**This page is a mess of specilation, written very late at night. Read at your own risk** Say everone starts with an essence of 12. To get the essence cost of implanting cyberware, multiply it by 2. For every full 3 points of magic lost, take a failed self notch that's especially resistant to therapy. Don't go down to 0, cyberzombie. If you are using a magic power while astrally projecting, take HP damage instead of fatigue for failed strain rolls. You may not buy magic powers at a level above your Magic (essence, round down, or 0 if you're not a mage) (or maybe you can, but it's generally dumb, because...) If you use a magic power with power greater than your Magic (probably from [Extra Effort] or because you've been losing Magic), you take failed strain rolls as HP damage, not fatigue. If you do something that might result in Magic loss (other than essence loss), roll against your Magic. If you fail, you have a choice. Either A) reduce your Magic by 1 or B) take a [Geasa]. A geasa is usually an eit roughly equal to a 5 point flaw. If you fail to fulfill any of your geasa, reduce your Magic by the total number of Geasa you have, and penalize all your magic rolls by half that, round up. If you repeatedly cast without fulfilling your Geasa, you may lose the geasa...and the point of magic. Oops. A level of magery (good luck finding one of those) will increase your Magic by 1, or remove a geasa without the point of magic loss. Note that the spell skills in this magic system are not spells, and don't get the +1 skill bonus from magery. The cost of "unusual background--Mage" includes some innate magery, which is why you, a mage, have a magic stat of 12 to begin with. Aspected mages can only have 3 magic powers, or 2 magic power and 3 subpowers, or 1 magic power and 6 subpowers, or 10 subpowers. They effectively have "Aspected magery (foo)" and have a magic stat of 10 with regards to that, and 0 with regards to everything else. Or, deduct a power (or 3 supowers) from that and give them a magic stat of 12. Heehee...do something wierd, and give them 1 power (or three subpowers) with a bizzarely boosted magic stat of 14! Or maybe not. Hmmm...Astral and Spirit, with some antimagic and healing, would probably fall under Nethermancy. TK (in all it's glory), EK, and some scattered ESP and healing fall under Elementalism. Antimagic, ESP, and chunks of astral and TK are pretty wizardly. Illusion, Telepathy, and some TK and EK effects would fit under Illusionism Spirit, Healing, and some...other stuff...probably fits well under Shamanism. I really don't know. Force 1 spirits are watchers. Their stats are all around...6, extra penaty for being the worst, and they're maybe around -65 points (Remember, the spirit package is about 100 points). You get an extra 35 points per level of power (since power's about 10 points/level), which can go into stats or to spiffies, so at Spirit Power 12 (normal max) you get 330 points of spirit, which could theoretically have stats 15 and little oomph, or (more normally) stats of 12 or 13 and considerably more oomph. Typical stat-to-power progression...(but, with 2 levels of extra effort and some nasty physical drain, make that a 400 point spirit, built to order). The "force" of a spirit is it's base stat -5, but can occasionally be misleading...more versatile spirits can be more powerful with lower stats. Stats of all 6 is a total of -120 points. Basic spirit packages run 25-50 points, i think...so yeah, that leaves 60 points for spiffies at "latent" levels of power. Most of the point value of a spirit goes into its rock bottom, basic template. On top of this, you design the spirit with custom points, and 5 x (Power -1 )points can be specified at the summoning (more for hermetics, with their fewer spirit types and alternate summoning mechanic). (Power #, point total, basic stats + custom points not usually sloughed into stats.) Power 1, -65, stats at 6 + 0 points (-180 "custom" points into stats -4) Power 2, -30, stats at 6 + 35 points Power 3, +5, stats at 7 + 10 points (-120 "custom" points into stats -3) Power 4, +40, stats at 8 + 15 points (-90 "custom" points into stats -2) Power 5, +75, stats at 9 + 20 points (-60 "custom" points into stats -1) *spirit usually picks up a personality quirk worth -5 points, not included in values below...you can let your sadistic GM handle this, adn he may pick a new one each time, or have a basic one. It should make sense.* Power 6, +110, stats at 10 + 0 points (no custom points into stats) Power 7, +145, stats at 10 + 25 points Power 8, +180, stats at 10 + 60 points Power 9, +215, stats at 11 + 35 points (60 custom points into stats + 1) Power 10, +250, stats at 11 + 80 points Power 11, +285, stats at 12 + 55 points (120 custom points into stats + 2) Power 12, +330, stats at 12 + 90 points *Physical Drain takes over, plus the extra effort cost...