Spirit Summoning
Recently, I have had numerous E-mails asking for my spirit-summoning system. The system I am using for summoning spirits is as follows :
First, the spirit must be within the concept of the character. One based on a Native American shaman would not summon Mephistopholes or such, while a summoner who summoned the Spirits of the Dead (a Necromancer) would not summon elemental spirits.
Next, the power level of the spirit wanted must be determined. The summoner rolls his Magick (a new stat), True Awareness (a new skill that will be the basis for the entire Magick system), and his Shamanism (a sub-skill of True Awareness), plus a d10. Yes, that is two skills adding to the roll, it is appropriate for game balance. This is compared to the power level of the spirit. If successful, the spirit is summoned. Another roll, this time substituting either Cl or Emp, whether trying to command or persuade the spirit. Persuasion tends to work better on benevolent spirits, command on malevolent, and either one on neutral spirits.
A failed Persuasion roll means that the spirit will not do as the summoner says, and will do its own thing. For daemons, and other evil spirits, this may include eating the summoner, but most other spirits will simply wander away. A failed Command roll means that the spirit is angry, no matter if the spirit is good or evil, and may well attack.
If the Command or Persuasion is successful, the caster can command the spirit to perform a single task, or answer a single question. "Guard me", while a single task, lasts only for the first time the character is attacked, then the spirit vanishes. A cruel GM may even have the spirit interpret this as taking the summoner back to the spirit world !
For every five full points the Command or Persuade roll is higher than the spirit's power, the caster has two choices. He can either demand(or ask for) another task or question from the spirit, or he can summon another, nearly identical, spirit. This can be done in any combination. For example, the summoner is trying to summon a Watcher spirit, and has an Empathy of 8, True Awareness of 7, Shamanism of 5, and rolls a 5. The power level of the spirit he was trying to summon was a 12, so he rolled 13 points above the spirit's power level. He can either demand three services, summon three watcher spirits for one service each, or one watcher spirit for two services, and one watcher for one service.
A spirit's power will range from a 4, for a wimpy little sprite, to a 40, for one of the Dukes of Hell, or a Great Totem Spirit. To determine the attributes, use the following table:
Body Type
Stat
Notations
1-10
Standard Notations
11-12
Torso:18 hits, limbs:14 hits, head:9 hits, 1d6-1 damage plus maneuver modifier, 2 sp of non-ablating armor
13-14
Torso:21 hits, limbs:16 hits, head:10 hits, 1d6+1 damage plus maneuver modifier, 3 sp of non-ablating armor
15-16
Torso:24 hits, limbs:18 hits, head:12 hits, 1d6+3 damage plus maneuver modifier, 4 sp of non-ablating armor
17-18
Torso:24 hits, limbs:18 hits, head:14 hits, 2d6 damage plus maneuver modifier, 5 sp of non-ablating armor
19-20
Torso:32 hits, limbs:24 hits, head:16 hits, 3d6 damage plus maneuver modifier, 6 sp of non-ablating armor
All other notations, including weight allowance, use the standard details.
A spirit's Body Type is equal to half of its power. For all other attributes, the number is equal to one-quarter the spirits power. Its power is also a set of skill points, to a maximum skill level equal to one quarter the power level. However, one of the attributes, depending on the spirit's purpose, may have a single attribute at one-third, not one-quarter, of the spirit's power. For example, a Watcher spirit may have a REF of one-third rather than one-quarter, to better aid stealth rolls. The only exception to this is a Warrior spirit.
Warrior spirits have double the number of hits listed for their BT, and double the lifting capacity. Damage is increased one step, with BT 19-20 doing 4d6 plus maneuver damage. They have 4 sp even if only BT1-10, and have double their normal sp, plus four, for 11-20. However, they have no attribute above one-quarter, and have half the number of skill points. Usually, they only have Melee and Brawl, but occasionally will have Dodge, or a ranged attack skill. They also have half the usual Int and Edu attributes (to a minimum of 1) for all applications except Awareness. Such spirits also require the summoner to spend at least one point of luck on the Command or Persuasion roll, or he or she is in trouble with a capital T. This point of luck represents some extra "Mana" to appease the angry spirit.
Spirits have several basic powers, as listed below:
Manifestation: Under most circumstances, spirits are invisible and intangible. When summoned, however, they become tangible, and vulnerable to mortal weapons. They are now physical beings.
Intangibility: A spirit can resume intangibility, though not invisibility, for as many combat rounds per hour as it's BT. In this state, only energy weapons (which are, of course, magic) and other forms of magic can harm it.
Unique powers: A spirit may have one or two unique powers or skills based on its concept, to be determined by the GM. For example, a totemic Hunter spirit may have a tracking ability, while an elemental Fire spirit may have increased damage or SP from its fiery body. The game master should carefully adjudicate these powers so that game balance is not destroyed. Very often, they represent either a psionic power of a level equal to one-quarter of its power ( or less for the more powerful powers ), or a skill level at one-third of its power.
Using this system, nearly any form of summoner can be created. As was said, elementlists, totemic shamans, daemonologists, spiritual necromancers, or even angelists can be created. The Warrior spirits are there only because, otherwise, even the most powerful spirits would be destroyed by the foes the PC's face. As they are house rules, feel free to modify them for your campaign.
By: William Chamberlin
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