6, 6 DEF Only against targets 
  on the ground 
  3 
  2u 
  3) Movement: 2d6 Aid (Succor) to Running, Area of 
  Effect: Radius (+1) 
  2 
  2u 
  4) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  2 
  3u 
  5) Aid Sorcery: 4d6 Aid (Succor), Magic Attribute and 
  any Spell simultaneously (+.5) 
  3 
  9 
  Fists of Stone: Hand-to-Hand Attack +2d6; Reduced 
  END (0 END, +.5) 
  0 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  4 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/6 ED; Does Not Work against Magic (-.5) 
  0 
  6 
  Earthen Body: Armor +4 rPD 
   
  20 
  Elemental Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Elemental Body: Life Support Total 
  0 
  10 
  Elemental Body: No Hit Locations 
  0 
  60 
  Elemental Body: Takes No Stun, Takes only Body 
  0 
  8 
  Elemental Energy: 50 point END Reserve, 3 Recovery 
  (All Elemental/Magic Powers); Usable By Others, 
  Simultaneously (+.5); Only usable by Elemental or 
  Mage that summoned it (-.25); Only for Manipulation 
  Spells when used by a Mage (-.25) 
  0 
  Cost 
  Skill 
  Roll 
  3 
  +1 OCV with Unarmed Attacks 
  - 
  Total Powers & Skills Cost: 218 
  Cost 
  Disadvantages 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Vulnerability: Water-based attacks (Common, x2 damage) 
  20 
  Distinctive Features: Elemental (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 203 
  
  SHADOWPUNK—MAGIC 
  29 
  LESSER FIRE ELEMENTAL 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  -5 
  STR 
  -15 
  9- 
  Lift: 12 Kg; 0d6 
  15 
  DEX 
  15 
  13- 
  OCV/DCV: 5/5 
  8 
  CON 
  -4 
  12- 
   
  8 
  BODY 
  -4 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  5 
  EGO 
  -10 
  11- 
  ECV: 2 
  20 
  PRE 
  10 
  14- 
  PRE Attack: 4D6 
  12 
  COM 
  1 
  11- 
   
   
  3 
  PD 
  3 
   
  Total: 6 PD (6 rPD) 
  6 
  ED 
  4 
   
  Total: 10 PD (10 rED) 
  5 
  SPD 
  25 
   
  Phases: 4, 8, 12 
  4 
  REC 
  4 
   
   
  30 
  END 
  7 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  0”/0” 
   
  Leaping 
  0”/0” 
   
  Flight 
  15”/30” 
  Total Characteristics Cost: 34 
  Cost 
  Power 
  END 
  30 
  Fire Attacks: Multipower, 30 points reserve 
  0 
  3u 
  1) Flamethrower: Energy RKA 1D6+1 (Fire); 
  Reduced END (0 END; +.5) 
  0 
  1u 
  2) Engulf: RKA 1 Pip (Fire); NND (defense is fire-
  proof clothing; +1); Does BODY (+1); Continuous 
  (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  2 
  3u 
  3) Accident: Change Environment 2” Radius (Intense 
  Heat), +5 Temp Levels, 1 Pip  of Fire Damage 
  3 
  3u 
  4) Aid Sorcery: 4d6 Aid (Succor), Magic Attribute and 
  any Spell simultaneously (+.5) 
  3 
  20 
  Move Like Fire: Flight 10” 
  1/5” 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 3 
  PD/6 ED; Does Not Work against Magic (-.5) 
  0 
  27 
  Body of Fire: Energy HKA ½d6 (Fire); Continuous 
  (+1); Damage Shield (does damage in HTH combat; + 
  .75); Inherent (+.25); Persistent (+.5); Reduced END 
  (0 END; +.5); Always On (-.5); No STR Bonus (-0) 
  0 
  20 
  Elemental Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Elemental Body: Life Support Total 
  0 
  10 
  Elemental Body: No Hit Locations 
  0 
  60 
  Elemental Body: Takes No Stun, Takes only Body 
  0 
  8 
  Elemental Energy: 50 point END Reserve, 3 Recovery 
  (All Elemental/Magic Powers); Usable By Others, 
  Simultaneously (+.5); Only usable by Elemental or 
  Mage that summoned it (-.25); Only for Combat 
  Spells when used by a Mage (-.25) 
  0 
  -14 
  True Flier: Running –6”, Swimming –2” 
  0 
  Cost 
  Skill 
  Roll 
  6 
  +2 OCV with Fire Attacks 
  - 
  Total Powers & Skills Cost: 235 
  Cost 
  Disadvantages 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Vulnerability: Water-based attacks (Common, x2 damage) 
  20 
  Distinctive Features: Elemental (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 199 
  LESSER WATER ELEMENTAL 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  5 
  STR 
  -5 
  10- 
  Lift: 50 Kg; 1d6 
  10 
  DEX 
  0 
  11- 
  OCV/DCV: 3/3 
  13 
  CON 
  6 
  12- 
   
  12 
  BODY 
  4 
  11- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  5 
  EGO 
  -10 
  10- 
  ECV: 2 
  15 
  PRE 
  5 
  12- 
  PRE Attack: 3d6 
  10 
  COM 
  0 
  11- 
   
   
  4 
  PD 
  3 
   
  Total:  4PD (4 rPD) 
  4 
  ED 
  1 
   
  Total:  4PD (4 rED) 
  5 
  SPD 
  30 
   
  Phases: 4, 8, 12 
  4 
  REC 
  0 
   
   
  30 
  END 
  2 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  4”/8” 
   
  Swimming 
  6”/48” 
  Total Characteristics Cost: 36 
  Cost 
  Power 
  END 
  30 
  Water Powers: Multipower 30 point reserve 
  0 
  2u 
  1) Water Blast: Physical Energy Blast 2d6, Double 
  Knockback (+.75); Reduced END (0 END; +.5) 
  0 
  1u 
  2) Engulf: RKA 1 Pip (Suffocation); NND (defense is 
  no need to breathe; +1); Does BODY (+1); 
  Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  2 
  3u 
  3) Accident: Change Environment 4” Radius (Slippery 
  Surface, Wet Surface), -2 to DEX Rolls & Skills 
  (Requires a Roll to Move) 
  3 
  2u 
  4) Movement: 2d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  2u 
  5) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  3u 
  6) Aid Sorcery: 4d6 Aid (Succor), Magic Attribute and 
  any Spell simultaneously (+.5) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  27 
  Body of Water: Desolidification (Affected by Magic); 
  Cannot pass through solid objects (-.5) 
  4 
  3 
  Immunity to Normal Weapons: Damage Resistance 4 
  PD/4 ED; Does Not Work against Magic (-.5) 
  0 
  14 
  Aquatic Movement: Swimming +4” (6” total), x8 Non-
  combat 
  1/5” 
  20 
  Elemental Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Elemental Body: Life Support Total 
  0 
  10 
  Elemental Body: No Hit Locations 
  0 
  60 
  Elemental Body: Takes No Stun, Takes only Body 
  0 
  8 
  Elemental Energy: 50 point END Reserve, 3 Recovery 
  (All Elemental/Magic Powers); Usable By Others, 
  Simultaneously (+.5); Only usable by Elemental or 
  Mage that summoned it (-.25); Only for Detection 
  Spells when used by a Mage (-.25) 
  0 
  Total Powers & Skills Cost: 238 
  Cost 
  Disadvantages 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Vulnerability: Fire-based attacks (Common, x2 damage) 
  20 
  Distinctive Features: Elemental (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 204 
  
