Arbiter’s Elemental Court

Arbiter’s Elemental Court

Not all of the technology woes of the Shogunate were directly tied to the loss of the Celestial Exalted and the sorcery and Charms they wielded. A second tier of unanticipated hardship plagued the new rulers of Creation because of the Dragon-Bloods’ low position in the hierarchy of the Exalted. The Solar Exalted alone were authorized by Heaven to rule Creation. It was to them that the Unconquered Sun had granted the title of Lawgivers, and they alone had the right to command the spirits of Creation as they saw fit.

The Spirit Rebellion

When the little gods saw what the upstart Terrestrials had done, they threw off their chains and rebelled. The agreements between the spirit courts and the Solar Exalted were rendered null and void by the mass assassination of the Lawgivers. All manner of spirits deserted the objects and systems into which they’d been bound, and they refused to gift the Dragon-Bloods with their favor in any capacity. Heaven saw the DragonBlooded as barely Exalted, hardly above mortals in status or worth. And given the blatancy and sheer hubris of their recent mass regicide, Heaven saw fit to punish the Terrestrials through its absolute lack of support or even acknowledgement. While many spirits mourned the passing of the Lawgivers who had extended the borders of Creation and brought stability to Creation, other spirits saw the overthrow of the Solars as an opportunity to disregard the Exalted mandate and hoard power in violation of celestial law.

Dragon-Blooded sorcerers held extensive diplomatic talks with spirit envoys, but to no effect. The spirits refused to serve the Terrestrials, and their departure instantly plunged the Shogunate into chaos as the infrastructure that had made life so comfortable under the Lawgivers collapsed. Entire systems ceased to function, hollowed out and left useless by the spirits’ abdication of their former duties. Bad as things were, they could have been worse. Only the behind-thescenes maneuvering of the hidden Bronze Faction Sidereals kept the spirits from turning against the unwitting Dragon-Blooded wholesale. Only the elementals still served the Terrestrials, and they did only what they were bound to do by sorcery. Those elementals who were serving the Solars out of choice (and there were many of them) fl ed as the other spirits did, and the relatively few Dragon-Blooded sorcerers were able to keep only the most crucial elemental-powered devices running after a flurry of emergency summonings.

This desertion was an insult of unthinkable proportion to the Terrestrial Exalts, and they would not forgive it. To keep spirits in line, members of the Bronze Faction created the Immaculate Philosophy and went to the immense trouble of teaching Immaculate monks Celestial martial arts, something they’d never done before. By giving the infuriated Dragon-Blooded both a reason (the Immaculate Philosophy) and the means (Immaculate martial arts) to injure spirits, the Sidereals established a system to keep spirits in line—or at least to address their most excessive behavior. The Dragon-Blooded could not claim divine mandate to rule, but they could now get what they wanted through intimidation tactics. “We can hurt you now, “the new approach said, “and if you stay in line, nobody needs to get hurt.” Ultimately, the strong-arm tactics of the Immaculates did them no favors. On the contrary, they cemented the spirits’ impression that the Terrestrial Exalted were little more than glorified thugs. The Immaculates kept the peace and prevented spirits from wreaking havoc, but it cost them dearly. Any lingering shreds of hope or respect that the spirit courts may have had for the Shogunate died the moment a band of Immaculate monks committed violence on a spirit simply for accepting prayers from mortals.

The Silence of the Gods

It was not just the departure of the small gods that undermined Shogunate technology. The Solars had a long history of asking the gods direct questions about how to innovate on their technology. Vanileth, for example, had long coached Celestial Exalts through the construction of increasingly powerful skyships, and there was no one anywhere in Creation who knew more on the subject. The Celestial gods steadfastly refused to talk with the Terrestrials, however. When the gods and elementals alike gave the Dragon-Blooded the cold shoulder, it had severe consequences for all manner of technological research and maintenance. Books of Sorcery, Vol. 1: Wonders of the Lost Age p.18-19


Air permeates. Earth abides. Fire burns. Water flows. Wood lives.

So do the elements rest.

Air precedes water. Water precedes earth. Earth precedes wood. Wood precedes fire. Fire precedes Calibration.

So do the seasons proceed.

Wood refreshes air. Air fans fire. Fire renews earth. Earth channels water. Water feeds wood.

So do the elements cultivate.

Fire consumes wood. Wood covers earth. Earth blocks air. Air freezes water. Water drowns fire.

So do the elements destroy.

 

Default Elemental Powers - powers that all elementals have
Elementals have access to the same universal spirit Charms that other spirits use, though the effects of these Charms often reflect the affinity of that elemental. In addition, elementals have other powers and characteristics unique to their spirit type.
Dematerialize—This is the exact opposite of the Materialize Charm, but it works in the same manner. An elemental must pay a number of motes of Essence equal to five times the sum of its Willpower and Essence ([Willpower + Essence] x 5) to dematerialize. Once the elemental is immaterial, it can be affected or harmed only by powers and Charms that specifically state they interact with immaterial beings. An elemental may stay immaterial for a number of days equal to the motes spent to activate this Charm. This power cannot be used while in a sanctum, Yu-Shan, the demon realm or other places designated as Elsewhere.
Dragon’s Suspire—The elemental can make a ranged attack that emanates from its body, usually in the form of breath, that strikes its targets with an effect based on its affinity. This effect might be a gout of flame, a rain of splinters, a thunderclap, an explosion of rock or a freezing fountain of water. The elemental must pay five motes of Essence and one temporary Willpower to activate this attack, then the Storyteller rolls its (Dexterity + [Athletics, Archery or Thrown]) to hit. Dragon’s Suspire has an area of effect 10 feet long and five feet wide, and it deals four lethal health levels of damage, plus extra successes on the attack.
Elemental Expression—All elementals’ basic task is to maintain the flows of Essence through Creation so as to maintain the natural order. All natural phenomena are reflections of the fl ow of elemental-aspected Essence throughout Creation. An elemental can expend its own Essence to affect or control these phenomena. A mote of Essence spent either doubles or halves the effects of any natural phenomena, including wind, fog, rain, thunder, undertows, flames and earthquakes. These effects may be used to inflict damage on material beings within the elemental’s sphere of influence. If so, each mote of Essence spent deals one health level of lethal or bashing damage, soaked by the target normally, at the choice of the elemental. Elementals cannot spend more motes of Essence in this manner than their Essence trait.
Elemental Rejuvenation—All elementals can rejuvenate themselves when in contact with the raw element with which they are aligned. This power requires full concentration to work, so the elemental may not engage in any other actions while rejuvenating. When the elemental comes into contact with the naturally occurring element with which it is aligned, it may heal one health level of damage or regain one mote of Essence per three ticks.

Elementals of Air

Air elementals conceal an inner raging chaos beneath a veneer of cold order. The first elementals to form after the destruction of the five progenitors, the air elementals were also the last to count powerful beings amongst their number. But the Wind Masters, the last of the highest order of first-generation elementals, were also the first lesser elemental dragons, and today, these ursine dragons ensure the elementals of air are the most unified, most organized and most militant of all elemental beings.

The Council of Winds, the elemental court of the Wind Masters, claims authority over every air elemental in Creation. Though they’re not the only dragons to claim authority over all elementals of their sort, no other dragons can count on as many elementals to agree and submit. The Council of Winds is also the elemental court with the strongest remaining ties to Yu-Shan—though the great bears retain independence from the Bureau of Seasons’ full control, they nevertheless work eagerly with the Celestial storm serpent Nasri and Shogun-Regent Ghataru. The Wind Masters need the support of Heaven, for only this cooperation provides for them the leniency they require to pursue their endless military crusades against the elementals of water. For the past 1,000 years, the elementals of air have waged pogrom after pogrom against the water elementals, decimating the ranks of the latter and ensuring that the air elementals have control over the courts of the North and the West.


