Protocols Of Contacting & Contracting

Spirits And Negotiation

While few spirits in general are trained in negotiation, these Protocols in particular tend to attract spirits with at least one die in Negotiation, and often Negotiation equal to their Force. As a result, the Protocols have added fuel, and no resolution, to the debates on creation vs calling.

Protocol 0: Synchronous Contacting

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While you have the spirit's attention, proceed to a contracting Protocol. Note that while the spirit is present, they're vulnerable to attempted control by another magician present, and you should take steps to defend them from that.

Note that Protocol 2 is generally preferred, as it's overall more convenient for the magician and spirit, but it is slower.

Rules

First, take a Complex Action and select the type of spirit and the Force; this Protocol can only contact spirits you could normally summon, which typically means your tradition's set of five plus F:1 watchers. You can also specify one of the personality categories of free spirit(anima/animus, mimic, shadow, trickster, vanguard, or warden), and contact any such free spirit of your tradition's five types.

Then, roll Magic + Summoning. If there are any hits, the spirit receives your contact, and may choose to respond. A glitch may indicate a spirit of greater or lesser Force, or of an inappropriate type.

In the absence of another method of determining the spirit's interest, roll its Force. No hits means it's not curious enough(or too scared). One or more hits means it will appear astrally, usually for the sum of the hits on both tests, in turns.

Drain from this is DV 1, +1 if the roll to resist Drain glitches. Even a critical glitch only means 2 boxes of Drain.

The spirit is uncontrolled at this stage; it's quite unlikely to go free, and attempts to control it will count against the contacting conjurer(even if made by others).

Protocol 1: Contracting

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Rules

Protocol 2: Asynchronous Contacting

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Rules

Take a complex action and roll Magic + Summoning. Each hit gives the messenger one hour of lifespan, though the magician may voluntarily reduce their hits. The magician must then resist stun Drain equal to the hits. Messengers count against their summoner's limit on watcher spirits.

While the messenger never appears, it then uses its Search power on the metaplanes to find a matching and interested spirit. The GM secretly rolls 1D6 for the effective kilometers of distance. This Protocol can contact an out-of-tradition spirit,

Protocol 3: Forced Creation(Tillman Mana Ram)

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Rules

All of these rolls benefit from a positive background count, unless it's lined up against the creation of the spirit. A background count will tend to "flavor" the resulting spirit, but almost always help with its birth.

Take a Complex Action and select the type of spirit and the target Force; this Protocol can only create spirits you could normally summon, which typically means your tradition's set of five plus F:1 watchers. There is no Drain from this step; it simply lays down the "root sigil" upon which real power can be laid.

Then, take a Complex Action and roll Magic + Summoning. If there are any hits, it lays down a "power sigil" with a lifespan of one hour per hit. On a glitch, roll one die - on a hit, the sigil with the shortest lifespan remaining ruptures, and roll again. This continues until either the die doesn't get a hit, or the last power sigil ruptures. The magician must then resist Drain equal to the target Force; this is stun unless the target Force exceeds their Magic.

If a power sigil's lifespan expires before "ignition", the sigil simply disappears.

A number of power sigils equal to the target Force are required. At that point, the magician may attempt "ignition". Take a Complex Action and roll Magic + Summoning, and if there are any hits, the sigils are woven into a new free spirit. Then resist Drain as for laying down a power sigil.

The spirit's initial personality is fairly random, within the norms of the magician's tradition. The spirit also has a low-level awareness of all the magician's knowledge; it knows specifically how they've treated spirits in the past, but also generally understands things like trid and income tax. Roll a die each for anima/animus, mimic, shadow, trickster, vanguard, and warden; each result is the weighted influence of that type on their infant personality.

The spirit's power sigils are still in some sense present, and the spirit is sustained by them. A conjurer can roll(and resist Drain) as for laying down a power sigil to extend the lifespan of a power sigil; unless they target a specific sigil, this will extend the sigil with the shortest remaining lifespan.

If a power sigil's lifespan expires at this point, the power sigil "rusts". It remains in place in its rusted form, but can no longer have its lifespan extended. At sunrise and sunset, any rusted power sigils disappear, reducing the spirit's Force.

To become independent, a spirit must raise its Force by some other means; those Force points are not dependent upon power sigils, and it can then lose the power sigils without being destroyed completely.