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25Jun/110

Magic/Gear: Augmentation Spirits (DRAFT)

Augmentation spirits are in a class all of their own, another mystery of the metaplanes that have only recently been discovered by a select few conjurers and enchanters. Some theorize that these spirits are freed ally spirits, but no one really knows for sure. For game purposes, assume that an augmentation spirit is a unique free spirit that is molded and changed by the summoning ritual so that it meets the summoner’s requirements. Augmentation spirits are summoned and bound into mundane items to make them more powerful and to potentially give unawakened people access to magical abilities.

Conjuring Requirements
To conjure an augmentation spirit, a conjurer must have the augmentation meta magic, the spirit’s formula, spirit’s true name, binding materials equal to the force of the spirit, and a previously prepared item for the spirit to inhabit (see "Physical Form - Vessels," below.)

Spirit Formula
As with ally spirits, an augmentation spirit’s formula may be written from scratch by making a Logic + Arcana (Force x 5, 1 day) Extended Test, or it may be granted by a metaplanar quest. This formula must have a physical representation which must be the actual vessel the spirit will inhabit. This means that every vessel must be custom-made, and unless a duplicate item is made, if the vessel is destroyed, the formula is destroyed, which means the spirit is destroyed.

Creating an Augmentation Spirit
The augmentation spirit’s formula incorporates a free spirit’s true name and modifies the spirit’s unique essence, statistics, abilities, and powers to meet the conjurer’s intentions. This formula also dictates how much Karma the conjurer must sacrifice during the summoning ritual before the spirit is invested with these abilities. The following steps will help you calculate the spirit’s Karma cost (as well as its powers and skills).

Choose Force: An augmentation spirit’s base cost equals 8 Karma times the desired rating.
Learn the spirit’s true name (page 107, Street Magic.) This doesn’t affect Karma cost, but the task may be based on the spirit’s Force, and is a requirement for the ritual.
Choose Powers: All augmentation spirits start with the Dual Natured, Sentience, Realistic Form, Aura Masking, Inhabitation, Spirit Pact (Command,) Immunity (Natural Weapons,) and Mind Link (Touch) powers (The Mind Link power requires the spirit’s vessel to be touching the person with whom it wants to establish a mind link.) They also have one additional power per 3 full points of Force, chosen from the list below. Additional powers may be added for 5 Karma each.

Animal Control
Personal domain
Regeneration
Concealment
Guard
Movement
Psychokinesis
Search
Elemental attack (specify type)
Elemental Immunity (specify type)
Enhanced Senses (choose sense)
Magic Guard (counterspelling skill required)

Choose Skills: All skill ratings equal the spirit’s Force. Augmentation spirits start with the Assensing and Spellcasting skills. They may have one additional skill per 3 points of force, chosen from the list below. Additional skills may be purchased for 5 Karma each.

Archery
Blades
Clubs
Exotic Melee Weapon
Exotic Ranged Weapon (elemental attack)
Throwing Weapons
Any Charisma-based Skill
Perception
Tracking
Arcana
Astral Combat
Armorer
First Aid
Counterspelling

Choose Spells: Augmentation spirits start with the Physical Mask (Vessel,) Fix (Vessel,) Fashion (Vessel,) Fashion(Vessel,) and Custom Fit (Vessel) spells (see below for descriptions.) The conjurer may teach the spirit any spell he knows for 3 Karma per spell. If the conjurer doesn’t know the spell, the spirit can still be taught with a spell formula for 5 Karma per spell. Augmentation spirits can only cast spells with a range of "Self" or "Touch," but are very adept at casting these spells, receiving +2 die to resist drain. They may not learn or cast fetish based spells.
Calculate Rating: the spirit’s rating equals its Force+extra powers+extra skills+extra spells. This rating multiplied by two dictates how much Karma is required for some one other than the summoner to enter into a Command pact with the spirit.

Summoning Ritual
Augmentation spirits are summoned as if they were ally spirits, as described on page 104, Street Magic. Once it is successfully summoned and inhabited into its vessel, the summoner has full command of the spirit as if it were in a Command Pact (see below) until the summoner dies or releases the spirit from service.