Adzele

Thunderbird Air Elemental
Books of Sorcery Vol. 4, p.98

Rash and warlike, these rainbow-winged elementals bring lightning out of storms. Thunderbirds find slain enemies’ flesh delicious, and enjoy mastering new weapons and strategies. All find ways to make war: some lead bellicose mortal cults; others hunt water elementals for fun or for the approval of Wind Master Black Grinning Bear (see p. 91). The Western Bear manages his thunderbird guests handily. He gives them alcohol and marijuana, allocates plenty of land for their wild dancing and bonfires and has instituted an island hierarchy that they climb by killing water elementals. Those with the most status are sent on challenging quests, assigned stints as Black Grinning Bear’s bodyguards or granted the privilege of leading visitor tours of his vast trophy halls, where they extol his virtues as a leader and brag about their own accomplishments.

Known also by the name of wind makers, thunderbirds can call thunderous blasts of air by flapping their wings. They all know a second language of thunder. Simpler than the spoken one, it sends warnings and requests echoing across Creation, and these elementals can thus communicate to siblings up to 1,000 miles away. Their actual voices are flutelike. A newborn thunderbird breaks out of its black egg as a huge many-colored raptor (hawk and eagle forms are common). It shakes static from its wings, stretches and soon stands tall as a powerfully built, dark-skinned bald human. Having found both forms, it’s immediately respected by its fellows as a true thunderbird. Normally, this process takes only a few hours, but some wind makers—for whatever reason—have needed to complete long vision quests to achieve human form.

Western mortals worship these elementals for their beauty, power over storms and especially for the war-blessings they give. Thunderbirds demand human sacrifices, to eat and take as concubines, and followers must go raiding five or more times a year and take battle-captives to sacrifice—lest they be required to sacrifice some of their own people. The mortals often suffer mild poisoning as well, since their masters command them to wear white war paint laden with lead. Still, thunderbirds protect their cults. Though their prismatic eyes are sharp enough to gaze through any physical thing, wind makers can hardly see water elementals, and often bring human helpers on the hunt. (Without assistance, a thunderbird takes an external penalty of -2 to rolls against water spirits that require sight; with it, this penalty is reduced to -1.) An especially talented and loyal worshiper can earn a war club just like her master’s own: forged of orichalcum and ironwood in the heat of lightning. (Such clubs are level-2 artifacts with statistics as shown in the notes below.)

Thunderbirds’ lusty passions are legendary. They’re most attracted to warriors, and an ancient Western adage advises anyone who seeks a thunderbird’s love to defeat it in battle. They’re also incredibly jealous; these elementals won’t hesitate to slaughter anyone who makes a move on an object of desire. However, love won’t stop a thunderbird from continuing to visit its harem during a relationship, and if accused of hypocrisy by an infuriated lover, a thunderbird will be perplexed. After all, if the loved one hates its harem so much, why doesn’t he just slaughter all the concubines out of hand? All this leads to a lot of children, and thunderbird blood is one of the most common divine influences on Creation’s mortal population. Thunderbird males rarely take an interest in their kids, and thunderbird females often abandon their own eggs with the father—though naturally, if a wind maker’s child grows into a famous fighter, the proud parent will take all the credit.

Although thunderbirds can formulate astoundingly sneaky battle-stratagems and certainly love to exaggerate, they are uncomfortable with deception and elaborate social maneuvers. The typical thunderbird is blunt and won’t consciously lie—though it might “overstate itself” in the heat of passion: “Of course I love you!”

Summoning: Calling a thunderbird requires that a sorcerer, just as its worshipers, paint her face white and wear white feather garments. As long as the thunderbird is being summoned to do battle, the elemental will be perfectly fine with its servitude. In fact, the elemental will act as if it’s freely doing the sorcerer a good turn; a thunderbird whose term of service has ended might even visit a summoner later, demanding a return on the “favor” it did her. But if ordered to back down from a battle or given too few opportunities to indulge in fighting, a thunderbird’s resentment will last long past the end of its binding. These elementals adjust well to becoming Killers, Wardens and Ecstatics.

Motivation: Show great battle-prowess

Attributes: Strength 3, Dexterity 4, Stamina 3; Charisma 4, Manipulation 3, Appearance 4; Perception 2, Intelligence 2, Wits 2
Virtues: Compassion 2, Conviction 2, Temperance 1, Valor 4
Abilities: Athletics 2 (Flying Maneuvers +3), Awareness 3, Craft (Fire) 1 (War Clubs +3), Dodge 4, Integrity 3, Linguistics 2, Lore 0 (War Club Artifact Crafting +3), Melee 4 (War Club +3), Occult 0 (War Club Artifact Crafting +3), Performance 3, Presence 3, Resistance 3, Survival 3, Thrown 0 (Thunderclap +3), War 3 (Thunderbird Formation +2)
Backgrounds: Artifact 2, Contacts 3

Charms:

Benefaction - +1 to combat rolls (Sim 5m)
Cost: 5m; Mins: Essence 1; Type: Simple
Keywords: Obvious, Shaping, Touch; Duration: One scene
The target receives a one-die bonus to some sort of roll (any or all rolls only in the case of All-Encompassing Benefaction).
Blessed Air Body - Lightning (Ref 2m)
Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Elemental, Obvious; Duration: Instant
The blessing of an Elemental Dragon is upon the spirit, for harmful elemental energies become beautiful dancing dragons, butterflies or simple streams of power as they course into its hungry chakra, which glow in acceptance. The spirit has access to all of the benefits of Elemental Rejuvenation (see p. 170), and this Charm supersedes that power. Furthermore, if the spirit would be damaged by an effect of its chosen element, the spirit may spend two motes to perfectly and completely negate the damage from that effect. For every three dice or one health level of raw damage that the effect would have inflicted, the spirit instead heals one level of damage or regains one mote.
Dematerialize - can only be affected or harmed by specific powers and Charms (Sim 45m)
Cost: 45m; Mins: Essence 3; Type: Simple
Keywords: Obvious; Duration: Varies
Dematerialize – This is the exact opposite of the Materialize Charm, but it works in the same manner. An elemental must pay a number of motes of Essence equal to five times the sum of its Willpower and Essence ([Willpower + Essence] x 5) to dematerialize. Once the elemental is immaterial, it can be affected or harmed only by powers and Charms that specifically state they interact with immaterial beings. An elemental may
stay immaterial for a number of days equal to the motes spent to activate this Charm. This power cannot be used while in a sanctum, Yu-Shan, the demon realm or other places designated as Elsewhere.

With this Charm, a god may become material by spending ([Essence + Willpower] x 5) motes. These motes are not committed, and a materialized spirit may respire Essence normally. A material god may dematerialize as a miscellaneous action at no mote cost. Normally, only gods and demons may learn this Charm. Elementals, Eclipse Caste Solars, Moonshadow Caste Abyssals and God-Bloods learn a Charm called Dematerialize. With Dematerialize, a naturally material being may become immaterial by spending ([Essence + Willpower] x 5) uncommitted motes. A being under the effect of Dematerialize may become material once again with a miscellaneous action at no mote cost. Materialize and its counterpart are exceptions to a number of rules and guidelines about spirit Charms. First, only the most unusual of spirits have restrictions on how they can use these Charms. There’s no All-Encompassing Materialize or Dematerialize, because the Charm itself is All-Encompassing in most cases. Second, when an Eclipse or Moonshadow learns Dematerialize, his player calculates the cost in motes from the character’s own traits, rather than using a version of the Charm with a mote cost defined by the spiritual tutor’s traits. The meaning and potential applications of this Charm are highlighted in the “Charm Concept: Material and Immaterial” sidebar below.

