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Free Spirit Rewrite Draft 1

By: a guest on Jul 30th, 2012  |  syntax: None  |  size: 5.25 KB  |  hits: 17  |  expires: Never
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  1. The Free Spirit rules, like the AI rules are unplayable and stupid. Originally, they cost 85BP, this was bumped up to 250 - and no coherent explanation was given. However, even at 85BP they are bad, bad rules.
  2.  
  3. In any conflict between RC and Street Magic, the latter is assumed correct.
  4.  
  5. So, because I actually want to make a Free Spirit someday, here is a rewrite that doesn't make me cry bitter tears of blood.
  6.  
  7. On the other hand, as I want to play a Free Spirit, this first draft is likely to be on the powerful side. Of course, it is not nearly as powerful as the bullshit Spirit Pact abuse required otherwise - which I haven't addressed yet.
  8.  
  9. Credit for the basics goes to FrankTrollman, who wrote the Spirits chapter of Street Magic, and his unedited original rules for Ally spirits - which actually made sense.
  10.  
  11. FREE SPIRITS
  12.  
  13. Basic Cost: 200BP
  14. Force may not exceed 6 in chargen.
  15.  
  16. Materialization Spirits should have a stat line. Pick the stat line of the type of spirit it supposedly is based n its Native Plane, and use that. So if you have an Earth Spirit ally, it will have a lot of Strength and a low Agility.
  17.  
  18. Possession Spirits add their Force to their vessel as per normal.
  19.  
  20. Attributes Cost: Attributes may not be changed at chargen. All attributes follow the Spirit Type chosen at the start.
  21.         While this means that every free spirit has mucho stats - they're generally great, but never specifically amazing.
  22.  
  23. Skills: A Free Spirit starts with the skills listed for its type, at a rating equal to its Force. Other skills are not inherent to the Spirit and are purchased normally.
  24.  
  25. Force: The first point is included in the price, each additional Force Point costs 5 x Current Force in BP or 10*Current Force in Karma. So getting a Force 6 Free Spirit costs 75 BP or 150 Karma, upgrading that to Force 7 costs 60 Karma.
  26.         This is just like an Ally. Force determines the strength of Critter Powers - which are awesome and made of gold. The non-linear cost prevents a rather reasonable decision to spend all gained Karma on becoming a Force 14 SuperGod, without putting the Spirit in the idiot boat.
  27.        
  28. Spells: A Free Spirit does not start with spells, unless Innate Spell is chosen as a power. That is not usually a good deal.
  29.  
  30. Tradition: A Free Spirit belongs to a Magical Tradition, which must match the initial choice of Materialisation or Possession. It's initial Type must also be chosen from those available to that tradition.
  31.  
  32. Qualities: Certain qualities are obviously irrelevant or impossible for a Spirit. Listing them would be an exercise in futility.
  33.  
  34. Powers:
  35. Every free spirit gains the Magician quality (p. 79. SR4) and the Banishing Resistance power (p. 99) the moment they go free.
  36.  
  37. Free spirits can learn and cast spells as a magician does, but are not bound by spirit correspondences of metahuman paradigms.
  38.  
  39. Though a free spirit never needs spell formulae (learning the spell intuitively from observation of mana flow), it still needs to spend Karma and time to learn spells. The free spirit will likely need to learn the Spellcasting skill. Note that free spirits can never learn any skills from the Conjuring skill group, nor may a free spirit in habiting a vessel astrally project unless it has the Astral Projection power (p 109).
  40.  
  41. Additionally, when a spirit becomes free, it gains a number of new powers equal to its remaining Edge attribute. As spirits bind their fate more closely to the Earth, their powers increase, gaining a new power every time their Edge increases, or each time they initiate. These notional powers can come from the following:
  42.  
  43. # The spirit type's normal optional power list.
  44.  
  45. # One of these powers available to some spirits: Astral Gateway. Aura Masking. Divining. Essence Drain (free spirits do not actually lose Essence, but they can still use chis power to siphon Essence away to fuel their attributes; see p. 288, SR4), Materialisation, Possession, or Realistic Form.
  46.  
  47. # Any of the metamagic techniques available co metahuman initiates may be taken as a free spirit power. Free spirits use Edge in place of initiate grade. k is posible that certain powerful free spirits may also command metamagics yet unknown to metahumanity, providing the garnemaster with a unique opportunity to introduce new metamagic into the game.
  48.  
  49. # A unique power available only to free spirits, chosen from those
  50. listed wider Free Spirit Powers, p. 109 Street Magic.
  51. #####################
  52. KARMA
  53.  
  54. The Friendship Pact exists, but ignore that poison about losing Force, though a Spirit may still Burn Edge to save it's Friends. This Spirit Pact is not a free purchase, it costs one optional power choice like any other.
  55.  
  56. Using Karma
  57. A free spirit can use Karma in several ways at normal character costs (see Character Improvement, p. 263, SR4). Spirits normally have no racial maximums on their skills or attributes.
  58. # It may raise its attributes separately (which all begin at the Force
  59. it had when it went free).
  60. # It may raise or purchase additional skills.
  61. # It may initiate as a magician does, though the process grants one additional free spirit power per grade rather than a metamagic technique
  62. # It may raise its Force by 1 point at a time at the cost of new Force
  63. rating x 10. Raising Force raises all of the spirit's attributes and powers that are based on Force.