Personality
As a free spirit, augmentation spirits may have any personality described on pages 92-93, Street Magic, or any other personality the gamemaster desires. As a guideline, these spirits tend to be animus/animae, shadows, or wardens. The conjurer dictates the spirit’s basic personality with the spirit formula. Once freed of the original conjurer, an augmentation spirit will seek to enter Command pacts with individuals that match its personality and goals.

The augmented vessel will usually have a unique name which is never the true name of the spirit, but the spirit may refer to it’s self by a nickname, often based on the item’s name. For instance, if a dagger were named “Diablo’s Toothpick,” the spirit may call itself “Pick.”

Ideally, the spirit and the controller are like-minded and have similar goals, but this is not essential. The spirit should be treated like a contact and should have a well-defined personality of its own. Relationships can evolve and change over time, such that the spirit and controller may become close friends and confidants where the spirit is respected and treated like an equal despite the inherent servitude implied by the Command Pact. Alternately, they may remain purely professional counterparts, or even devolve into a true master/slave relationship where the spirit seeks to be free of its controller by any means available to it.

Attributes
Regardless of the physical form inhabited by the spirit, its mental attributes and Magic are equal to its Force. Its physical attributes will be based on its Force and will be modified according to the composition of the vessel (GM Discretion.) If in doubt, GMs should simply use the spirit's Force for physical attributes as well. In most cases, Body and Reaction will be the only two physical attributes that matter, since Reaction is linked to Initiative and Body is used to determine the physical condition monitor and to resist damage. If the physical form has a barrier rating, it should be increased by half of the spirit’s Force.

The spirit begins play with an Edge attribute equal to the conjuring character’s Edge, rather than its Force.

Astral Form
The spirit can use its aura masking power to make its vessel look like a mundane item when viewed from Astral space. If the masking is penetrated, it will be revealed as a spirit inhabiting a physical form. Its true astral form is up to GM discretion.

Physical Form - Vessels
An augmentation spirit’s vessel is a very special thing. It is the physical representation of the spirit’s formula and incorporates the spirit’s true name. It serves as a true vessel for the spirit. Copies of a spirit’s vessel are rarely made due to construction costs and also due to the power the vessel has over the spirit. This means that destruction of the vessel usually results in the utter destruction of the spirit as well.

Vessels for augmentation spirits must be an item that an be worn or carried by the person in command of the spirit. Melee weapons and armor are the most common forms, but rings, bracelets, clothing, boots, gloves, belts, and even skate boards have been used as vessels. The GM has final authority to decide if a vessel is appropriate, but in general, it must be something that can be worn or easily carried by a metahuman of with average physical attributes.

Due to their unique requirements and nature, vessels for augmentation spirits must be custom made and may not incorporate any electronic or electrical components. Firearms do exist as vessels, but they are very rare and do not incorporate any internal smart links, range finders, laser sights, or other electronics. There are no suits of military armor with spirits inside them, and while one might try to build a vibroblade from scratch, the inhabiting process would short-circuit the electronics required to make the blade function.

Vessels must be purely mechanical in nature. For instance, armor could be built with a retractable blade in the forearm, but it would only work if the mechanism employed mechanical manual controls. Neural links will not work. Firearms will only work if they can be mechanically fired (no electronic or remote-control firing.)

Armor must be constructed as a single suit, with all pieces connected. For instance, a character could have a shield or a helmet augmented by a spirit, since they are single pieces, but for an entire suit of armor to be augmented, every single piece must be connected. Armor made of metal plates must use leather, chain mail, or some other flexible material at the joints to connect the pieces into one suit.

Construction: Vessel construction requires the base cost of the mundane counterpart, plus modification costs, multiplied by 2. It also requires one unit of radical reagents per point of spirit Force, and one exotic reagent per 3 points (or portion thereof) of spirit Force. The construction test is an Extended test that will vary based on the vessel’s form and is up to GM discretion.

Once the form is constructed, it must be prepared for inhabitation, requiring an Enchanting + Magic (Object Resistance x 3, 1 day) Extended Test.

An augmentation spirit may not inhabit any sort of magical focus without destroying the enchantment that gives the focus its power.

Spirit Abilities
Augmentation: depending on the form of the physical vessel, an augmentation spirit grants various bonuses.

