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SPIRITS 1 / 3

Type Air
B A R S W L I C M Ess Edg
F-2 F+3 F+4 F-3 F F F F F F F/2
Physical Init. (Fx2)+4+2d6 Astral Init. (Fx2)+3d6
Skills Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Running, Unarmed Combat

Powers Accident, Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search

Optional Powers Elemental Attack, Energy Aura, Fear, Guard, Noxious Breath, Psychokinesis

Notes Spirits of Air get +10 meters per hit when Sprinting

Reference CRB p. 303

Type Beasts
B A R S W L I C M Ess Edg
F+2 F+1 F F+2 F F F F F F F/2
Physical Init. (Fx2)+2d6 Astral Init. (Fx2)+3d6
Skills Assensing, Astral Combat, Perception, Unarmed Combat

Powers Animal Control, Astral Form, Enhanced Senses (Hearing, Low-light Vision, Smell), Fear, Materialization, Movement, Sapience

Optional Powers Concealment, Confusion, Guard, Natural Weapon (DV=(F)P AP=-), Noxious Breath, Search, Venom

Reference CRB p. 303

Type Earth
B A R S W L I C M Ess Edg
F+4 F-2 F-1 F+4 F F-1 F F F F F/2
Physical Init. (Fx2)-1+2d6 Astral Init. (Fx2)+3d6
Skills Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Unarmed Combat

Powers Astral Form, Binding, Guard, Materialization, Movement, Sapience, Search

Optional Powers Concealment, Confusion, Engulf, Elemental Attack, Fear

Reference CRB p. 303

Type Fire
B A R S W L I C M Ess Edg
F+1 F+2 F+3 F-2 F F F+1 F F F F/2
Physical Init. (Fx2)+3+2d6 Astral Init. (Fx2)+3d6
Skills Assensing, Astral Combat, Exotic Ranged Weapon, Flight, Perception, Unarmed Combat

Powers Accident, Astral Form, Confusion, Elemental Attack, Energy Aura, Engulf, Materialization, Sapience

Optional Powers Fear, Guard, Noxious Breath, Search

Weaknesses Allergy (Water, Severe)

Notes Spirits of Fire get +5 meters per hit when Sprinting

Reference CRB p. 303

Reference – CRB: Core Rulebook, SG: Street Grimoire, Sh: Shadow Spells, Ae: Aetherology
SPIRITS 2 / 3
Type Guardian
B A R S W L I C M Ess Edg
F+1 F+2 F+3 F+2 F F F F F F F/2
Physical Init. ((Fx2)+1)+2d6 Astral Init. (Fx2)+3d6
Skills Assensing, Astral Combat, Blades, Clubs, Counterspelling, Exotic Ranged Weapon, Perception, Unarmed Combat

Powers Astral Form, Fear, Guard, Magical Guard, Materialization, Movement, Sapience

Optional Powers Animal Control, Concealment, Elemental Attack (Chosen upon summoning), Natural Weaponry (DV=(F+2)), Psychokinesis, Skill

(Combat Skill)

Reference SG p. 193

Type Guidance
B A R S W L I C M Ess Edg
F+3 F-1 F+2 F+1 F F F F F F F/2
Physical Init. (Fx2)+2d6 Astral Init. (Fx2)+3d6
Skills Arcana, Assensing, Astral Combat, Counterspelling, Perception, Unarmed Combat

Powers Astral Form, Confusion, Divining, Guard, Magical Guard, Materialization, Sapience, Search, Shadow Cloak

Optional Powers Engulf, Enhanced Senses (Hearing, Low-Light Vision, Thermographic Vision or Smell), Fear, Guard, Influence

Reference SG p. 193

Type Man
B A R S W L I C M Ess Edg
F+1 F+2 F+2 F-2 F F F+1 F F F F/2
Physical Init. (Fx2)+2+2d6 Astral Init. (Fx2)+3d6
Skills Assensing, Astral Combat, Perception, Spellcasting, Unarmed Combat

Powers Accident, Astral Form, Concealment, Confusion, Enhanced Senses (Low-Light Vision, Thermographic Vision), Guard, Influence,

Materialization, Sapience, Search

Optional Powers Fear, Innate Spell (Any ONE spell), Movement, Psychokinesis

Reference CRB p. 304

Type Plant
B A R S W L I C M Ess Edg
F+2 F-1 F F+1 F F-1 F F F F F/2
Physical Init. (Fx2)+2d6 Astral Init. (Fx2)+3d6
Skills Assensing, Astral Combat, Counterspelling, Exotic Ranged Weapon, Perception, Unarmed Combat

Powers Astral Form, Concealment, Engulf, Fear, Guard, Magical Guard, Materialization, Sapience, Silence

Optional Powers Accident, Confusion, Movement, Noxious Breath, Psychokinesis, Search

Reference SG p. 193

Reference – CRB: Core Rulebook, SG: Street Grimoire, Sh: Shadow Spells, Ae: Aetherology
SPIRITS 3 / 3
Type Task
B A R S W L I C M Ess Edg
F F F+2 F+2 F F F F F F F/2
Physical Init. (Fx2)+2+2d6 Astral Init. (Fx2)+3d6
Skills Artisan, Assensing, Astral Combat, Perception, Unarmed Combat

Powers Accident, Astral Form, Binding, Materialization, Movement, Sapience, Search

Optional Powers Concealment, Enhanced Senses (Hearing, Low-Light Vision, Thermographic Vision or Smell), Influence, Psychokinesis, Skill (Technical or Physical)

Notes Spirits of Air get +10 meters per hit when Sprinting

Reference SG p. 193

Type Water
B A R S W L I C M Ess Edg
F F+1 F+2 F F F F F F F F/2
Physical Init. (Fx2)+2+2d6 Astral Init. (Fx2)+3d6
Skills Assensing, Astral Combat, Exotic Ranged Weapon, Perception, Unarmed Combat

Powers Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search

Optional Powers Accident, Binding, Elemental Attack, Energy Aura, Guard, Weather Control

Weaknesses Allergy (Severe, Fire)

Notes Spirits of Water move twice as fast when in water.

Reference CRB p. 303

Reference – CRB: Core Rulebook, SG: Street Grimoire, Sh: Shadow Spells, Ae: Aetherology

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