House Rules - Spirits

House Rules - Spirits

Immunity

Spirits with the Immunity (Normal Weapons) power have armor rating equal to twice their essence. Any attack that does not have power greater than this armor rating is ignored. The power of the attack is determined after burst fire, full auto, and staging from melee successes is applied, so those weapons may be able to damage much more powerful spirits than their base damage code implies. However, the power is checked BEFORE ammunition bonuses are applied, so ExEx ammo will not help you defeat the armor rating.

Once the armor rating has been exceeded, redetermine the power and damage of the attack, adding the effects of the ammo type being fired. Treat the spirit as if it was unarmored for the munitions effects, meaning AV and APDS ammo do nothing, while hollow points increase power by 3. Then subtract the armor rating from the new power of the attack. This is the TN the spirit rolls against on it's body test.

Magic Resistance

All normal spirits receive an effective magic resistance/spell defense pool equal to their force or their caster's Magic rating, whichever is lower. Like normal spell defense dice, these refresh at the beginning of each combat turn. They may only use these dice to protect themselves; they may not protect others, whether other spirits or people. These dice may be rolled to negate the caster's successes in casting the spell. This bonus applies only against astral attacks, and do not count against magical attacks within the physical realm while the spirit has manifested.

Watcher spirits also receive this. However, the spell defense pool watcher spirits receive is equal to only half their force, rounded down.


Movement

Just like other astral beings, spirits' movement is modified by their wound level for astral movement. Normally, an unwounded spirit may move at its force times 1000 meters per combat turn. However, if a spirit has taken wounds in astral combat, its effective force for this calculation is reduced by its wound level (i.e. L=-1, M=-2, S=-3, D=-4), to a minimum of one.


Mundanes

Mundanes can be given spirits to control as if they were the spirit's master, as per SR3, p187. Under 'Command a Spirit' (SR3, p106), change the words 'a magician character' to 'the spirit's master'. Under Call Elemental (SR3, p187), take 'A mage' and replace it with 'An elemental's master'. Mundanes can thus command elementals and put them on standby or call them back. In essence, the term 'bound to' and 'master of' are not synonymous.

It should also be noted that to command or call back a spirit, you do have to speak out loud, mundane or mage. You can use any language - as long as you speak out loud in a normal talking voice. Whispering to the spirit, Sign Language or Military Gestures is not going to cut it.

Having the summoner give control of the spirit to someone else to act 'as its master' does not change who the spirit is Bound to. It still assenses with the summoner's signature, it still has a magical link back to its summoner, and it still counts against the summoner's limit on elementals for as long as it has services left. Also, the elemental can be dismissed by the person it is Bound to (the mage who originally summoned it) at any time.


Summoning Materials

When summoning elementals, you must use (Force) units of summoning materials. Each of these units costs 1,000 nuyen, or can be created using the Talismongering rules in MitS. There is no distinction between units of summoning material for different Forces or types of elementals - they may be mixed freely.

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