Impromptu Messenger - Language of thunder (Sim 10m)
Cost: 10m; Mins: Essence 3; Type: Simple
Keywords: None; Duration: One scene
The spirit usurps control of a mortal’s voice or speaks through an inanimate object if the object has a feature that could function as a mouth. Assuming they share a common language, the spirit can hear and speak to anyone near its vector.
Landscape Travel - Fly at normal movement speed (Ref 4m)
Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
For every two dots of Essence the spirit possesses, it grants itself one of three bonuses:
• One die to all Dexterity rolls associated with a particular form of movement, to a maximum of the spirit’s
Conviction.
• Double the speed of a particular form of movement.
• Grants itself a new form of movement, just as fast as it would be on land.[su/spoiler]
Material Tribulation Divestment - Only to dodge attacks (Ref 5m)
Cost: 5m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious; Duration: One action
The spirit briefly dematerializes, avoiding material consequences and removing material afflictions. The instant this Charm is used, the spirit dematerializes. On the tick the Charm is used, its action switches to Inactive. During this time, all effects not designed to affect immaterial being pass through it harmlessly. Ongoing Crippling, Poison and Sickness effects not specifically designed to affect immaterial spirits become heavy vestments, imbedded weapons and sucking leeches on the spirit’s immaterial form. It automatically knows which hindrances relate to which effects and may remove a number of them equal to its Valor. Effects created through magic resist being cast off, and the spirit must score successes equal to the Essence rating of the effect on a roll of (Essence + Valor). Failure not only means that the spirit cannot remove the item, but also that the spirit has spent the rest of its action trying. Attempts to remove effects backed by an Essence score higher than the spirit’s automatically fail. At the conclusion of this Charm, the spirit rematerializes in the same place that it was before. If the immaterial items created by this Charm are replaced on the spirit, then their effects resume.
Shapechange - The shape of a human (Sim 5m)
Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: Obvious, Shaping; Duration: One scene
The spirit can alter its physical form. Most spirits of a certain type possess unique alternate forms that they can assume. These spirits generally take on some minor useful physical characteristics of the new form, such as attack modes or different Physical Attributes. These changes don’t usually exceed the effects of 1 or 2 Essence spirit Charms. Other spirits are able to assume nearly any shape, and these spirits usually have severe limitations to the powers of those forms that the spirits can assume or suffer from restrictions while in those forms. Almost all shapechanged forms are easily identifiable as the spirit in a new body—those spirits whose Shapechange Charm is useful as a disguise gain a number of automatic successes on their disguise rolls equal to their Conviction. Spirits who possess powerful alternate forms usually have the powerful form as their true form and use Form Reduction Technique (see pp. 154-155) to assume a weaker form
Sheathing the Material Form - +7B/+3L in storms (Sim 1m*)
Cost: 1m per 1B/halfL; Mins: Essence 2; Type: Simple
Keywords: Combo-Basic; Duration: One scene
For every two motes spent, the spirit increases its lethal soak and hardness by 1 and bashing soak by 2. A spirit may spend no more than (Essence x Valor) motes on this Charm.
Stoke the Flame - Inspire fear (Sup 3m+)
Cost: 3m per dot of Magnitude; Mins: Essence 2; Type: Supplemental
Keywords: Emotion, Social; Duration: One scene
This Charm adds (spirit’s Temperance) automatic successes to a social Performance attack designed to provoke an emotion. If the roll is successful or the target is otherwise willing, the Charm induces an unnatural mental influence emotion; this counts as (spirit’s Temperance) scenes building or eroding an intimacy defined by the spirit. Furthermore, everyone affected must act on the their induced feelings for the remainder of the scene, unless a target spends one Willpower point every action, in which case the Emotion effect only lasts till she’s spent Willpower equal to the spirit’s Temperance. Unresisting targets do as the spirit suggests; those who succumb recover all Willpower spent resisting this Charm (if any) and gain a pool of “Stoked Willpower” equal to the spirit’s successes (maximum Temperance). Stoked Willpower is independent of a target’s normal Willpower pool, can only be spent on actions relating to the spirit’s suggestion and vanishes at the end of the scene.
Tracking - Tracks its Intimacies (Ref 5m)
Cost: 5m; Mins: Essence 2; Type: Reflexive
Keywords: None; Duration: Instant
The spirit tracks something or someone to which the spirit has committed Essence, whether by a blessing, a curse or any Charm requiring committed motes. The spirit instinctively knows the target’s distance from the spirit, as well as in what direction the target lies. Any spirit with this Charm may also commit a mote to a target for an indefinite period with a touch and a successful (Essence + Compassion) check; unwilling targets apply an external penalty to this roll equal to their Essence. Removing this “tag” usually requires specialized thaumaturgy or sorcery, though cutting the tag out occasionally works. This tag is an arcane link to the spirit, so cautious spirits use the tag sparingly If the target of this Charm has access to supernatural stealth, the spirit’s player rolls (Essence + Awareness), adding (Compassion) successes, and the target’s player rolls (Essence + Stealth), adding dice or successes from other sources. The power associated with the winning roll overrides the power associated with the losing roll. The target’s player may invoke Excellencies to increase the dice pool for this roll even if the target character is unaware she’s being tracked.
Weather Control - Storms (Ref 10m)
Cost: 10m; Mins: Essence 3; Type: Reflexive
Keywords: None; Duration: (Essence) hours
The spirit manipulates nearby weather in a seminatural way. For the first scene, the spirit “mildly” affects the weather within a one-mile radius. The next scene, the spirit intensifies the weather within this zone by one level of severity (see chart), creating a “mild” zone around that for another mile. This continues till the weather reaches its maximum radius: one mile per Essence dot. The spirit need not intensify the weather to expand its radius. Excellent thaumaturgy or a spirit with greater Essence and Weather Control could both counteract this Charm. Spirits who commonly regulate an area’s weather have the appreciation of Heaven’s Celestial Monitors of the Seasons and Weather. Others, without such permission, might attract the Bureau’s ire.

Weather Severity Description Spirit’s Prerequisites
Normal >> Subtle effects, but no unseasonable ones.
Mild >> Unusual effects, not terrible ones; makes travel more difficult, but doesn’t cause damage. >> Essence 2, Conviction 2
Severe >> Potentially dangerous or extremely unlikely. >> Essence 3, Conviction 3
Drastic >> Extremely dangerous; imposes penalties to all rolls. Might freeze fast-moving rivers or uproot trees. >> Essence 4, Conviction 4
Legendary >> Conditions of the elemental poles; without excellent shelter, mortals die quickly.  >> Essence 5, Conviction 5

First (Ability) Excellency - Athletics, Melee
He’s a fighter!

Join Battle: 5
Attacks:

  • All Forms: 
    • Thunderclap: Speed 6, Accuracy 11 Damage 12B, Range 100, Rate 1
  • Raptor: 
    • Talon: Speed 4, Accuracy 5 Damage 5L, Parry DV 3, Rate 3
  • Man: 
    • Punch: Speed 5, Accuracy 4, Damage 3B, Parry DV 3, Rate 3
    • Kick: Speed 5, Accuracy 4, Damage 6B, Parry DV 1, Rate 2
    • Clinch: Speed 6, Accuracy 2, Damage 3B (P), Parry DV –, Rate 1
    • Warclub: Speed 5, Accuracy 13 Damage 19B/4 (piercing), Parry DV 7, Rate 2

Soak: 7L/15B (Naturally armored, 6L/12B)
Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap
Dodge DV: 6
Willpower: 6
Essence: 3
Essence Pool: 60

Other Notes: As men, thunderbirds must use Landscape Travel to fly, but as birds, flight comes naturally with their wings, and their fight speed is doubled.



Subakk

Huraka Air Elemental
Core Book p.303; Books of Sorcery Vol. 4, p.__ 

a-tanith-hurakaThe huraka are medium-sized air elementals who take the form of tremendous bears whose breath always steams from their mouths. They stand 12 to 14 feet tall, their eyes are rich, shining gold, and their fur is as soft as a cloud. Huraka serve the Wind Masters, the five lesser elemental dragons of air who are responsible for the five cardinal winds, and each huraka’s fur is colored similar to that of the Wind Master it serves. Huraka are gentle wind-herders who manage steady breezes over a few hundred square miles. They also serve in the Aerial Legion as shock troops, for their fearsome size and terrible strength. Huraka are limited in intelligence and readily receive orders. They rarely develop any type of personality, preferring to spend their days at menial tasks rather than in conflict or discourse. They are commonly summoned by sorcerers who require a steady wind for their experiments or to complete tasks requiring great strength but little manual dexterity. The Wind Masters are very protective of their favorite servants, and sorcerers who abuse or otherwise mistreat summoned huraka may have to face their overseer’s wrath. The breath of the huraka is famed for destroying deception. Many savants have captured this breath in jars or other clear containers. Players of those who look through these containers of huraka breath add three automatic successes to any Perception roll made to pierce an illusion or glamour, including those of the strongest Fair Folk.