  SHADOWPUNK—MAGIC 
  30 
  LESSER NATURE SPIRITS 
   
  LESSER SPIRITS OF MAN 
   
  LESSER CITY SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  -5 
  STR 
  -15 
  9- 
  Lift: 12.5 Kg; 0d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  10 
  CON 
  0 
  11- 
   
  10 
  BODY 
  0 
  11- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  12 
  COM 
  1 
  11- 
   
   
  3 
  PD 
  3 
   
  Total: 3 PD (3 rPD) 
  5 
  ED 
  3 
   
  Total: 5 PD (5 rED) 
  5 
  SPD 
  25 
   
  Phases: 4, 8, 12 
  4 
  REC 
  4 
   
   
  30 
  END 
  5 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  8”/16” 
   
  Leaping 
  0”/0” 
   
  Flight 
  0”/0” 
  Total Characteristics Cost: 53 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  4u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  2u 
  3) Confusion: 6d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  4 
  2u 
  4) Fear: 6d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  4 
  4u 
  5) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  6) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 3 
  PD/6 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  Cost 
  Skill 
  Roll 
  6 
  +2 OCV with Spirit Powers 
  - 
  Total Powers & Skills Cost: 220 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 203 
   
  LESSER FIELD SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  -5 
  STR 
  -15 
  9- 
  Lift: 12.5 Kg; 0d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  10 
  CON 
  0 
  11- 
   
  10 
  BODY 
  0 
  11- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  12 
  COM 
  1 
  11- 
   
   
  3 
  PD 
  3 
   
  Total: 3 PD (3 rPD) 
  5 
  ED 
  3 
   
  Total: 5 PD (5 rED) 
  5 
  SPD 
  25 
   
  Phases: 4, 8, 12 
  4 
  REC 
  4 
   
   
  30 
  END 
  5 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  8”/16” 
   
  Leaping 
  0”/0” 
   
  Flight 
  0”/0” 
  Total Characteristics Cost: 53 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  4u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  4u 
  3) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  4) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 3 
  PD/6 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  Cost 
  Skill 
  Roll 
  6 
  +2 OCV with Spirit Powers 
  - 
  Total Powers & Skills Cost: 216 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: Field Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 199 
   
  
  SHADOWPUNK—MAGIC 
  31 
  LESSER HEARTH SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  -5 
  STR 
  -15 
  9- 
  Lift: 12.5 Kg; 0d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  10 
  CON 
  0 
  11- 
   
  10 
  BODY 
  0 
  11- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  12 
  COM 
  1 
  11- 
   
   
  3 
  PD 
  3 
   
  Total: 3 PD (3 rPD) 
  5 
  ED 
  3 
   
  Total: 5 PD (5 rED) 
  5 
  SPD 
  25 
   
  Phases: 4, 8, 12 
  4 
  REC 
  4 
   
   
  30 
  END 
  5 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  8”/16” 
   
  Leaping 
  0”/0” 
   
  Flight 
  0”/0” 
  Total Characteristics Cost: 53 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  4u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  2u 
  3) Confusion: 6d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  4 
  4u 
  4) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  5) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 3 
  PD/6 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  Cost 
  Skill 
  Roll 
  6 
  +2 OCV with Spirit Powers 
  - 
  Total Powers & Skills Cost: 218 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 201 
   
  LESSER SPIRITS OF THE LAND 
   
  LESSER DESERT SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  15 
  STR 
  5 
  12- 
  Lift: 200 kg; 3d6 
  10 
  DEX 
  0 
  11- 
  OCV/DCV: 3/3 
  15 
  CON 
  10 
  12- 
   
  15 
  BODY 
  10 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  15 
  PRE 
  5 
  12- 
  PRE Attack: 3d6 
  8 
  COM 
  -1 
  11- 
   
   
  6 
  PD 
  3 
   
  Total: 6 PD (6 rPD) 
  6 
  ED 
  3 
   
  Total: 6 PD (6 rED) 
  4 
  SPD 
  20 
   
  Phases: 6, 12 
  6 
  REC 
  0 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  8”/16” 
   
  Leaping 
  4”/2” 
  Total Characteristics Cost: 57 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  4u 
  2) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  3) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  2u 
  4) Movement: 2d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  2u 
  5) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  4 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/6 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  Total Powers & Skills Cost: 211 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 198 
   
  
  SHADOWPUNK—MAGIC 
  32 
  LESSER FOREST SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  15 
  STR 
  5 
  12- 
  Lift: 200 kg; 3d6 
  10 
  DEX 
  0 
  11- 
  OCV/DCV: 3/3 
  15 
  CON 
  10 
  12- 
   
  15 
  BODY 
  10 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  15 
  PRE 
  5 
  12- 
  PRE Attack: 3d6 
  8 
  COM 
  -1 
  11- 
   
   
  6 
  PD 
  3 
   
  Total: 6 PD (6 rPD) 
  6 
  ED 
  3 
   
  Total: 6 PD (6 rED) 
  4 
  SPD 
  20 
   
  Phases: 6, 12 
  6 
  REC 
  0 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  8”/16” 
   
  Leaping 
  4”/2” 
  Total Characteristics Cost: 57 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  4u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  2u 
  3) Confusion: 6d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  4 
  2u 
  4) Fear: 6d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  4 
  4u 
  5) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  6) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  4 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/6 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  Total Powers & Skills Cost: 215 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 202 
   
  LESSER MOUNTAIN SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  15 
  STR 
  5 
  12- 
  Lift: 200 kg; 3d6 
  10 
  DEX 
  0 
  11- 
  OCV/DCV: 3/3 
  15 
  CON 
  10 
  12- 
   
  15 
  BODY 
  10 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  15 
  PRE 
  5 
  12- 
  PRE Attack: 3d6 
  8 
  COM 
  -1 
  11- 
   
   
  6 
  PD 
  3 
   
  Total: 6 PD (6 rPD) 
  6 
  ED 
  3 
   
  Total: 6 PD (6 rED) 
  4 
  SPD 
  20 
   
  Phases: 6, 12 
  6 
  REC 
  0 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  8”/16” 
   
  Leaping 
  4”/2” 
  Total Characteristics Cost: 57 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  4u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  4u 
  3) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  4) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  2u 
  5) Movement: 2d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  2u 
  6) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  4 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/6 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  Total Powers & Skills Cost: 215 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 202 
   
  
  SHADOWPUNK—MAGIC 
  33 
  LESSER PRAIRIE SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  15 
  STR 
  5 
  12- 
  Lift: 200 kg; 3d6 
  10 
  DEX 
  0 
  11- 
  OCV/DCV: 3/3 
  15 
  CON 
  10 
  12- 
   
  15 
  BODY 
  10 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  15 
  PRE 
  5 
  12- 
  PRE Attack: 3d6 
  8 
  COM 
  -1 
  11- 
   