Melee/Thrown/Projectile Weapons gain half the spirit’s Force (round up) to damage values, and may strike astral targets or other creatures immune to natural weapons. (An augmented bow can hit a spirit, but its mundane arrows cannot. An augmented arrow could hit a spirit even if it were shot from a mundane bow.)
Firearms gain recoil compensation equal to the spirits Force, and if the actual firearm (not its bullets) is used as a weapon, it gains the same benefits as described above.
Armor gains half the spirit’s Force (round up) to both ballistic and impact armor. The armor becomes hardened against normal weapons with a rating equal to twice the spirit’s Force, but this does not stack. If a Force 3 augmentation spirit were to inhabit a custom designed armored jacket (ballistic 8, Impact 6,) the new armor rating would be 10/8 (3/2, rounded up, added to each rating.) The first 6 points of the this rating would count as hardened armor due to the spirit’s Immunity to normal weapons. If a leather jacket were augmented with a Force 3 spirit, the new rating would be 4/4, but since this is less that the hardened armor bestowed by the immunity, the new armor rating is 6/6, all of which counts as hardened armor. Unarmed damage or any melee weapon that is an integral part of the armor gains the weapon benefits as described above.
Other items may gain other bonuses as the GM sees fit.

Tireless guardian: The spirit can be ordered to continually be on the lookout for astral or mundane activity. Regardless of its vessel’s shape, it may perceive the physical world with the standard five meta-human senses, plus any extras senses it may have due to powers or spells. It is also able to perceive Astral space as a dual natured creature.

Unlimited service: The spirits’ controller (The summoner, or anyone who has entered into a Command Pact with the spirit,) may command it to use any of its powers or spells an unlimited number of times. Commanding the spirit is a simple action. The spirit may only use powers or spells it possesses as services. It cannot use any of the other services normally attributed to spirits (aid study, sustain spell, resist drain, etc.)

Vessel Animation: If the physical form has moving mechanical parts (hinges, wheels, pulleys, gears, springs, etc.) the spirit may move them with its own power as long as the vessel is in physical contact with its controller. A suit of augmented armor could put itself onto its commander or even walk around with its unconscious controller inside it. An augmented gun could fire itself or eject a clip, but couldn't aim itself without the use of a levitation or psychokinesis spell. An augmented skateboard could make its wheels roll and steer itself. If a augmentation spirit is not currently bound by a Command Pact, it may move even though it is not in physical contact with a controller. (See any empty suits of armor walking around, lately?)

Modern vehicles cannot be inhabited by augmentation spirits. However, it is conceivable that a vessel could be custom built to allow movement on ground or water. If this movement is accomplished in a similar fashion to an existing animal (humanoid walking, dog running, snake slithering, dolphin swimming, etc,) the GM should consult the movement rates of similar creatures and increase them by 5% per point of spirit Force (or more, if the form is large enough to warrant faster movement than its animal counterpart.) These rates may be increased if the spirit has the Movement power.

If the movement is accomplished via spirit animation of purely mechanical means, such as a bicycle, its maximum “walking” rate should equal it’s Force x 5 meters per turn. Its maximum “running” rate should equal its Force x 10 meters per turn. These rates may be increased if the spirit has the Movement power. Note that, regardless of the nature of the physical form, the controlling metahuman may not steer or otherwise manually "drive" the form, but he may ride it. For instance, even if a bicycle is augmented, the controller may not steer it. The spirit must navigate its own body with its own attributes and needs no piloting skill to do this, since it is its natural form of movement. The controller can tell it, "Turn left here," or "Take me to Helga's House of Pain," and the spirit will comply to the best of its ability, but the controller can't say "Move forward as fast as you can," and then steer the vehicular form himself.

Spellcasting: On command, an augmentation spirit can cast any spell it knows, and may sustain spells that it casts for as long as needed, inferring the standard -2 universal penalty per spell sustained.

Skill use: On command, an augmentation spirit may use any skill it knows on it's commander's behalf, assuming it has the physical means to accomplish the task. For instance, an augmented sword with the Blades skill cannot swing itself unless it uses a psychokinesis or similar spell.