Sanctum: Huraka live in the Great Halls of their Wind Masters when they are not working.

Motivation: To herd the gentle, persistent winds of Creation and loyally serve their masters.

Attributes: Strength 6, Dexterity 3, Stamina 5; Charisma 2, Manipulation 1, Appearance 3; Perception 3, Intelligence 2, Wits 2
Virtues: Compassion 3, Conviction 2, Temperance 1, Valor 3
Abilities: Athletics 3 (Feats of Strength +2), Awareness 2, Bureaucracy 1, Dodge 3, Integrity 2, Linguistics (Native: Airtongue; Others: Old Realm) 2, Martial Arts 4, Presence 2, Resistance 4, Stealth 3

Backgrounds: Backing 3, Sanctum 1

Spirit Charms:

Dematerialize - can only be affected or harmed by specific powers and Charms (Sim 40m)
Cost: 45m; Mins: Essence 3; Type: Simple
Keywords: Obvious; Duration: Varies
Dematerialize – This is the exact opposite of the Materialize Charm, but it works in the same manner. An elemental must pay a number of motes of Essence equal to five times the sum of its Willpower and Essence ([Willpower + Essence] x 5) to dematerialize. Once the elemental is immaterial, it can be affected or harmed only by powers and Charms that specifically state they interact with immaterial beings. An elemental may
stay immaterial for a number of days equal to the motes spent to activate this Charm. This power cannot be used while in a sanctum, Yu-Shan, the demon realm or other places designated as Elsewhere.

With this Charm, a god may become material by spending ([Essence + Willpower] x 5) motes. These motes are not committed, and a materialized spirit may respire Essence normally. A material god may dematerialize as a miscellaneous action at no mote cost. Normally, only gods and demons may learn this Charm. Elementals, Eclipse Caste Solars, Moonshadow Caste Abyssals and God-Bloods learn a Charm called Dematerialize. With Dematerialize, a naturally material being may become immaterial by spending ([Essence + Willpower] x 5) uncommitted motes. A being under the effect of Dematerialize may become material once again with a miscellaneous action at no mote cost. Materialize and its counterpart are exceptions to a number of rules and guidelines about spirit Charms. First, only the most unusual of spirits have restrictions on how they can use these Charms. There’s no All-Encompassing Materialize or Dematerialize, because the Charm itself is All-Encompassing in most cases. Second, when an Eclipse or Moonshadow learns Dematerialize, his player calculates the cost in motes from the character’s own traits, rather than using a version of the Charm with a mote cost defined by the spiritual tutor’s traits. The meaning and potential applications of this Charm are highlighted in the “Charm Concept: Material and Immaterial” sidebar below.

Essence Plethora (x2) - Huraka have 20 extra motes of Essence in their Essence pools.
Cost: —; Mins: Essence 1; Type: Permanent
Keywords: None; Duration: Permanent
A spirit increases its Essence pool by 10 with this Charm. Spirits may take this Charm (Essence) times, and its effects stack.
Landscape Camouflage - change his fur coloration to match the surrounding natural wilderness.
Huraka may spend three motes of Essence to change their fur coloration to match the surrounding natural wilderness. This adds three dice to their pool when making Stealth checks.
Landscape Travel - Fly at normal movement speed (Ref 4m)
Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
For every two dots of Essence the spirit possesses, it grants itself one of three bonuses:
• One die to all Dexterity rolls associated with a particular form of movement, to a maximum of the spirit’s Conviction.
• Double the speed of a particular form of movement.
• Grants itself a new form of movement, just as fast as it would be on land.[su/spoiler]
Measure the Wind - determines the Essence trait of all living creatures within (WP) yds (Ref 1m)
Cost: 1m; Mins: Essence 1; Type: Reflexive
Keywords: Combo-OK; Duration: Instant
Huraka rarely interact with other spirits, so are unlikely to use this one mote Charm unless threatened.

This Charm determines the Essence trait of all living creatures within a number of yards equal to the spirit’s Willpower. This Charm also allows for a (Wits + Perception) roll to find hidden creatures within this range, and the difficulty of this roll is reduced by 2. This Charm recognizes what type of being each creature is—Exalt, spirit, ghost, etc. Finally, the Charm detects whether any creature the spirit examines is capable of killing a god permanently, as with Ghost-Eating Technique. Measure the Wind follows all Divination guidelines (see p. 148)

Natural Elemental Powers - Huraka have all the powers that are natural to elementals.

Copy/paste them here.

Principle of Motion - Huraka tend to have four extra actions stored and ready. (Sim 5m,1wp)
Cost: 5m, 1wp; Mins: Essence 3; Type: Simple (Speed 6, DV -2)
Keywords: Obvious; Duration: Indefinite
A spirit may invoke this Charm to gain a number of “banked” actions equal to the spirit’s Willpower. At any later time, on the spirit’s own turn to act, for as long as the spirit retains motes committed to this Charm, the spirit may reflexively use these banked actions to construct a magical flurry following the same guidelines as the Solar Charm Peony Blossom Attack (seeExalted, p. 191). Such a magical flurry contains a number of actions equal to the banked actions the spirit draws forth, plus one. Banked Principle of Motion actions need not be draw forth all at once. Principle of Motion may not be invoked while motes remain committed to a previous activation of Principle of Motion, and may not be invoked using an action in a flurry Principle of Motion provides. The magical flurry generated by drawing forth Principle of Motion actions carries a few limitations due to its peculiar nature outside the normal flow of time. This Charm cannot contain Shape Sorcery actions, Shape Necromancy actions, actions requiring long ticks, actions operating on a dramatic timeframe, Extra Action Charms or Combos (though this last limitation applies only to Eclipses and Moonshadows who learn the Charm, as spirits need not use Combos to activate multiple Charms within the same action). Note that it takes an action to invoke this Charm, and one who uses the Charm may only draw banked actions on his turn to act, so it’s impossible to invoke Principle of Motion and then make a magical flurry immediately— after invoking Principle of Motion to bank actions, the Charm’s user must wait until his next action to draw those actions and construct a magical flurry.
Sense Domain - sense all sorts of cool stuff (Ref, 5m,1wp)
A huraka may spend five motes and one temporary Willpower to discern the status of its sphere of influence. The Storyteller makes a (Perception + Awareness) roll for the huraka activating this Charm, adding a number of automatic successes equal to its Compassion. One success alerts the spirit to any direct danger to itself or its sphere of influence. Two successes grant the spirit a catalogue of all events in the area at that given moment—useful for checking on how the winds are blowing and the reaction of the wilderness to those winds. Three or more successes will reveal to the spirit all beings not magically hidden by sorcery or Charms.

Cost: 5m, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: None; Duration: Instant
When the spirit invokes this Charm, the spirit’s player makes a single Awareness roll pertinent to the spirit’s domain’s status or interior (if the domain is a location). The Charm adds (Compassion) automatic successes to the roll, and the spirit may count its priests’ senses as part of its domain. The spirit can explicitly notice anything within its domain that the Storyteller deems noticeable—even things beyond the reach of its normal senses.

First Ability Excellency - Athletics, Awareness, Dodge, Integrity, Martial Arts and Stealth.
Pretty good selection!