   
  6 
  PD 
  3 
   
  Total: 6 PD (6 rPD) 
  6 
  ED 
  3 
   
  Total: 6 PD (6 rED) 
  4 
  SPD 
  20 
   
  Phases: 6, 12 
  6 
  REC 
  0 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  8”/16” 
   
  Leaping 
  4”/2” 
  Total Characteristics Cost: 57 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  4u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  4u 
  3) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  4) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  2u 
  5) Movement: 2d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  2u 
  6) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  4 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/6 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  Total Powers & Skills Cost: 215 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 202 
   
  LESSER SPIRITS OF THE SKY 
   
  LESSER MIST SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  -5 
  STR 
  -15 
  9- 
  Lift: 25 kg; 0d6 
  18 
  DEX 
  24 
  14- 
  OCV/DCV: 8/8 
  10 
  CON 
  0 
  12- 
   
  10 
  BODY 
  0 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  15 
  PRE 
  5 
  13- 
  PRE Attack: 4d6 
  12 
  COM 
  1 
  11- 
   
   
  3 
  PD 
  3 
   
  Total: 3 PD (3 rPD) 
  5 
  ED 
  3 
   
  Total: 5 PD (5 rED) 
  5 
  SPD 
  22 
   
  Phases: 4, 8, 12 
  4 
  REC 
  4 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  0”/0” 
   
  Leaping 
  0”/0” 
   
  Flight 
  10”/20” 
  Total Characteristics Cost: 45 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  4u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  2u 
  3) Confusion: 6d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  4 
  4u 
  4) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  5) Movement: 2d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  2u 
  6) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  20 
  Moves Like Air: 10” Flight 
  1/5” 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 3 
  PD/5 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  -14 
  True Flier: Running –6”; Swimming –2” 
  0 
  Total Powers & Skills Cost: 220 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 195 
   
  
  SHADOWPUNK—MAGIC 
  34 
  LESSER STORM SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  -5 
  STR 
  -15 
  9- 
  Lift: 25 kg; 0d6 
  18 
  DEX 
  24 
  14- 
  OCV/DCV: 8/8 
  10 
  CON 
  0 
  12- 
   
  10 
  BODY 
  0 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  15 
  PRE 
  5 
  13- 
  PRE Attack: 4d6 
  12 
  COM 
  1 
  11- 
   
   
  3 
  PD 
  3 
   
  Total: 3 PD (3 rPD) 
  5 
  ED 
  3 
   
  Total: 5 PD (5 rED) 
  5 
  SPD 
  22 
   
  Phases: 4, 8, 12 
  4 
  REC 
  4 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  0”/0” 
   
  Leaping 
  0”/0” 
   
  Flight 
  10”/20” 
  Total Characteristics Cost: 45 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  2u 
  2) Confusion: 6d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  4 
  2u 
  3) Fear: 6d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  4 
  4u 
  4) Guard: 8d6 Suppress: Change Environment 
  4 
  4u 
  5) Lightning Bolt: ½d6 Ranged Killing Attack 
  (Electricity); No Normal Defense: Insulated Clothing 
  (+1); Does Body (+1); Area of Effect: Line (+1) 
  4 
  20 
  Moves Like Air: 10” Flight 
  1/5” 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 3 
  PD/5 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  -14 
  True Flier: Running –6”; Swimming –2” 
  0 
  Total Powers & Skills Cost: 218 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 193 
   
  LESSER WIND SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  -5 
  STR 
  -15 
  9- 
  Lift: 25 kg; 0d6 
  18 
  DEX 
  24 
  14- 
  OCV/DCV: 8/8 
  10 
  CON 
  0 
  12- 
   
  10 
  BODY 
  0 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  15 
  PRE 
  5 
  13- 
  PRE Attack: 4d6 
  12 
  COM 
  1 
  11- 
   
   
  3 
  PD 
  3 
   
  Total: 3 PD (3 rPD) 
  5 
  ED 
  3 
   
  Total: 5 PD (5 rED) 
  5 
  SPD 
  22 
   
  Phases: 4, 8, 12 
  4 
  REC 
  4 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  0”/0” 
   
  Leaping 
  0”/0” 
   
  Flight 
  10”/20” 
  Total Characteristics Cost: 45 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  2u 
  2) Confusion: 6d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  4 
  4u 
  3) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  4) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  2u 
  5) Movement: 2d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  2u 
  6) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  20 
  Moves Like Air: 10” Flight 
  1/5” 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 3 
  PD/5 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  -14 
  True Flier: Running –6”; Swimming –2” 
  0 
  Total Powers & Skills Cost: 218 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 193 
   
  
  SHADOWPUNK—MAGIC 
  35 
  LESSER SPIRITS OF THE WATERS 
   
  LESSER LAKE SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  5 
  STR 
  -5 
  11- 
  Lift: 50 Kg; 1d6 
  10 
  DEX 
  0 
  12- 
  OCV/DCV: 3/3 
  13 
  CON 
  6 
  13- 
   
  13 
  BODY 
  6 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  15 
  PRE 
  5 
  13- 
  PRE Attack: 4d6 
  10 
  COM 
  0 
  11- 
   
   
  4 
  PD 
  3 
   
  Total:  4 PD (4 rPD) 
  4 
  ED 
  1 
   
  Total:  4 PD (4 rED) 
  5 
  SPD 
  30 
   
  Phases: 4, 8, 12 
  4 
  REC 
  0 
   
   
  30 
  END 
  2 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  1”/0.5” 
   
  Swimming 
  6”/48” 
  Total Characteristics Cost: 46 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  2u 
  2) Engulf: RKA 1 Pip (Suffocation); NND (defense is 
  no need to breathe; +1); Does BODY (+1); 
  Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  2 
  2u 
  3) Fear: 6d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  4 
  4u 
  4) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  5) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  2u 
  6) Movement: 2d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  2u 
  7) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 4 
  PD/4 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  14 
  Aquatic Movement: Swimming +4” (6” total), x8 Non-
  combat 
  1/5” 
  Total Powers & Skills Cost: 228 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 204 
   
  LESSER RIVER SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  5 
  STR 
  -5 
  11- 
  Lift: 50 Kg; 1d6 
  10 
  DEX 
  0 
  12- 
  OCV/DCV: 3/3 
  13 
  CON 
  6 
  13- 
   
  13 
  BODY 
  6 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  15 
  PRE 
  5 
  13- 
  PRE Attack: 4d6 
  10 
  COM 
  0 
  11- 
   
   
  4 
  PD 
  3 
   
  Total:  4 PD (4 rPD) 
  4 
  ED 
  1 
   
  Total:  4 PD (4 rED) 
  5 
  SPD 
  30 
   
  Phases: 4, 8, 12 
  4 
  REC 
  0 
   
   
  30 
  END 
  2 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  1”/0.5” 
   
  Swimming 
  6”/48” 
  Total Characteristics Cost: 46 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  4u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  2u 
  3) Engulf: RKA 1 Pip (Suffocation); NND (defense is 
  no need to breathe; +1); Does BODY (+1); 
  Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  2 
  2u 
  4) Fear: 6d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  4 
  4u 
  5) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  6) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  2u 
  7) Movement: 2d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  2u 
  8) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 4 
  PD/4 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  14 
  Aquatic Movement: Swimming +4” (6” total), x8 Non-
  combat 
  1/5” 
  Total Powers & Skills Cost: 232 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 208 
   
