Spirit Binding

A while back, when I was doing that LARP hassle, I toyed around with various magic systems, because standing around reciting the same six phrases of nonsensical gibberish for twenty some spells while waving your hands like a jackass is dumb. One of those systems was a Words of Power. Another one was a Spirit Binding system. This is that one.

The system was separated into three levels: Magna, Prima, Summa. The names are purely fluff, though. Ignore them.

The binding process involved rituals based on levels. First level was simply applying the make-up. Second level was performing a mini, flashy ritual. Third level is where things got fun. For me, at least. More on that later.

The first level involved binding Lesser Spirits, so minor they're Nameless, unto yourself, in order to gain access to skills. Parry, dodge, maybe a resist. Costume props were largely make-up based. Probably some sort of script on the body part related to the skill. The bindings were changeable four times per day: Dawn, Noon, Dusk, and Midnight. If you missed them, you missed them.

The second level involved binding of Known Spirits in order to augment Attributes. Some spirits added to attributes, while taking from others. Some just gave additions. At this level the costume requirements increased to props, with the spirits giving pure bonus requiring more pieces. Horns, weird ears, contacts, maybe a tail. Some roleplay requirements thrown into the mix. This represents the blending of the PC and the Spirit, as the Known Spirits were essentially as strong as the character. The second level bindings were only changeable at two times during the day: Noon and Midnight.

The third level is where things get a bit different. For starters, GM intervention is required. Secondly, a major ritual is performed to summon the creature. Thirdly, success is not guaranteed. Also, purchasing the skills at this level do not give instant ability, only possibility. The ability must be earned. The third level was usable only once per event.

At this point, the character is able to summon  and forming Pacts with Named Spirits. These are major spirits so powerful they have their own True Name. This True Name, along with proper procedures for summoning, sigils to draw, offerings to give and proper incants, must be learned through research and quests. Simply being told the requirements is not sufficient. One must Learn in order to Know. Due to Magic reasons.

The important thing to remember is that rituals require sacrifice. The sacrifices vary from Spirit to Spirit and are permanent. Typical offerings include alcohol, tobacco, props and service time. There are practical reasons for this: It causes the player to take an extra NPC shift for a mod, it adds props to a game that probably needs them and GMs enjoy booze and smokes. These are important bribes when wasting their time.

Summoning in this manner is dangerous and not guaranteed. Any number of factors can stop a spirit from entering the Pact (stepping within the circle): wrong offering, offering to little, offering not of high enough quality, service too trivial, half assery in ritual performance, etc. Yet, should they accept and enter the circle, the spirit will carry out the Pact in earnest.

Before I abandoned the system like I did my first marriage, I figured two groups of Named Spirits - the Knowers and the Wielders.

The Knowers consisted of Knower of Known Knowledge, Knower of Hidden Knowledge, and Knower of Forgotten Knowledge. Their basic jam is to answer questions based on their purview as long as the alcohol and tobacco holds out. Once it does, they leave. They'll answer honestly, and will tell out right if they don't know something.

The Wielders consisted of Wield of the Hammer, Wielder of the Bow, and probably a Wielder of Magic, had I continued. Their deal was the basically serve as an extra fighter for a mod, in exchange for a weapon prop and the player's service for a mod (extra partial NPC shift).

So, yeah, there it is.
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