Join Battle: 4
Attacks:

  • Bite: Speed 9, Accuracy 11, Damage 10L, Defense 2, Rate 1
  • Claw: Speed 7, Accuracy 10, Damage 8L, Defense 4, Rate 2
  • Dragon’s Suspire: Speed 10, Accuracy 5, Damage 8L, Range 10, Rate 1

Soak: 6L/9B (Thick hide, 4L/4B)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 4
Willpower: 6
Essence: 2
Essence Pool: 70
Cost to Dematerialize: 40

Other Notes: A Huraka’s Dragon’s Suspire ability is to breathe a stinging, freezing hail.



Elementals of Fire

The elementals of fire are the most respected of the elemental beings. The garda birds are the only elementals not of dragon stature with passing influence amongst the gods. The ifrit are the elementals most respected amongst humanity. Virtuous yet aloof, the ifrit and garda birds who lead the fire courts remain neutral in conflicts between other elementals, and so garner a reputation as moderators and hosts during talks of peace. Only the water elementals despise the elementals of fire, for refusing to come to water’s aid against the Court of Winds.

It needn’t have been this way. In the chaos following the death of the Great Garda, amidst the endless inferno clouds of need fires, the garda birds were born immortal, and could join with each other to create wise and pure beings. By an accident of history, a few such gardas broke past Creation’s barriers and found their way into Heaven, where they remained pure and unsullied by the rage and chaos of a world torn by war. At war’s end, when the gods claimed Heaven for themselves, the garda birds were already there, and these Celestial gardas traveled back to Creation, where they joined with the rage-filled garda birds of the Terrestrial sphere. The withdrawn wisdom and Temperance-countered Valor of the garda birds shaped the fire courts thereafter. Other fire elementals are base, violent and emotional, but by ifrit and garda guidance, the fire courts remain at peace. Had no gardas found their way into Heaven, the fire courts and all of Creation would have reached a far different outcome.

Fire court peace comes at the cost of influence. Unlike earth elementals, who never seem to concern themselves with outside affairs, fire elementals have consciously surrendered the possibility of a great and centralized authority to retain the respect and admiration of the other elemental courts. Fire elementals have left the role of grand generals to the Wind Masters.


V'alkea

Garda Bird Fire Elemental
Books of Sorcery Volume 4 p.117

Rumors surround the mysterious garda birds, who originate from the Great Garda that (some savants say) brought fire to humanity. Perhaps the Great Garda, storytellers whisper, was torn into many birds by the machinations of the gods, who felt angry that it had given wisdom to mortals. Perhaps the Great Garda was the font of all forbidden knowledge—and perhaps every lesser garda is a source of secrets and temptation. Garda birds, after all, have hidden knowledge of men and women.

They boast both emperor forms—beautiful peacocks with purple and flame feathers—and empress forms—enormous, burning silver-eyed pheasants. Their third form—a blazing phoenix with a man’s legs and the head, talons and wings of an eagle, six arms and six fiery swords—expresses primal secrets of fear; almost everyone who sees this form flees in terror. The birds even understand immortality. Unlike other elementals, garda birds aren’t replaced by the world when they die. After every death, a garda bird will rise again in flame—self and individuality intact.

Because of this last secret, garda birds are willing to destroy themselves. If backed into a martial corner, the bird sings a requiem of victory, then detonates across the sky in a tremendous Essence flare. Only fools fail to run when faced with a garda bird girding its loins.

Garda birds, perhaps the oldest fire elementals in existence, are sometimes involved in the flame courts. There, their wisdom and mystery are respected. They rarely gain quite the influence they could, because they aren’t considered very reliable, but when they speak their words gain great attention. Still, most of these elementals are solitary. They never pursue affairs with any creatures but each other. When two garda birds are truly in love, they have a unique way of expressing it: they immolate themselves together (probably wrecking an entire region in the process), then rise again as a new garda with a new self. The only thing left of the former birds will be their tail feathers, which are avidly sought by sages. All garda tail feathers burn with a cold, painless indigo flame, which cannot be quenched but also cannot spread.

a tanith garda photoSummoning: Garda birds are obviously the perfect tactical weapon for sorcerers, who can bind these elementals to detonate over a designated area. This irritates the birds, as they think it an ill and unvalorous use of their sacrifice. They must personally seek redress over this, as the Celestial Order cares not, but garda birds’ immortal nature makes them tenacious enemies. Sorcerers who call garda birds usually just use them as warriors, and occasionally advisors in matters historical or magical. The secrets of garda birds—immortality, fear, sex—are part of their nature; garda birds cannot reveal their secrets even to a summoner, because they cannot be articulated.

Motivation: Find the perfect mate, with whom it shall combine. Garda birds are very choosy about this—only the greatest love is worth sacrificing immortality.

Attributes: Strength 4 (Phx 6), Dexterity 5, Stamina 4; Charisma 5, Manipulation 3 (Phx 2), Appearance 5; Perception 4, Intelligence 4 (Phx 3), Wits 4
Virtues: Compassion 2, Conviction 3, Temperance 3, Valor 5
Abilities: Athletics 4, Awareness 4, Dodge 4, Integrity 3, Lore 4, Melee 0 (Phoenix 5), Occult 4, Presence 4 (Intimidation +3), Resistance 3, Socialize 2, Stealth -3, War 3

Backgrounds: Contacts 4, Influence 2

Charms:

Dematerialize - can only be affected or harmed by specific powers and Charms (Sim 60m)
Cost: 45m; Mins: Essence 3; Type: Simple
Keywords: Obvious; Duration: Varies
Dematerialize – This is the exact opposite of the Materialize Charm, but it works in the same manner. An elemental must pay a number of motes of Essence equal to five times the sum of its Willpower and Essence ([Willpower + Essence] x 5) to dematerialize. Once the elemental is immaterial, it can be affected or harmed only by powers and Charms that specifically state they interact with immaterial beings. An elemental may stay immaterial for a number of days equal to the motes spent to activate this Charm. This power cannot be used while in a sanctum, Yu-Shan, the demon realm or other places designated as Elsewhere.

With this Charm, a god may become material by spending ([Essence + Willpower] x 5) motes. These motes are not committed, and a materialized spirit may respire Essence normally. A material god may dematerialize as a miscellaneous action at no mote cost. Normally, only gods and demons may learn this Charm. Elementals, Eclipse Caste Solars, Moonshadow Caste Abyssals and God-Bloods learn a Charm called Dematerialize. With Dematerialize, a naturally material being may become immaterial by spending ([Essence + Willpower] x 5) uncommitted motes. A being under the effect of Dematerialize may become material once again with a miscellaneous action at no mote cost. Materialize and its counterpart are exceptions to a number of rules and guidelines about spirit Charms. First, only the most unusual of spirits have restrictions on how they can use these Charms. There’s no All-Encompassing Materialize or Dematerialize, because the Charm itself is All-Encompassing in most cases. Second, when an Eclipse or Moonshadow learns Dematerialize, his player calculates the cost in motes from the character’s own traits, rather than using a version of the Charm with a mote cost defined by the spiritual tutor’s traits. The meaning and potential applications of this Charm are highlighted in the “Charm Concept: Material and Immaterial” sidebar below.

Divine Prerogative - will punish any crimes against its person (Perm)
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None; Duration: Permanent
Per Righteous Lion Defense (seeExalted, p. 199), save that the Intimacy must involve a material object, a creature weaker than the spirit, another spirit (to whom Creation believes the spirit owes fealty) or the spirit’s domain.
Dreamspeak - All-Encompassing (Sim 1m)
Cost: 1m; Mins: Essence 1; Type: Simple
Keywords: Emotion; Duration: Instant or Indefinite
Source: BoSv4 p.150

The target receives a dream of the spirit’s design. Sleepers can enter only one such dreamscape per period of sleep. If more than one spirit seeks to place a target within a dreamscape during the same period of sleep, the highest-Essence spirit’s dream takes precedence. In case of ties, the target enters the dreamscape sent first. A spirit may commit the motes for this Charm, specifying that it activates as soon as the target is willing to receive the dream or falls asleep, but won’t necessarily know when that happens. Most spirits with this Charm may send dreams only to mortals the spirits can see, though they may do so while immaterial. Spirits with Essence 6+ may send dreams (Essence x Compassion x 100) miles. From within the dream, the target may receive any message of any length—through this message, the spirit may deliver a social attack that gains twice the normal benefit from using the target’s Intimacies, Virtues or Motivations against him, up to a maximum bonus equal to the spirit’s Compassion. If the spirit is activating this Charm while the target sleeps, the spirit may enter the dream and communicate with her in real time, in which case the spirit may deliver one social attack at the above bonus or hold a regular conversation, including the possibility of participating in regular social combat where the spirit’s as vulnerable to the dreamer as the dreamer is to it. The dream message may also constitute up to a full day’s worth of training. Finally, the dream can simply be a nightmare, designed to prevent the target from regaining Willpower upon waking.