  
  SHADOWPUNK—MAGIC 
  36 
  LESSER SEA SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  5 
  STR 
  -5 
  11- 
  Lift: 50 Kg; 1d6 
  10 
  DEX 
  0 
  12- 
  OCV/DCV: 3/3 
  13 
  CON 
  6 
  13- 
   
  13 
  BODY 
  6 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  15 
  PRE 
  5 
  13- 
  PRE Attack: 4d6 
  10 
  COM 
  0 
  11- 
   
   
  4 
  PD 
  3 
   
  Total:  4 PD (4 rPD) 
  4 
  ED 
  1 
   
  Total:  4 PD (4 rED) 
  5 
  SPD 
  30 
   
  Phases: 4, 8, 12 
  4 
  REC 
  0 
   
   
  30 
  END 
  2 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  1”/0.5” 
   
  Swimming 
  6”/48” 
  Total Characteristics Cost: 46 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  4u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  2u 
  3) Confusion: 6d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  4 
  2u 
  4) Engulf: RKA 1 Pip (Suffocation); NND (defense is 
  no need to breathe; +1); Does BODY (+1); 
  Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  2 
  2u 
  5) Fear: 6d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  4 
  4u 
  6) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  7) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  2u 
  8) Movement: 2d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  2u 
  9) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 4 
  PD/4 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  14 
  Aquatic Movement: Swimming +4” (6” total), x8 Non-
  combat 
  1/5” 
  Total Powers & Skills Cost: 234 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 210 
  LESSER SWAMP SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  5 
  STR 
  -5 
  11- 
  Lift: 50 Kg; 1d6 
  10 
  DEX 
  0 
  12- 
  OCV/DCV: 3/3 
  13 
  CON 
  6 
  13- 
   
  13 
  BODY 
  6 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  15 
  PRE 
  5 
  13- 
  PRE Attack: 4d6 
  10 
  COM 
  0 
  11- 
   
   
  4 
  PD 
  3 
   
  Total:  4 PD (4 rPD) 
  4 
  ED 
  1 
   
  Total:  4 PD (4 rED) 
  5 
  SPD 
  30 
   
  Phases: 4, 8, 12 
  4 
  REC 
  0 
   
   
  30 
  END 
  2 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  1”/0.5” 
   
  Swimming 
  6”/48” 
  Total Characteristics Cost: 46 
  Cost 
  Power 
  END 
  40 
  Spirit Powers: Multipower, 40 points reserve 
  0 
  4u 
  1) Accident: Change Environment 2” Radius, -3 to 
  DEX Rolls and DEX-Based Skills, -3 OCV 
  4 
  1u 
  2) Binding: 2d6 Entangle; Takes no damage from any 
  attack (+.5); Does not prevent use of accessible foci (-
  1); Cannot form barriers (-.25) 
  3 
  4u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5) 
  4 
  2u 
  3) Confusion: 6d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  4 
  2u 
  4) Engulf: RKA 1 Pip (Suffocation); NND (defense is 
  no need to breathe; +1); Does BODY (+1); 
  Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  2 
  2u 
  5) Fear: 6d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  4 
  4u 
  6) Guard: 8d6 Suppress: Change Environment 
  4 
  2u 
  7) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +6, PER Roll +10; Costs 
  END (-.5) 
  4 
  2u 
  8) Movement: 2d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  2u 
  9) Movement 2: 2d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  3 
  Immunity to Normal Weapons: Damage Resistance 4 
  PD/4 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  8 
  Spirit Energy: 50 point END Reserve, 3 Recovery (All 
  Spirit Powers) 
  0 
  14 
  Aquatic Movement: Swimming +4” (6” total), x8 Non-
  combat 
  1/5” 
  Total Powers & Skills Cost: 235 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 211 
  
  SHADOWPUNK—MAGIC 
  37 
  ELEMENTALS 
   
  AIR ELEMENTAL 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  0 
  STR 
  -10 
  9- 
  Lift: 25 kg; 0d6 
  23 
  DEX 
  39 
  14- 
  OCV/DCV: 8/8 
  10 
  CON 
  0 
  12- 
   
  10 
  BODY 
  0 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  12 
  COM 
  1 
  11- 
   
   
  6 
  PD 
  6 
   
  Total: 6 PD (6 rPD) 
  10 
  ED 
  7 
   
  Total: 10 PD (10 rED) 
  2 
  MD 
  0 
   
   
  6 
  SPD 
  27 
   
  Phases: 3, 6, 9, 12 
  4 
  REC 
  2 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  0”/0” 
   
  Leaping 
  0”/0” 
   
  Flight 
  20”/40” 
  Total Characteristic Cost: 74 
  Cost 
  Power 
  END 
  45 
  Air Powers: Multipower, 45 points reserve 
  0 
  5u 
  1) Air Blast: Energy Blast 6d6 (Air), Reduced END (0 
  END; +.5) 
  0 
  5u 
  2) Whirlwind: Energy Blast 4d6, Area of Effect (3” 
  Radius; +1), Personal Immunity (+.25) 
  5 
  4u 
  3) Lack of Air: Energy Blast 4d6, NND: Self-
  Contained Breathing (+1) 
  4 
  5u 
  4) Accident: Telekinesis 30 STR 
  1/5 STR 
  5u 
  5) Movement: 4d6 Aid (Succor), Any Movement 
  Power, one at a time (+.25), Area of Effect: Radius 
  (+1) 
  5 
  5u 
  6) Movement 2: 4d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  5u 
  7) Aid Sorcery: 6d6 Aid (Succor), Magic Attribute and 
  any Spell simultaneously (+.5) 
  5 
  40 
  Moves Like Air: 20” Flight 
  1/5” 
  27 
  Body of Air: Desolidification (Affected by Magic); 
  Cannot pass through solid objects (-.5) 
  4 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  5 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Elemental Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Elemental Body: Life Support Total 
  0 
  10 
  Elemental Body: No Hit Locations 
  0 
  60 
  Elemental Body: Takes No Stun, Takes only Body 
  0 
  -14 
  True Flier: Running –6”; Swimming –2” 
  0 
  18 
  Elemental Energy: 100 point END Reserve, 5 
  Recovery (All Elemental/Magic Powers); Usable By 
  Others, Simultaneously (+.5); Only usable by 
  Elemental or Mage that summoned it (-.25); Only for 
  Illusion Spells when used by a Mage (-.25) 
  0 
  Cost 
  Skill 
  Roll 
  12 
  +6 Skill Levels with Flight 
  - 
  Total Powers & Skills Cost: 322 
  Cost 
  Disadvantages 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Vulnerability: Water-based attacks (Common, x2 damage) 
  20 
  Distinctive Features: Elemental (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 326 
  EARTH ELEMENTAL 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  40 
  STR 
  30 
  15- 
  Lift: 6400 kg; 8d6 (12d6) 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  20 
  CON 
  20 
  13- 
   
