Hello everyone, tonight I'm going to discuss spirits - that's right, the headache of the Awakened world.
Now, you might be saying: "Are you nuts!? They're hard enough to deal with as it is! Why do anything with them?" That's a good question, mind you. I felt I may have thought up something that was partly reasonable in, not just dealing with high powered spirits, but possibly low powered ones too - making them a little more desirable without over-abusing them by much.
This concept is still in the rought draft stage, but I wanted to see others opinions on the idea, if not the the immediate mechanics of it.
Contract Binding
Metamagic technique!
Contract Binding is the age old concept of signing legal documents with supernatural entities - you do something for them, they do something for you. Stealing this concept, Professor NoSurnamey devised a metamagic technique that allowed him to perform safer summoning rituals with spirits by making mutually agreed upon conditions for their use. Being a magical contract, the mage cannot break the writ and rule, but neither can the spirit (as the contract limits the 'concept' of the spirit temporarily).
Magical contracts work as thus: In exchange for not allowing particular actions from either spirit or summoner, the Binding ritual receives a bonus or penalty to the tests involved. a condition that limits what the summoner may have the spirit do, for example, gives the summoner a little extra edge in summoning by causing the spirit to be more willing in his appearance (in short: you create a threshold for the spirits force dice, limited potential drain). Likewise, a condition that limits the spirit from doing something to the summoner (or others, or just plain on its own accord) Provides the Summoner with added safeties with his summoning, but also makes it harder on him to perform the ritual (the summoner is penalized by a certain amount of dice).
Note that no matter what conditions either side may make, unless both agree to the conditions, the benefits of a Contract Binding will not come into effect. This may require the summoner to perform a negotiation test with the spirit, or else make some alternative offers in order to ease the process.
Regardless of conditions set, a summoner may NOT bind a spirit with more conditions than he has binding dice. So if you have binding 3, you may only take up to 3 'points' of conditions. This does not include conditions that do not cost dice.
Possible conditions could be as follows:
The spirit cannot/will not cause havoc if it 'goes out of control'. This usually results in the spirit simply leaving, but if the spirit truly wishes to stay, they may without fear of services out of their summoner (they are still bound by the contract, however). Such spirits will leave by next sunrise or sunset regardless. This applies if the mage is unconcious, dying, or dead.
-2 binding dice
The Summoner promises not to use the spirit for particular actions, which can include the use of powers, use in specific area's, or even participating in combat (supporting the mage is considered separating from fighting for the mage). If the spirit is attacked, it may defend itself, but it will not willingly put itself in harms way if it can be helped. If there is no way to keep the spirit safe, but the spirit is still made to help the mage in support, an extra service is used for each situation.
-3 binding dice in exchange for +3 to spirits resistance threshold If you choose combat.
-1 binding dice for +1 to SRT per other restriction (GM negotiable, some things might be worth more than others)
The summoner gives the spirit free will, though the spirit is still obliged to perform a service as normal, they cannot be used to fuel spells using their own force, and they may act in their own way if they desire, so long as it still fits services that may be involved. It's usually implied the spirit won't attack the summoner with this agreement, but particularly angry spirits have been known to rough up their summoner in acts of rage if the summoner is forgetful.
-2 binding dice for a +1 to spirit resistance threshod, or just -1 binding die if you don't require your safety from their actions (Hopefully you trust the spirit!).
The summoner offers the spirit an offering or sacrifice of its choosing in exchange for their services, usually pre-picked. Offerings can be as simply as a good soy burger for lesser spirits, or the burning of something expensive for a stronger spirit (of fire). Offerings can also sometimes involve acts of service from the summoner as well, such as performing community service for a park (nature spirits).
By 'paying' extra nuyen equal to half the cost of ritual materials involved, you may 'buy' an extra service from a successful binding. These payments are only used up if you succeed in binding the spirit (though an uncontrolled spirit may destroy them too). As long as you successfully bind the spirit to one service and are still conscious, offerings will give you the extra services and be consumed as appropriate.
One of the more gruesome contracts a summoner can use is a contract of life force - the summoner literally uses his own physical well being to fuel the spirit. Unlike Blood Sacrifice, this sort of binding is temporary. Penalties accrued in this fashion last until the spirit is dismissed entirely, free from services, or is otherwise destroyed and no longer bound to you.
For every point of physical attribute you give up (you can't go to 0 in an attribute), you can exchange one binding die for 1 point of Spirit Resistance Threshold. If you sacrifice physical health boxes, you instead get the point of SRT, without paying the binding dice (1:1 ratio). health spent this way is effectively 'used' and unavailable from then on. The summoner cannot be healed of these lost boxes by any means. Once the bound spirit is no longer bound (by whatever reasoning) The summoner can heal these lost boxes as normal, but not by magical means (consider it like drain). Naturally, a mage cannot kill themselves using this method, for their death ends all contracts they place, so the spirit isn't obliged to stay from that point on (with the exception of the condition of not causing havoc).
So.....commentary?