Immolation - death-blossom
 With the expenditure of one mote, the garda bird erupts in a fiery explosion. Every character within (Essence x20) yards suffers an attack. Roll the bird’s (Charisma + Valor), adding (Essence) automatic successes; the result is the attack’s successes. This attack can be blocked or dodged normally. The attack’s raw damage is equal to the motes remaining in the garda bird’s Essence pool at the moment of immolation. The garda bird dies, though it will be reborn. A garda bird shifting into phoenix form unleashes a similar attack reflexively, at no mote cost, with a raw damage of 16L.
Landscape Travel - +2 Dexterity and double speed when flying (Ref 4m)
Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
For every two dots of Essence the spirit possesses, it grants itself one of three bonuses:
• One die to all Dexterity rolls associated with a particular form of movement, to a maximum of the spirit’s Conviction.
• Double the speed of a particular form of movement.
• Grants itself a new form of movement, just as fast as it would be on land.
Memory Mirror - sense the passions and purity within a target, and read emotions/intentions (Ref 7m)
Cost: 5m (+2m); Mins: Essence 2; Type: Reflexive
Keywords: None; Duration: Instant
Source: BoSv4 p.149
The spirit finds what it seeks in the target’s mind. The spirit attempts to read her per Reading Motivation (see Exalted, p. 131), but actually reads something besides Intimacies and Motivation, such as a memory. Unless the target’s Essence exceeds the spirit’s, the Reading Motivation check receives (Compassion) automatic successes.
Paralyze - (Phoenix form only) 2 internal penalty to Valor with a successful hit (Sup 6m)
Cost: 6m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Variable; Duration: Instant
The spirit converts an attack’s damage into a Crippling effect, a Poison effect, a Sickness effect, a wound penalty, a Shaping effect or an unnatural mental influence (pick one). Until the spirit’s next action, all the target’s non-reflexive dice pools are reduced by (spirit’s Essence), or one of her traits is reduced by (spirit’s Essence/2). For every three dots of (Essence + Valor) the spirit possesses, it may include an additional reason for the effect in the attack: for instance, a spirit with 6 (Essence + Valor) might inflict paralysis that’s both a Sickness and a Poison effect. A target immune to all the associated keywords, or with an Essence higher than the spirit’s, is immune to its version of Paralyze. Other targets resist Paralyze with a successful (Stamina + Resistance) roll, with an external penalty of the spirit’s Valor.
Regalia of Authority - (Phoenix form only) All opposing the garda suffer utter terror (Sim 10m,1wp)
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Compulsion, Obvious, Servitude, Social; Duration: One scene
The spirit speaks as a godly commander, socially overwhelming every character who perceives it whose Essence score is not greater than the spirit’s own. The mental influence the spirit exerts against such inferiors is unnatural. More importantly, everyone affected immediately gains a normal Intimacy toward worshiping the god, unless his Mental Defense Value is greater than its Temperance. While the Charm remains active, such weak minds even suffer from a Servitude Compulsion effect to honor and serve the god, which can only be resisted at the cost of one Willpower per action. Spending (spirit’s Essence) temporary Willpower frees a target from the Compulsion, but not the Intimacy. Finally, the spirit’s may substitute its Essence for its Appearance score for the duration of this Charm.
Shapechange - emperor, empress or phoenix (see description)

Need to look the description up on this one again…

Stoke the Flame - inspire awe and terror (Sup 3m+)
Cost: 3m per dot of Magnitude;Mins: Essence 2;Type: Supplemental
Keywords: Emotion, Social; Duration: One scene
This Charm adds (spirit’s Temperance) automatic successes to a social Performance attack designed to provoke an emotion. If the roll is successful or the target is otherwise willing, the Charm induces an unnatural mental influence emotion; this counts as (spirit’s Temperance) scenes building or eroding an intimacy defined by the spirit. Furthermore, everyone affected must act on the their induced feelings for the remainder of the scene, unless a target spends one Willpower point every action, in which case the Emotion effect only lasts till she’s spent Willpower equal to the spirit’s Temperance. Unresisting targets do as the spirit suggests; those who succumb recover all Willpower spent resisting this Charm (if any) and gain a pool of “Stoked Willpower” equal to the spirit’s successes (maximum Temperance). Stoked Willpower is independent of a target’s normal Willpower pool, can only be spent on actions relating to the spirit’s suggestion and vanishes at the end of the scene.
Subtle Whisper - subtly encourages curiosity and awe (Sup 5m)
Cost: 5m; Mins: Essence 1; Type: Supplemental
Keywords: Combo-OK, Social; Duration: One scene
A spirit supplementing an attempt at natural mental influence with Subtle Whisper won’t obviously be the source of the influence. The spirit might roll to make a target calmer when it sees her enter its temple, for instance. Characters resisting the attempt with one Willpower may attempt to determine the source of this feeling; realizing that a social attack came from a divine source requires success on a (Perception + Occult) check with an external penalty of the spirit’s Temperance. Subtle Whisper may be used by immaterial spirits against material targets.
Tracking - invests Essence in any summoner or unholy being (Ref 5m)
Cost: 5m; Mins: Essence 2; Type: Reflexive
Keywords: None; Duration: Instant
The spirit tracks something or someone to which the spirit has committed Essence, whether by a blessing, a curse or any Charm requiring committed motes. The spirit instinctively knows the target’s distance from the spirit, as well as in what direction the target lies. Any spirit with this Charm may also commit a mote to a target for an indefinite period with a touch and a successful (Essence + Compassion) check; unwilling targets apply an external penalty to this roll equal to their Essence. Removing this “tag” usually requires specialized thaumaturgy or sorcery, though cutting the tag out occasionally works. This tag is an arcane link to the spirit, so cautious spirits use the tag sparingly If the target of this Charm has access to supernatural stealth, the spirit’s player rolls (Essence + Awareness), adding (Compassion) successes, and the target’s player rolls (Essence + Stealth), adding dice or successes from other sources. The power associated with the winning roll overrides the power associated with the losing roll. The target’s player may invoke Excellencies to increase the dice pool for this roll even if the target character is unaware she’s being tracked.
Words of Power - sings out burning, passionate mysteries (Ref 5m)
Cost: 5m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious; Duration: One scene
The spirit rolls (Manipulation + Valor) to use its words as a physical attack against any creature it could socially attack. This attack does a base bashing damage of (Valor) in health levels; successes add damage dice, as normal; the whole can only be soaked naturally. For every health level of damage the target suffers, she incurs a -1 internal penalty to all actions or a -2 internal penalty to actions with a specific Ability for (spirit’s Essence x 3) ticks.
First (Ability) Excellency - Melee, Presence

I’ll think of something.