  20 
  BODY 
  20 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  8 
  COM 
  -1 
  11- 
   
   
  10 
  PD 
  4 
   
  Total: 10 PD (10 rPD) 
  10 
  ED 
  6 
   
  Total: 10 PD (10 rED) 
  5 
  SPD 
  25 
   
  Phases: 3, 6, 9, 12 
  10 
  REC 
  0 
   
   
  40 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  3”/6” 
   
  Tunneling 
  4”/8” 
  Total Characteristics Cost: 127 
  Cost 
  Power 
  END 
  45 
  Earth Powers: Multipower, 45 point reserve 
  0 
  5u 
  1) Earthwalking: Tunneling 4” through 6 DEF 
  material, Fill In 
  1/5” 
  4u 
  2) Engulf: Entangle 6d6, 6 DEF Only against targets 
  on the ground 
  5 
  4u 
  3) Movement: 4d6 Aid (Succor) to Running, Area of 
  Effect: Radius (+1) 
  4 
  5u 
  4) Movement 2: 4d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  5u 
  5) Aid Sorcery: 6d6 Aid (Succor), Magic Attribute and 
  any Spell simultaneously (+.5) 
  5 
  18 
  Fists of Stone: Hand-to-Hand Attack +4d6; Reduced 
  END (0 END, +.5) 
  0 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  8 
  Immunity to Normal Weapons: Damage Resistance 10 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  6 
  Earthen Body: Armor +4 rPD 
   
  20 
  Elemental Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Elemental Body: Life Support Total 
  0 
  10 
  Elemental Body: No Hit Locations 
  0 
  60 
  Elemental Body: Takes No Stun, Takes only Body 
  0 
  18 
  Elemental Energy: 100 point END Reserve, 5 
  Recovery (All Elemental/Magic Powers); Usable By 
  Others, Simultaneously (+.5); Only usable by 
  Elemental or Mage that summoned it (-.25); Only for 
  Manipulation Spells when used by a Mage (-.25) 
  0 
  Cost 
  Skill 
  Roll 
  6 
  +2 OCV with Unarmed Attacks 
  - 
  Total Powers & Skills Cost: 263 
  Cost 
  Disadvantages 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Vulnerability: Water-based attacks (Common, x2 damage) 
  20 
  Distinctive Features: Elemental (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 326 
   
  
  SHADOWPUNK—MAGIC 
  38 
  FIRE ELEMENTAL 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  0 
  STR 
  -10 
  9- 
  Lift: 25 Kg; 0d6 
  20 
  DEX 
  30 
  13- 
  OCV/DCV: 7/7 
  13 
  CON 
  6 
  12- 
   
  13 
  BODY 
  6 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  25 
  PRE 
  15 
  14- 
  PRE Attack: 5d6 
  12 
  COM 
  1 
  11- 
   
   
  6 
  PD 
  6 
   
  Total: 6 PD (6 rPD) 
  10 
  ED 
  7 
   
  Total: 10 PD (10 rED) 
  6 
  SPD 
  30 
   
  Phases: 3, 6, 9, 12 
  4 
  REC 
  2 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  0”/0” 
   
  Leaping 
  0”/0” 
   
  Flight 
  15”/30” 
  Total Characteristics Cost: 91 
  Cost 
  Power 
  END 
  45 
  Fire Attacks: Multipower, 45 points reserve 
  0 
  5u 
  1) Flamethrower: Energy RKA 2d6 (Fire); Reduced 
  END (0 END; +.5) 
  0 
  5u 
  2) Engulf: RKA ½d6 (Fire); NND (defense is fire-
  proof clothing; +1); Does BODY (+1); Continuous 
  (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  5 
  4u 
  3) Accident: Change Environment 2” Radius (Intense 
  Heat), +6 Temp Levels, ½d6 of Fire Damage 
  4 
  5u 
  4) Aid Sorcery: 6d6 Aid (Succor), Magic Attribute and 
  any Spell simultaneously (+.5) 
  5 
  30 
  Move Like Fire: Flight 15” 
  1/5” 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  5 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  40 
  Body of Fire: Energy HKA 1d6 (Fire); Continuous 
  (+1); Damage Shield (does damage in HTH combat; + 
  .75); Inherent (+.25); Persistent (+.5); Reduced END 
  (0 END; +.5); Always On (-.5); No STR Bonus (-0) 
  0 
  20 
  Elemental Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Elemental Body: Life Support Total 
  0 
  10 
  Elemental Body: No Hit Locations 
  0 
  60 
  Elemental Body: Takes No Stun, Takes only Body 
  0 
  18 
  Elemental Energy: 100 point END Reserve, 5 
  Recovery (All Elemental/Magic Powers); Usable By 
  Others, Simultaneously (+.5); Only usable by 
  Elemental or Mage that summoned it (-.25); Only for 
  Combat Spells when used by a Mage (-.25) 
  0 
  -14 
  True Flier: Running –6”, Swimming –2” 
  0 
  Cost 
  Skill 
  Roll 
  12 
  +4 OCV with Fire Attacks 
  - 
  Total Powers & Skills Cost: 300 
  Cost 
  Disadvantages 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Vulnerability: Water-based attacks (Common, x2 damage) 
  20 
  Distinctive Features: Elemental (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 321 
  WATER ELEMENTAL 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  10 
  STR 
  0 
  11- 
  Lift: 100 Kg; 2d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  18 
  CON 
  16 
  13- 
   
  18 
  BODY 
  16 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  10 
  COM 
  0 
  11- 
   
   
  8 
  PD 
  6 
   
  Total:  8PD (0 rPD) 
  8 
  ED 
  4 
   
  Total:  8PD (0 rED) 
  6 
  SPD 
  35 
   
  Phases: 3, 6, 9, 12 
  6 
  REC 
  0 
   
   
  36 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  4”/8” 
   
  Swimming 
  10”/160” 
  Total Characteristics Cost: 100 
  Cost 
  Power 
  END 
  45 
  Water Powers: Multipower 45 point reserve 
  0 
  5u 
  1) Water Blast: Physical Energy Blast 4d6, Double 
  Knockback (+.75); Reduced END (0 END; +.5) 
  0 
  5u 
  2) Engulf: RKA ½d6 (Suffocation); NND (defense is 
  no need to breathe; +1); Does BODY (+1); 
  Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  5 
  5u 
  3) Accident: Change Environment 8” Radius (Slippery 
  Surface, Wet Surface), -2 to DEX Rolls & Skills 
  (Requires a Roll to Move) 
  3 
  4u 
  4) Movement: 4d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  5u 
  5) Movement 2: 4d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  5u 
  6) Aid Sorcery: 6d6 Aid (Succor), Magic Attribute and 
  any Spell simultaneously (+.5) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  5 
  Immunity to Normal Weapons: Damage Resistance 8 
  PD/8 ED; Does Not Work against Magic (-.5) 
  0 
  27 
  Body of Water: Desolidification (Affected by Magic); 
  Cannot pass through solid objects (-.5) 
  4 
  23 
  Aquatic Movement: Swimming +8” (10” total), x16 
  Non-combat 
  1/5” 
  20 
  Elemental Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Elemental Body: Life Support Total 
  0 
  10 
  Elemental Body: No Hit Locations 
  0 
  60 
  Elemental Body: Takes No Stun, Takes only Body 
  0 
  18 
  Elemental Energy: 100 point END Reserve, 5 
  Recovery (All Elemental/Magic Powers); Usable By 
  Others, Simultaneously (+.5); Only usable by 
  Elemental or Mage that summoned it (-.25); Only for 
  Detection Spells when used by a Mage (-.25) 
  0 
  Cost 
  Skill 
  Roll 
  3 
  +1 OCV with Water Attacks 
   
