![]() No matter how you adjudicate the magical abilities the spirit gives you, they absolutely must be taken as a Contact (SR5, p.98 and p.386). I wouldn't even bother trying to establish a character-creation equivalency. ![]() Power Pact is transitory, it only lasts 24 hours and has to be reactivated. However you gauge the base cost, it should be reduced because the spirit can use up the human's Edge. If it's only likely to be triggered once a day, it's worth more than a Power Focus, because it can't be lost, stolen, or misplaced. How much it's worth depends on the GM if the group gets hit with multiple heavy combat encounters in the same day, it's worth less. Mechanically, it's very similar to a Power Focus, though it doesn't last nearly as long. Magic Pact is a bit more of a fair exchange for the spirit. The ability to directly spend Karma on healing (whatever the rate) eliminates much of the threat of combat. It is very powerful, and has no drawback for the spirit. Life Pact is equally difficult to adjudicate. A Formula Pact is the focus of an entire campaign, not just a single character - all the player characters will get caught up in the backlash and blast radius of such a complication. As a Formula Pact insulates a spirit from other uses of it's Spirit Formula, a Free Spirit likely make this pact as a defense against some other person or group that controlled it in the past. Combined with a Spirit Pact making both die (spirit and human) if either dies, the spirit has very strong motivation to watch out for the character. It has a very powerful benefit to the human (Immunity to Age). Run Faster and other sourcebooks have others that may be appropriate.įormula Pact is almost impossible to put a point value to. Spirit Bane if the spirit is using his body to somehow take action against other types of spirits. ![]()
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