Join Battle: 8
Attacks:

  • Emperor and Empress form:
    • Claw: Speed 4, Accuracy 6, Damage 7L (Empress +2 Fire), Parry DV 3, Rate 3
    • Clinch: Speed 6, Accuracy 5, Damage 4B (P), Parry DV –, Rate 1
    • Arc of Flame: Speed 6, Accuracy 9, Damage 4L, Range 10, Rate 1
  • Phoenix Form:
    • Phoenix Sword: Speed 4, Accuracy 12, Damage 11L (+2 Fire), Parry DV 6, Rate 3

Soak:

  • Emperor: 2L/4B
  • Empress: 4L/6B; 8L/10B vs. Fire (Halo of flame, 2L/2B; 6L/6B vs. Fire)
  • Phoenix: 10L/14B; 14L/18B vs. Fire (Halo of flame, 2L/2B; 6L/6B vs. Fire) (Lamellar armor, 6L/8B, -2 mobility)

Health Levels: -0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-4/Incap
Dodge DV: 7
Willpower: 8
Essence: 4
Essence Pool: 80

Other Notes: In any form, garda birds may fly at their full movement speed. Landscape Travel may increase this speed. In Empress and Phoenix forms, garda birds set fire to any combustible material that they touch, and absorb fire elemental damage per Blessed Fire Body (see pp. 163-164). Due to their blazing plumage, garda birds take a -3 internal penalty to any Stealth checks they’re unwise enough to make. Neither Eclipses nor Moonshadows can learn Immolation.



Nasir

Ifrit Fire Elemental
Books of Sorcery Vol. 4, p.119

a tanith ifrit Ifrit_by_kukubirdwei-d3ec9emIfrit resemble tall, handsome desert nomads, reaching up to eight feet in height, with smooth foreheads and noble noses—save only for their incandescent skin. The skin of the ifrit glows with an orange light, visible for miles at night. By nearly everyone they meet, the ifrit are prized. They make excellent warriors, diplomats and generals. They are virtuous, honorable and honest. Unfortunately, that they sided quickly with the Dragon-Blooded during the Usurpation lent the ifrit an undeserved reputation for treachery in Yu-Shan—while once ifrit and garda birds visited Heaven together, now the gardas go alone and the ifrit aren’t welcome. Ifrit are incredibly proud. An ifrit who chooses to become an ascetic must go through the worst privation and offer the sagest, most impenetrable insights.

A diplomat-ifrit must be renowned for its wise and evenhanded compromises. A warrior-ifrit will seize every opportunity to demonstrate bravery and mercy. An ifrit who feels no mortal respect for its character will be unhappy—even if it claims all it wants to do is sit meditating on a 50-foot column, alone and uninterrupted. Thus, ifrit dislike being around other ifrit and enjoy granting favors to suitably humble petitioners: a lone ifrit will often go unchallenged as a city’s most upstanding citizen.

Ifrit excel at nearly everything. Their aspect is inspiring and intimidating, and their commands form hot words that cannot be challenged. Elemental courts welcome ifrit gladly, and quickly elevate them to high positions. Even the Terrestrial courts, which normally treat elementals disdainfully, sometimes receive ifrit with respect and request their help with thorny issues.

Ifrit don’t often settle down, but one might commit itself to a cause or region that’s having a great many problems. This can be a curse in disguise, for when these elementals dedicate themselves to something, they are more likely to feel stress over its shortcomings—and their tempers can be fiery indeed. It’s not unusual for ifrit to take flame ducks (see pp. 116-117) as consorts, and the South has more than a few ifrit-flame duck teams.

Summoning: An ifrit will warm somewhat to a sorcerer who gives it interesting and challenging assignments (thus, ifrit make good Hunters), particularly if the summoner is polite. Nothing insults an ifrit so much as being called to do something easy, such as guarding an unthreatened front door for show or carrying written messages like a street urchin. These elementals would never whine or seek their own revenge, but an ifrit bound to demeaning purpose will later drop complaints in powerful, well-chosen ears.

Motivation: Provide a good role model for less righteous folk (i.e., everyone).

Attributes: Strength 4, Dexterity 4, Stamina 4; Charisma 4, Manipulation 3, Appearance 5; Perception 3, Intelligence 4, Wits 3
Virtues: Compassion 3, Conviction 3, Temperance 4, Valor 3
Abilities: Athletics 4, Awareness 3, Dodge 3, Integrity 4, Investigation 3, Linguistics 4, Lore 3, Performance 3, Presence 4, Martial Arts 5, Resistance 2, Socialize 3, Stealth -3, Survival 2, War 4

Backgrounds: Artifact 2, Contacts 5, Influence 1, Resources 4

Charms:

Benefaction - bonus die to any one Ability (Sim 5m)
Cost: 5m; Mins: Essence 1; Type: Simple
Keywords: Obvious, Shaping, Touch; Duration: One scene
The target receives a one-die bonus to some sort of roll (any or all rolls only in the case of All-Encompassing Benefaction).
Dematerialize - become immaterial for up to 55 days (Sim 55m)
Cost: Varies; Mins: Essence 3; Type: Simple
Keywords: Obvious; Duration: Varies
With this Charm, a god may become material by spending ([Essence + Willpower] x 5) motes. These motes are not committed, and a materialized spirit may respire Essence normally. A material god may dematerialize as a miscellaneous action at no mote cost. Normally, only gods and demons may learn this Charm. Elementals, Eclipse Caste Solars, Moonshadow Caste Abyssals and God-Bloods learn a Charm called Dematerialize. With Dematerialize, a naturally material being may become immaterial by spending ([Essence + Willpower] x 5) uncommitted motes. A being under the effect of Dematerialize may become material once again with a miscellaneous action at no mote cost. Materialize and its counterpart are exceptions to a number of rules and guidelines about spirit Charms. First, only the most unusual of spirits have restrictions on how they can use these Charms. There’s no All-Encompassing Materialize or Dematerialize, because the Charm itself is All-Encompassing in most cases. Second, when an Eclipse or Moonshadow learns Dematerialize, his player calculates the cost in motes from the character’s own traits, rather than using a version of the Charm with a mote cost defined by the spiritual tutor’s traits. The meaning and potential applications of this Charm are highlighted in the “Charm Concept: Material and Immaterial” sidebar below.
Destiny Sponsorship - safe in the desert (Sim 10m)
Cost: 10m; Mins: Essence 4; Type: Simple
Keywords: Combo-Basic, Obvious; Duration: Indefinite
The spirit has reached an accord with destiny that shields the spirit from most casual troubles. This sacred contract imposes a an external penalty equal to the spirit’s (Essence + Valor) to most rolls which could opposed by the spirit’s Resistance, Integrity, or Dodge, even if the spirit is unaware of the effect. The spirit also gains soak equal to its (Essence + Valor) against most lethal or bashing damage. The only things that bypass this power are Essence-enhanced effects intended to affect the spirit specifically and the machinations of character with a Destiny (see Scroll of the Monk, pp. 151-152) greater than the spirit’s ([Essence + Valor] / 2). This Charm has no effect during Calibration. The Destiny Sponsorship contract involves a number of taboos and restrictions equal to the spirit’s Essence, which she must always observe. Any spirit who fails to observe these taboos loses the effects of this Charm and cannot reactivate it until Calibration. Any spirit requested to state the conditions of its Destiny Sponsorship in Old Realm must immediately and honestly do so, lest the spirit lose the benefits.
Domain Manipulation Scenario - brighten to anima banner level (Sim 6m/12m,1wp)
Cost: 6m or 12m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Obvious, Shaping; Duration: Indefinite
For six motes, the spirit commands its domain to do something normal, or “naturally” calls its domain into existence. The spirit can slow or stop its domain’s natural processes, but only in a relatively plausible way. This Charm has a range of (Essence x 10) yards. The god of a volcano could make his volcano erupt if he’s inside it; a love goddess could make two nearby people who are actually right for each other fall in love. Essence 3+ spirits might spend 12 motes and one Willpower to guide their domains in temporary, moderately powerful ways. A spirit might cause its domain to do almost anything that isn’t extremely rapid or outside its nature: a disease spirit could induce plague in an unexpected area—but not a magically sterilized one; a river spirit could cause its river to dry up, overflow its banks or even alter its course—but couldn’t make it fly. A city father might decide that all shops are closed for the day, but couldn’t move the place or make it invisible. This Charm’s threats are never so powerful that a person with a Defense Value (or Mental Defense Value, when appropriate) greater than the spirit’s Conviction couldn’t best them.