  Total Powers & Skills Cost: 296 
  Cost 
  Disadvantages 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Vulnerability: Fire-based attacks (Common, x2 damage) 
  20 
  Distinctive Features: Elemental (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 325 
  
  SHADOWPUNK—MAGIC 
  39 
  NATURE SPIRITS 
   
  SPIRITS OF MAN 
   
  CITY SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  0 
  STR 
  -10 
  9- 
  Lift: 25 Kg; 0d6 
  20 
  DEX 
  30 
  13- 
  OCV/DCV: 7/7 
  15 
  CON 
  10 
  12- 
   
  15 
  BODY 
  10 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  25 
  PRE 
  15 
  14- 
  PRE Attack: 5d6 
  12 
  COM 
  1 
  11- 
   
   
  6 
  PD 
  6 
   
  Total: 6 PD (6 rPD) 
  10 
  ED 
  5 
   
  Total: 10 PD (10 rED) 
  6 
  SPD 
  30 
   
  Phases: 3, 6, 9, 12 
  4 
  REC 
  0 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  10”/20” 
   
  Leaping 
  0”/0” 
   
  Flight 
  0”/0” 
  Total Characteristics Cost: 103 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  6u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  5u 
  3) Confusion: 9d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  6 
  5u 
  4) Fear: 8d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  6 
  6u 
  5) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  6) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  5 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  Cost 
  Skill 
  Roll 
  12 
  +4 OCV with Spirit Powers 
  - 
  Total Powers & Skills Cost: 269 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 302 
   
  FIELD SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  0 
  STR 
  -10 
  9- 
  Lift: 25 Kg; 0d6 
  20 
  DEX 
  30 
  13- 
  OCV/DCV: 7/7 
  15 
  CON 
  10 
  12- 
   
  15 
  BODY 
  10 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  25 
  PRE 
  15 
  14- 
  PRE Attack: 5d6 
  12 
  COM 
  1 
  11- 
   
   
  6 
  PD 
  6 
   
  Total: 6 PD (6 rPD) 
  10 
  ED 
  5 
   
  Total: 10 PD (10 rED) 
  6 
  SPD 
  30 
   
  Phases: 3, 6, 9, 12 
  4 
  REC 
  0 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  10”/20” 
   
  Leaping 
  0”/0” 
   
  Flight 
  0”/0” 
  Total Characteristics Cost: 103 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  6u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  6u 
  3) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  4) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  5 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  Cost 
  Skill 
  Roll 
  12 
  +4 OCV with Spirit Powers 
  - 
  Total Powers & Skills Cost: 259 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: Field Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 292 
   
  
  SHADOWPUNK—MAGIC 
  40 
  HEARTH SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  0 
  STR 
  -10 
  9- 
  Lift: 25 Kg; 0d6 
  20 
  DEX 
  30 
  13- 
  OCV/DCV: 7/7 
  15 
  CON 
  10 
  12- 
   
  15 
  BODY 
  10 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  25 
  PRE 
  15 
  14- 
  PRE Attack: 5d6 
  12 
  COM 
  1 
  11- 
   
   
  6 
  PD 
  6 
   
  Total: 6 PD (6 rPD) 
  10 
  ED 
  5 
   
  Total: 10 PD (10 rED) 
  6 
  SPD 
  30 
   
  Phases: 3, 6, 9, 12 
  4 
  REC 
  0 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  10”/20” 
   
  Leaping 
  0”/0” 
   
  Flight 
  0”/0” 
  Total Characteristics Cost: 103 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  6u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  5u 
  3) Confusion: 9d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  6 
  6u 
  4) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  5) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  5 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  Cost 
  Skill 
  Roll 
  12 
  +4 OCV with Spirit Powers 
  - 
  Total Powers & Skills Cost: 264 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 298 
   
  SPIRITS OF THE LAND 
   
  DESERT SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  20 
  STR 
  10 
  13- 
  Lift: 400 kg; 4d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  20 
  CON 
  20 
  13- 
   
  20 
  BODY 
  20 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  8 
  COM 
  -1 
  11- 
   
   
  10 
  PD 
  4 
   
  Total: 10 PD (10 rPD) 
  10 
  ED 
  6 
   
  Total: 10 PD (10 rED) 
  5 
  SPD 
  25 
   
  Phases: 4, 8, 12 
  10 
  REC 
  0 
   
   
  40 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  10”/20” 
   
  Leaping 
  6”/3” 
  Total Characteristics Cost: 115 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  6u 
  2) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  3) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  4u 
  4) Movement: 4d6 Aid (Succor) to Running, Area of 
  Effect: Radius (+1) 
  4 
  5u 
  5) Movement 2: 4d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  8 
  Immunity to Normal Weapons: Damage Resistance 10 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  Total Powers & Skills Cost: 253 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 298 
   
  
  SHADOWPUNK—MAGIC 
  41 
  FOREST SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  20 
  STR 
  10 
  13- 
  Lift: 400 kg; 4d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  20 
  CON 
  20 
  13- 
   
  20 
  BODY 
  20 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  8 
  COM 
  -1 
  11- 
   
   
  10 
  PD 
  4 
   
  Total: 10 PD (10 rPD) 
  10 
  ED 
  6 
   
  Total: 10 PD (10 rED) 
  5 
  SPD 
  25 
   
  Phases: 4, 8, 12 
  10 
  REC 
  0 
   
   
  40 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  10”/20” 
   
  Leaping 
  6”/3” 
  Total Characteristics Cost: 115 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  6u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  5u 
  3) Confusion: 9d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  6 
  5u 
  4) Fear: 8d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  6 
  6u 
  5) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  6) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  8 
  Immunity to Normal Weapons: Damage Resistance 10 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  Total Powers & Skills Cost: 260 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 305 
   
  MOUNTAIN SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  20 
  STR 
  10 
  13- 
  Lift: 400 kg; 4d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  20 
  CON 
  20 
  13- 
   
  20 
  BODY 
  20 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  8 
  COM 
  -1 
  11- 
   
   
  10 
  PD 
  4 
   
  Total: 10 PD (10 rPD) 
  10 
  ED 
  6 
   
  Total: 10 PD (10 rED) 
  5 
  SPD 
  25 
   
  Phases: 4, 8, 12 
  10 
  REC 
  0 
   
   
  40 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  10”/20” 
   
