Additional InformationIn
Running Wild, page 174, they have added very interesting rules for calling free/wild spirits and gaining favors from them, similar to summoning and binding (in that you can cause a spirit to appear and gain a number of favors from said spirit), under the
Calling and Offering section.
The following is a condensed section of pertinent rules:
[ Spoiler ]
Occult Knowledge: Arcana + Logic (20, 1 day) Extended Test.
Crafting Paraphernelia: Enchanting + Magic (Force of Target Spirit, 1 day) Extended Test.
The Offering: Arcana + Logic (1) Test. This destroys the paraphernelia, causes no drain, and confers no services.
Bargaining: Negotiation + Charisma opposed by the spirit's Force + Edge.
The following involve the Spirit in question.
Skills: Assensing, Astral Combat, Dodge, Perception, Unarmed Combat
Spirit Powers: Astral Form, Banishing Resistance, Energy Drain (Karma), Inhabitation.
Qualities: Magician.
Inhabitation: Must have a prepared vessel. Enchanting + Magic (Object Resistance x3, 1 day) Extended Test and 2 refined or 1 radical reagent per 10 kilos of object (reagents are consumed during the process).
Advancement:
- It may raise its attributes, which start at a rating equal to the Force of the spirit.
- It may raise or gain new skills.
- It may initiate as a magician, although this process grants one additional free spirit power per grade instead of a metamagic technique. They are as follows:
* The spirit type's normal power list (in this case - none).
* One of the following powers: Astral Gateway, Aura Masking, Divining, Essence Drain, Materialization, Possession, or Realistic Form.
* Any metamagic technique. Free spirits use Edge in place of initiation grade.
* A unique free spirit power listed under Free Spirit Powers, p. 109 Street Magic.
- It may raise its Force, raising all attributes and powers based on Force, at the cost of new Force rating x 10.
Applicable Result/GuideAfter completing an Occult Knowledge Test, you gain the information to Call a special type of spirit, with the powers listed above. You either craft yourself or have a contact craft for you the paraphernalia required to Call the spirit at Force 1 (two radical animal blood reagents, availability 8, 400
total) and preparing a chosen weapon as a Prepared Vessel (one radical animal blood reagent, availability 8, 200
). After successfully Calling the spirit, you bargain with it for the express reason of Inhabiting the weapon, using its powers (or powers it will gain) to keep you alive, and you will feed it with the life energy of your enemies; ie: "I know that spirits such as yourself are obsessed with power. I have a great amount of martial prowess. In return for you using your abilities to keep me alive, I will guarantee that you will feast on the souls of my enemies, adding their power to your own."
With their 2 dicepool against your Charisma + Negotiation (+ all those extra bonuses we all know and love), you will win.
The spirit (an apparent variant of a blood spirit) at Force 1 cannot gain a True Form Inhabitation Merge, as he cannot exceed the Object Resistance of the weapon you have chosen. This will result in either a Hybrid Form Inhabitation Merge (which is most desirable), or likely a Flesh Form Inhabitation Merge, causing the weapon to become Dual-Natured (now dangerous against those pesky astral forms) and much harder (Immunity [Normal Weapons]), among other things. Please note that this must take place inside a magical lodge with a Force equal or higher than that of the spirit, in this case, 1. Also, the only forseeable problem is that of the spirit in question Critically glitching on the Inhabitation check; this can be fixed with the spirit initially having the Guard power active on itself.
I present to you:
Bloodmourne.
Alternatively (and more expensively), you can follow this same preceedure to similarly "enchant" barbed arrows (or bolts). As the arrow is stuck in the enemy, the spirit within begins to deal additional "DoT" (Damamge over Time) damage to him, gaining 1 point of karma per point of physical damage dealt (as per Energy Drain [Karma]). If the enemy wants to stop this, he must remove the barbed arrow.
I present to you: the
Blooddrinker Arrows (I brainstormed these with Ragewind, and he insists they should be named
Souldrinker Arrows, but as I'm posting this
).
A 1-Up for
Blooddrinker Arrows would be using Injection Arrows as the base arrow, and remember to include a dose of Slab. As they lie there for at least an hour due to the Slab drug, your Bolt-Buddy finishes killing them to suck the karma out of their blood.
In all cases, the
Bloodmourne system of Dual-Natured weapons manufacturing creates an extremely flexible system of creating a smart-weapon capable of aiding its wielder immensely (and possibly similarly to using mooks for hacking), and it only gets better over time.