Harrow the Mind - illusions plague the guilty (Sup 5m)
Cost: 5m; Mins: Essence 2; Type: Supplemental
Keywords: Crippling, Illusion, Social; Duration: One scene
The spirit convinces the target that something is true, supplementing a (Manipulation + Presence) attack, adding (Temperance) successes. If this social attack is successful, the target finds the impossible possible, then probable, then certain: she’s forced to believe the spirit. She sees things the spirit says are there, feels what the spirit says she feels; she may explicitly act on this information however she wishes, but shw cannot doubt that it’s true. Spending one Willpower allows her to disbelieve the illusion for a single action; once the target has spent as many points of Willpower as the spirit’s Essence, she’s overcome the Charm’s effects completely. A spirit with Essence 4+ may spend a point of Willpower when invoking this Charm to make its effect Crippling. The illusion persists, in a more manageable form, forcing the target to spend one Willpower each day and during any scene in which the illusion is in any way reinforced to avoid acknowledging the illusion as reality. The effect fades entirely only after the target has successfully resisted the illusion for a number of days equal to the spirit’s Essence.
Landscape Travel - 3x speed over the desert (Ref 4m)
Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
For every two dots of Essence the spirit possesses, it grants itself one of three bonuses:
• One die to all Dexterity rolls associated with a particular form of movement, to a maximum of the spirit’s
Conviction.
• Double the speed of a particular form of movement.
• Grants itself a new form of movement, just as fast as it would be on land.[su/spoiler]
Material Tribulation Divestment - cleanses any Crippling, Poison or Sickness effects (Ref 5m)
Cost: 5m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious; Duration: One action
The spirit briefly dematerializes, avoiding material consequences and removing material afflictions. The instant this Charm is used, the spirit dematerializes. On the tick the Charm is used, its action switches to Inactive. During this time, all effects not designed to affect immaterial being pass through it harmlessly. Ongoing Crippling, Poison and Sickness effects not specifically designed to affect immaterial spirits become heavy vestments, imbedded weapons and sucking leeches on the spirit’s immaterial form. It automatically knows which hindrances relate to which effects and may remove a number of them equal to its Valor. Effects created through magic resist being cast off, and the spirit must score successes equal to the Essence rating of the effect on a roll of (Essence + Valor). Failure not only means that the spirit cannot remove the item, but also that the spirit has spent the rest of its action trying. Attempts to remove effects backed by an Essence score higher than the spirit’s automatically fail. At the conclusion of this Charm, the spirit rematerializes in the same place that it was before. If the immaterial items created by this Charm are replaced on the spirit, then their effects resume.
Regalia of Authority - inspire awe in mortals (Sim 10m,1wp)
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Compulsion, Obvious, Servitude, Social; Duration: One scene
The spirit speaks as a godly commander, socially overwhelming every character who perceives it whose Essence score is not greater than the spirit’s own. The mental influence the spirit exerts against such inferiors is unnatural. More importantly, everyone affected immediately gains a normal Intimacy toward worshiping the god, unless his Mental Defense Value is greater than its Temperance. While the Charm remains active, such weak minds even suffer from a Servitude Compulsion effect to honor and serve the god, which can only be resisted at the cost of one Willpower per action. Spending (spirit’s Essence) temporary Willpower frees a target from the Compulsion, but not the Intimacy. Finally, the spirit’s may substitute its Essence for its Appearance score for the duration of this Charm.
Sheathing the Material Form - All-Encompassing (Sim 1-20m)
Cost: 1m per 1B/halfL; Mins: Essence 2; Type: Simple
Keywords: Combo-Basic; Duration: One scene
For every two motes spent, the spirit increases its lethal soak and hardness by 1 and bashing soak by 2. A spirit may spend no more than (Essence x Valor) motes on this Charm.
Spice of Custodial Delectation - gain Essence from having others thank him profusely (Perm)
Cost: —; Mins: Essence 1; Type: Permanent
Keywords: None; Duration: Permanent
During any scene in which the spirit’s domain receives proper care, the spirit gains a mote of Essence. This can only be invoked if the care is performed by the spirit or by creatures within (its Essence x 100) yards, and those creatures’ qualifications matter: A priest’s ministrations net the spirit one mote for the scene. An occultist nets the spirit one mote per dot of Occult the occultist possesses. A group of otherwise unqualified individuals net the god one mote per dot of the group’s Magnitude.
Stoic Endurance - soaks, heals, bleeds, recovers and ages similar to an Exalt (Perm)

Not sure where to find this one…

Tracking - find anyone the ifrit has blessed (Ref 5m)
Cost: 5m; Mins: Essence 2; Type: Reflexive
Keywords: None; Duration: Instant
The spirit tracks something or someone to which the spirit has committed Essence, whether by a blessing, a curse or any Charm requiring committed motes. The spirit instinctively knows the target’s distance from the spirit, as well as in what direction the target lies. Any spirit with this Charm may also commit a mote to a target for an indefinite period with a touch and a successful (Essence + Compassion) check; unwilling targets apply an external penalty to this roll equal to their Essence. Removing this “tag” usually requires specialized thaumaturgy or sorcery, though cutting the tag out occasionally works. This tag is an arcane link to the spirit, so cautious spirits use the tag sparingly If the target of this Charm has access to supernatural stealth, the spirit’s player rolls (Essence + Awareness), adding (Compassion) successes, and the target’s player rolls (Essence + Stealth), adding dice or successes from other sources. The power associated with the winning roll overrides the power associated with the losing roll. The target’s player may invoke Excellencies to increase the dice pool for this roll even if the target character is unaware she’s being tracked.

Worldly Illusion - target is alone with his sins (Ref 7m)
Cost: 5m (+2m); Mins: Essence 3; Type: Reflexive
Keywords:
Illusion;  Duration: One scene;  Source: RoGDI:G&E p.151

The spirit uses its understanding of immortality to place itself and its targets outside of time. While this Essence is committed, the spirit (or another of its Sendings) and a number of targets up to the spirit’s Essence depart the normal flow of time and enter into a mass dream. This effect is usually consensual, but targets with a Dodge Mental Defense Value greater than the spirit’s (Essence + Compassion) may choose to be unaffected. One spirit may cause the world to appear to freeze in place. Another may appear to transport itself and its targets to a faraway location or to a location the spirit imagines. There, the spirit and its targets may wage social combat between the blows of a sword or strategize in the midst of a battle. Once the committed Essence is released, all the participants return to exactly where they were just before this Charm was used.

  • What happens in the dream is purely social. No changes whatsoever last beyond the end of the conversation save the effects of social combat, with the special exception of Compassion Charms invoked during that “time.”
  • A player who wants her character to leave the dream world may spend three Willpower to do so. This Charm may be used a number of times per scene equal to the spirit’s Compassion
Second (Ability) Excellency - Athletics, Integrity, Martial Arts

Buy extra successes.

Infinite (Ability) Mastery - Integrity, Martial Arts

I think he’s the only Elemental who has this ability, enabling him to fight like a Solar Exalt.

Join Battle: 6
Attacks:

  • Punch: Speed 5, Accuracy 10, Damage 4B, Parry DV 6, Rate 3
  • Kick: Speed 5, Accuracy 9, Damage 7B, Parry DV 4, Rate 2
  • Clinch: Speed 6, Accuracy 9, Damage 4B (P), Parry DV –, Rate 1
  • Excellent Straight Sword: Speed 4, Accuracy 12 (*21), Damage 8L, Parry DV 6 (*10), Rate 2

Soak: 8L/12B (Lamellar armor, 6L/8B)
Health Levels: -0/-1/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap
Dodge DV: 6
Willpower: 7
Essence: 4
Essence Pool: 75

Other Notes: Due to ifrit’s blazing flesh, ifrit take a -3 internal penalty to any Stealth checks they’re unwise enough to make.