  Leaping 
  6”/3” 
  Total Characteristics Cost: 115 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  6u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  6u 
  3) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  4) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  4u 
  5) Movement: 4d6 Aid (Succor) to Running, Area of 
  Effect: Radius (+1) 
  4 
  5u 
  6) Movement 2: 4d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  8 
  Immunity to Normal Weapons: Damage Resistance 10 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  Total Powers & Skills Cost: 259 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 304 
   
  
  SHADOWPUNK—MAGIC 
  42 
  PRAIRIE SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  20 
  STR 
  10 
  13- 
  Lift: 400 kg; 4d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  20 
  CON 
  20 
  13- 
   
  20 
  BODY 
  20 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  8 
  COM 
  -1 
  11- 
   
   
  10 
  PD 
  4 
   
  Total: 10 PD (10 rPD) 
  10 
  ED 
  6 
   
  Total: 10 PD (10 rED) 
  5 
  SPD 
  25 
   
  Phases: 4, 8, 12 
  10 
  REC 
  0 
   
   
  40 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  10”/20” 
   
  Leaping 
  6”/3” 
  Total Characteristics Cost: 115 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  6u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  6u 
  3) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  4) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  4u 
  5) Movement: 4d6 Aid (Succor) to Running, Area of 
  Effect: Radius (+1) 
  4 
  5u 
  6) Movement 2: 4d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  8 
  Immunity to Normal Weapons: Damage Resistance 10 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  Total Powers & Skills Cost: 259 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 304 
   
  SPIRITS OF THE SKY 
   
  MIST SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  0 
  STR 
  -10 
  9- 
  Lift: 25 kg; 0d6 
  23 
  DEX 
  30 
  14- 
  OCV/DCV: 8/8 
  15 
  CON 
  10 
  12- 
   
  15 
  BODY 
  10 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  12 
  COM 
  1 
  11- 
   
   
  6 
  PD 
  6 
   
  Total: 6 PD (6 rPD) 
  10 
  ED 
  7 
   
  Total: 10 PD (10 rED) 
  6 
  SPD 
  27 
   
  Phases: 3, 6, 9, 12 
  4 
  REC 
  2 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  0”/0” 
   
  Leaping 
  0”/0” 
   
  Flight 
  20”/40” 
  Total Characteristics Cost: 91 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  6u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  5u 
  3) Confusion: 9d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  6 
  6u 
  4) Guard: 12d6 Suppress: Change Environment 
  6 
  5u 
  5) Movement: 4d6 Aid (Succor), Any Movement 
  Power, one at a time (+.25) Area of Effect: Radius 
  (+1) 
  5 
  5u 
  6) Movement 2: 4d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  40 
  Moves Like Air: 20” Flight 
  1/5” 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  6 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  -14 
  True Flier: Running –6”; Swimming –2” 
  0 
  Total Powers & Skills Cost: 285 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 306 
   
  
  SHADOWPUNK—MAGIC 
  43 
  STORM SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  0 
  STR 
  -10 
  9- 
  Lift: 25 kg; 0d6 
  23 
  DEX 
  30 
  14- 
  OCV/DCV: 8/8 
  15 
  CON 
  10 
  12- 
   
  15 
  BODY 
  10 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  12 
  COM 
  1 
  11- 
   
   
  6 
  PD 
  6 
   
  Total: 6 PD (6 rPD) 
  10 
  ED 
  7 
   
  Total: 10 PD (10 rED) 
  6 
  SPD 
  27 
   
  Phases: 3, 6, 9, 12 
  4 
  REC 
  2 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  0”/0” 
   
  Leaping 
  0”/0” 
   
  Flight 
  20”/40” 
  Total Characteristics Cost: 91 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  5u 
  2) Confusion: 9d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  6 
  5u 
  3) Fear: 8d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  6 
  6u 
  4) Guard: 12d6 Suppress: Change Environment 
  6 
  6u 
  5) Lightning Bolt: 1d6+1 Ranged Killing Attack 
  (Electricity); No Normal Defense: Insulated Clothing 
  (+1); Does Body (+1); Area of Effect: Line (+1) 
  6 
  40 
  Moves Like Air: 20” Flight 
  1/5” 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  6 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  -14 
  True Flier: Running –6”; Swimming –2” 
  0 
  Total Powers & Skills Cost: 280 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 301 
   
  WIND SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  0 
  STR 
  -10 
  9- 
  Lift: 25 kg; 0d6 
  23 
  DEX 
  30 
  14- 
  OCV/DCV: 8/8 
  15 
  CON 
  10 
  12- 
   
  15 
  BODY 
  10 
  12- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  12 
  COM 
  1 
  11- 
   
   
  6 
  PD 
  6 
   
  Total: 6 PD (6 rPD) 
  10 
  ED 
  7 
   
  Total: 10 PD (10 rED) 
  6 
  SPD 
  27 
   
  Phases: 3, 6, 9, 12 
  4 
  REC 
  2 
   
   
  30 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  0”/0” 
   
  Leaping 
  0”/0” 
   
  Flight 
  20”/40” 
  Total Characteristics Cost: 91 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  5u 
  2) Confusion: 9d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  6 
  6u 
  3) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  4) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  5u 
  5) Movement: 4d6 Aid (Succor), Any Movement 
  Power, one at a time (+.25) Area of Effect: Radius 
  (+1) 
  5 
  5u 
  6) Movement 2: 4d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  40 
  Moves Like Air: 20” Flight 
  1/5” 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  6 
  Immunity to Normal Weapons: Damage Resistance 6 
  PD/10 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  -14 
  True Flier: Running –6”; Swimming –2” 
  0 
  Total Powers & Skills Cost: 283 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 304 
   
  
  SHADOWPUNK—MAGIC 
  44 
  SPIRITS OF THE WATERS 
   
  LAKE SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  10 
  STR 
  0 
  11- 
  Lift: 100 Kg; 2d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  18 
  CON 
  16 
  13- 
   
  18 
  BODY 
  16 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  10 
  COM 
  0 
  11- 
   
   
  8 
  PD 
  6 
   
  Total:  8 PD (8 rPD) 
  8 
  ED 
  4 
   
  Total:  8 PD (8 rED) 
  6 
  SPD 
  35 
   
  Phases: 3, 6, 9, 12 
  6 
  REC 
  0 
   
   
  36 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  4”/2” 
   
  Swimming 
  10”/160” 
  Total Characteristics Cost: 100 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  5u 
  2) Engulf: RKA ½d6 (Suffocation); NND (defense is 
  no need to breathe; +1); Does BODY (+1); 
  Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  5 
  5u 
  3) Fear: 8d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  6 
  6u 
  4) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  5) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  4u 
  6) Movement: 4d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  5u 
  7) Movement 2: 4d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  5 
  Immunity to Normal Weapons: Damage Resistance 8 
  PD/8 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  23 
  Aquatic Movement: Swimming +8” (10” total), x16 
  Non-combat 
  1/5” 
  Total Powers & Skills Cost: 283 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 313 
   
  RIVER SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  10 
  STR 
  0 
  11- 
  Lift: 100 Kg; 2d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  18 
  CON 
  16 
  13- 
   