* Power 13, +365, stats at 13 + 65 points (180 custom points into stats + 3) Power 14, +400, stats at 13 + 100 points *(or 14 + 15 points)* Power 15, +435, stats at 14 + 50 points (or 13 + 135 points) (If we were using a 4-stat system, spirits would start at -25 points and go up 25 per level, maxing out at Power 12 = 275 points, stats in the 12 range + 60 points...well, sorta. Fudge fudge fudge). Is 5 x (power - 1) on the fly too much? It's HPT at level 4, and just shy of "Illuminated" at level 12...just because you said you wanted as illuminated spirit this time. You should need more than 12 to do that. Perhaps halving that? going on... Thus a power 10-12 spirit (force 6 to 7) is a good match for any runner, especially who's not specially skewed to fight spirits. Spirit warrior, from this...getting merged. Spirit warrior should give a resistant failed notch to self (who you are, and who your patron is, are becoming less distinct). Since you have to pay for dual, but not for the spirit package...let spirit warrior costs 60 points, and grant you an extra 25 CP per level above 6? So at power 12, you can leverage your 70 points of spirit warrior and your 120 points of Spirit Power to get 150 points of Spirit Coolness. If you could somehow get up to 14 (say being a highly aspected Summoner) you could get 200 points of Spirit Coolness out of 60 + 140 points. No, that's not right. Spirit warrior should require Spirit/8+ (eight or more levels of power), at which point you can call in respecatble force 5 spirits. Perhaps you should be able to add to yourself the "custom" points in your basic template, + 5 points of variable stuff, and rework the very basic template to make sense for a person (no spirit form, no reprogramable duty, add dual natured...dur. It makes sense, really it does... Power 1 spirit has -180 points in stats, around 60 points that got handed to you as a splat for the spirit type, and you get to put in about 60 points....er my values may be off, I need ot acutally pull up the templates... so basically, you get to have 60ish points to start that make these spirits *your* spirits. This increases by 30 points per level of spirit power, but most of that goes into buying off the stat penalties that made the power 1 spirits so tiney. By the time you've hit power 8, you've got packages that have a basic +0 to stats and about 20 points into spiritly spiffiness. At power 12, you've got a template with a basic + 2 to all stats and 30 points of spirit spiffiness...you add these and the 5 x (power-1) points worth of stuff you grab on the fly to the rock bottom spirit splat, adn that's what you've summoned...and if you're using 6 levels of power it's also got a 5-point disadvantage personality quirk. So, you put together a basic splat of equal point value ot the spirit's that holds the flavor but is for you as a material being, you take the 5 points quirk, you take the template you've designed for power (whater it is greater than 6) and 5 points you pull out of "I want this now!" and add all that to your character. Thus if you're a spirit warrior of the Land, and all your Spirits of the Land can, I dunno, cast "confuse" at IQ while in that domain, then by gum you as a spirit warrior of a Plains spirit will be able to do that too, and you can't decide you want something else instead. I think that, if you're trading in one spirit type for 3 more set subtypes, you should have to have a spirit power of 6 or more, and you get 25 less points on the fly, and your spirits just don't exist at what less than power 4/force 3. This also does the banishing thing well...spirit force contesting with your summon power, the spirit can eit your spirit power, you can eit it's force (deducting two "power levels" per unit strike until it hits force 3, at which point it's one a peice for a while until you hit force 1 and then it vanishes, unless it's a loa/specialized spirit/whatever in which case it winks out after force 3. You're probably doing contested rolls between your banish skill + power and it's force + "power", i.e. power x 1.5...so if you've got 6 levels of power and a skill of about 12, you're rolling on 16s, and if you've summoned it, it's rolling at 16. Hmm...maybe not. Perhaps you should roll Power + Magic + Skill v. HT + WL, so it's rolling at 20 and you're rolling at 30 (or 10 and 15, normalizing). Maybe do that, and just have the shrinkage affect stats, not other things...you've got the advantage in brute power, but while he kills all your ability to banish him, he's still got all his spirit spiffies as he shrinks. I messed up...having lower magic should make it harder to lose magic, but the chances of losing magic are supposed to be less than one half. Say test against magic-4, if you "succeed" lose a point of magic. --zebediah [Mage Power Speculation]