QUOTE (knasser @ May 6 2010, 11:17 AM)
Where are you getting that? Reading the passage myself it says Free spirits, Wild spirits and those described in the Magical Threats section of Street Magic. I can't see a mention of calling regular tradition spirits and that doesn't appear to be the intent of the calling rules generally. If you have a reference, I'd be interested to see it, but otherwise, I think the above is a mistake.
How interesting. I could have sworn (and technically I did in the above, after a fashion) that you were able to call any spirit. Very well then. In my defense, it's been months since I've looked at the material.
QUOTE (knasser @ May 6 2010, 11:17 AM)
Incorrect. The book says negotiation "should be handled by roleplaying, but Negotiation Tests (the Spirit rolling Force + Edge in the Opposed Social Tests) may also be used."
So basically it says Opposed Negotiation. Gotcha.
QUOTE (knasser @ May 6 2010, 11:17 AM)
Even if you do go to just using a negotiation test, there are a number of things to keep in mind. Firstly dice pool modifiers are going to come heavily into play, I should think. Assuming that the spirit considers itself more powerful than you (which I would if I were an immortal wild spirit whose aid was being sought by a mortal), then it's probably going to have an edge in any attempts to persuade it to do you favours for free. And some of your normal social modifiers aren't going to be useful. Pheremones? Doubtful. Specialisation in spirits? Probably not. But most importantly of all, you're not summoning and binding a spirit as a magician would. Even if you manage to fast talk the spirit into agreeing to something, there's little to stop it changing its mind later. What Calling does, is open a line of communication to a new player you can contract with, but it's unlikely to be a route to getting freebies. Neraph's game may differ.
If you read my thread about free spirits, I specifically outline a way to get a F1 Blood Spirit to agree to whatever you want really easily. If you want to roleplay it, that's easy. If you want to Opposed Negotiate, we're talking about my dicepool of
X - M, where
X = actual dicepool (which is high), and where
M = the modifiers which the GM feels like not allowing (some of which I would agree with, but even Spirits can smell), which will still be higher than the F1 spirit's dicepool of 1, Exploding. Charisma 1, defaulting, adding 1 Edge.
QUOTE (knasser @ May 6 2010, 11:17 AM)
EDIT: Quick note - the paraphanelia also often includes "exotic reagents" which is Street Magic language for side-quests. This isn't going to happen without GM support. Calling is more for plot development, imo, than general usage.
Welcome to RPGs, where nothing happens without the GM's permission. Welcome also to Theoretical Optomization, where we assume that everything with rules works as the rules are written, and where when a ruling could be smudged by the GM, we instead favor on the side of the rules.