  18 
  BODY 
  16 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  10 
  COM 
  0 
  11- 
   
   
  8 
  PD 
  6 
   
  Total:  8 PD (8 rPD) 
  8 
  ED 
  4 
   
  Total:  8 PD (8 rED) 
  6 
  SPD 
  35 
   
  Phases: 3, 6, 9, 12 
  6 
  REC 
  0 
   
   
  36 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  4”/2” 
   
  Swimming 
  10”/160” 
  Total Characteristics Cost: 100 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  6u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  5u 
  3) Engulf: RKA ½d6 (Suffocation); NND (defense is 
  no need to breathe; +1); Does BODY (+1); 
  Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  5 
  5u 
  4) Fear: 8d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  6 
  6u 
  5) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  6) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  4u 
  7) Movement: 4d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  5u 
  8) Movement 2: 4d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  5 
  Immunity to Normal Weapons: Damage Resistance 8 
  PD/8 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  23 
  Aquatic Movement: Swimming +8” (10” total), x16 
  Non-combat 
  1/5” 
  Total Powers & Skills Cost: 289 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 319 
   
  
  SHADOWPUNK—MAGIC 
  45 
  SEA SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  10 
  STR 
  0 
  11- 
  Lift: 100 Kg; 2d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  18 
  CON 
  16 
  13- 
   
  18 
  BODY 
  16 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  10 
  COM 
  0 
  11- 
   
   
  8 
  PD 
  6 
   
  Total:  8 PD (8 rPD) 
  8 
  ED 
  4 
   
  Total:  8 PD (8 rED) 
  6 
  SPD 
  35 
   
  Phases: 3, 6, 9, 12 
  6 
  REC 
  0 
   
   
  36 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  4”/2” 
   
  Swimming 
  10”/160” 
  Total Characteristics Cost: 100 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  6u 
  2) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  5u 
  3) Confusion: 9d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  6 
  5u 
  4) Engulf: RKA ½d6 (Suffocation); NND (defense is 
  no need to breathe; +1); Does BODY (+1); 
  Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  5 
  5u 
  5) Fear: 8d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  6 
  6u 
  6) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  7) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  4u 
  8) Movement: 4d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  5u 
  9) Movement 2: 4d6 Suppress, Any Movement Power, 
  one at a time (+.25), Area of Effect: Radius (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  5 
  Immunity to Normal Weapons: Damage Resistance 8 
  PD/8 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  23 
  Aquatic Movement: Swimming +8” (10” total), x16 
  Non-combat 
  1/5” 
  Total Powers & Skills Cost: 294 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 324 
  SWAMP SPIRIT 
  Val 
  Char 
  Cost 
  Roll 
  Notes 
  10 
  STR 
  0 
  11- 
  Lift: 100 Kg; 2d6 
  15 
  DEX 
  15 
  12- 
  OCV/DCV: 5/5 
  18 
  CON 
  16 
  13- 
   
  18 
  BODY 
  16 
  13- 
   
  8 
  INT 
  -2 
  11- 
  PER Roll 11- 
  10 
  EGO 
  0 
  11- 
  ECV: 3 
  20 
  PRE 
  10 
  13- 
  PRE Attack: 4d6 
  10 
  COM 
  0 
  11- 
   
   
  8 
  PD 
  6 
   
  Total:  8 PD (8 rPD) 
  8 
  ED 
  4 
   
  Total:  8 PD (8 rED) 
  6 
  SPD 
  35 
   
  Phases: 3, 6, 9, 12 
  6 
  REC 
  0 
   
   
  36 
  END 
  0 
   
   
  0 
  STUN 
  0 
   
   
   
  Movement 
  Running 
  6”/12” 
   
  Leaping 
  4”/2” 
   
  Swimming 
  10”/160” 
  Total Characteristics Cost: 100 
  Cost 
  Power 
  END 
  60 
  Spirit Powers: Multipower, 60 points reserve 
  0 
  6u 
  1) Accident: Change Environment 2” Radius, -5 to 
  DEX Rolls and DEX-Based Skills, -5 OCV 
  6 
  3u 
  2) Binding: 4d6 Entangle; Takes no damage from any 
  attack (+.5); Does not prevent use of accessible foci (-
  1); Cannot form barriers (-.25) 
  6 
  6u 
  3) Concealment: Invisibility: Sight Group; Usable 
  Simultaneously (+.5); Ranged (+.5); x16 Targets (+1) 
  6 
  5u 
  4) Confusion: 9d6 Mind Control; Telepathic (+.25); 
  Set Effect: “Wander Aimlessly” (-.5) 
  6 
  5u 
  5) Engulf: RKA ½d6 (Suffocation); NND (defense is 
  no need to breathe; +1); Does BODY (+1); 
  Continuous (+1); AoE: 1 Hex (+.5); No Range (-.5) 
  5 
  5u 
  6) Fear: 8d6 Mind Control; Telepathic (+.25); Set 
  Effect: “Run Away in Fear” (-.5) 
  6 
  6u 
  7) Guard: 12d6 Suppress: Change Environment 
  6 
  4u 
  8) Search: Detect any Person, Place, or Thing, 
  Discriminatory, Telescopic +10, PER Roll +15; Costs 
  END (-.5) 
  5 
  4u 
  9) Movement: 4d6 Aid (Succor) to Swimming, Area of 
  Effect: Radius (+1) 
  4 
  5u 
  10) Movement 2: 4d6 Suppress, Any Movement 
  Power, one at a time (+.25), Area of Effect: Radius 
  (+1) 
  5 
  10 
  Astral Projection: Extra-Dimensional Travel to Any 
  point in the Astral Plane; Astral Form can be seen but 
  not affected from the material (-.5); Extra Time: Full 
  Phase (-.5); Point of Entry is relative to the characters 
  original location (-.5) 
  3 
  5 
  Immunity to Normal Weapons: Damage Resistance 8 
  PD/8 ED; Does Not Work against Magic (-.5) 
  0 
  20 
  Spirit Body: 50% Energy Damage Reduction, 
  Resistant; 50% Physical Damage Reduction, 
  Resistant; Does not work against magic (-.5); Does 
  not work when attacked with ECV (-1.5) 
  0 
  45 
  Spirit Body: Life Support Total 
  0 
  10 
  Spirit Body: No Hit Locations 
  0 
  60 
  Spirit Body: Takes No Stun, Takes only Body 
  0 
  15 
  Spirit Energy: 100 point END Reserve, 5 Recovery 
  (All Spirit Powers) 
  0 
  23 
  Aquatic Movement: Swimming +8” (10” total), x16 
  Non-combat 
  1/5” 
  Total Powers & Skills Cost: 297 
  Cost 
  Disadvantages 
  20 
  Physical Limitation: Cannot leave its Domain (Frequently, Fully 
  Impairing) 
  5 
  Physical Limitation: Dual-Natured Being (Infrequently, Slightly 
  Impairing) 
  25 
  Psychological Limitation: Follows master without question (Very 
  Common, Total) 
  20 
  Distinctive Features: City Spirit (Not Concealable, Major 
  Reaction) 
  Total Disadvantages: 70 
  Total Cost: 327 
  
SOURCE: textdata/thevault/Hero System/SHADOWPUNK/Shadowpunk ver 091 PDF/Shadowpunk-03-Magic.pdf