Commanding an Augmentation Spirit
Once summoned and bound to a vessel, an augmentation spirit is obligated to follow commands issued by the conjurer and to serve him to the best of the spirit’s ability until the conjurer dies or relinquishes control of the spirit. Once the spirit is free of its original conjurer, it may enter into a Command Pact with anyone else it chooses, effectively making the new person its controller. The spirit can make no other pacts. The Command Pact involves the following conditions:

The controller may not be in any other pacts with any other spirit and may not make another pact while controlling the augmentation spirit, or the Command Pact is broken.
The controller may summon and bind other spirits, including ally spirits, but may not be willingly possessed by any spirit, (and gains dice equal to the augmentation spirit's force to resist unwilling possession or inhabitation.)
The controller must pay the spirit Karma equal to 2 times its Rating: 2x(Force+extra powers+extra skills+extra spells,) with the expectation that extra Karma will be paid from time to time to ensure the spirit remains happy (game master’s discretion.)
The pact lasts for the lifetime of the controller, or 75 years, whichever is sooner.
The spirit may not use any skill, power, or spell to directly or intentionally harm the controller for the duration of the pact.
The controller cannot command the spirit to use Edge or commit suicide.

The spirit may choose to enter perilous situations or to use Edge on its controller's behalf, but it doesn’t have to. Along the same lines, while an augmentation spirit is bound to follow nearly any command, it can choose to do so in a very literal fashion, or to interpret the command in an unfavorable way. It is not required to intervene on the controller's behalf unless commanded to do so. If the relationship between controller and spirit is amicable and mutually respectful, an augmentation spirit can be a powerful ally. If the relationship is strained or more akin to a master/slave relationship, the spirit can cause a great deal of trouble and harm while still abiding by the terms of the Command Pact. For instance, if a street samurai is knocked unconscious by a blast, but his augmented armor is still conscious, the spirit could choose to retreat on its own power, carrying its unconscious controller inside it. It couldn't choose to abandon the controller, since that action could obviously lead to his harm and would prevent the armor form moving once it was out of physical contact with its controller. But it could choose to remain in the area since it was not specifically commanded to leave, allowing the character to be captured. Even if the character had previously said "If I get knocked out, get me to my safe house," it is entirely up to the spirit to decide what route to take to get to the safe house, which could lead through gang territory, or a Knight Errant check point…

The controller may command the spirit to use any of its abilities, spells, or skills in any way the controller sees fit. These may be short term commands such as "Cast death touch when I shake this man's hand" or longer term commands such as "Alert me anytime you see an astral form that is not summoned by Alex" or "use counterspelling on me and all of my team members that you can see." Commands can be given so that they are repeated under established conditions, such as "Cast and sustain levitation on yourself. When I throw you at something, use the spell to return to my hand,” or “Cast deathtouch on anyone except me who tries to pick you up.” The GM decides how the spirit interprets commands and conditions, based on the spirit's Logic and Intuition, the situation, and its relationship with its controller.

Regardless of what the controller commands the spirit to do, the act of commanding is a simple action, and can be done only via the mental link, which requires touch to establish. The spirit may require a free, simple, complex, or multiple actions to complete the command, depending on what it is told. Even though the spirit is an NPC, its dice rolls can be handled by the player, if the GM wants to free up his brain a little bit.

Damage
Regardless of the shape or dimensions of the spirit's physical form, it has Immunity to normal weapons, which grants the form hardened armor equal to twice the spirit's force. The form's barrier rating is also increased by half of the spirit's force. This is most advantageous to armor forms, but makes any vessel more difficult to damage. They are susceptible to magical damage of all types and also to drain damage they may incur from drain. Weapon foci and dual-natured creatures can bypass the weapon immunity, but some additional protection is still conveyed by the increase in barrier rating.

Targeting
When trying to damage an augmented form, a number of considerations may apply, depending on the circumstances. If the vessel is alone and separate – a jar on a shelf, or a shield on a stand, for example, regular combat rules are used, and the spirit may attempt to dodge (if movement is possible) and resist damage normally (assuming the attack defeats the hardened armor.) Modifiers may apply for the size of the object; a class ring is harder to hit than a ballistic shield.

If the vessel – other than armor/clothing - is held or worn by a character, the attacker must make a called shot, and the character holding or wearing the vessel may attempt to dodge normally. If they fail, the vessel, and possibly the character, are hit and must resist damage.

If the vessel is a set of armor or clothing that covers half or more of the character’s body, a called shot can be used to target a specific part, but in general, it's assumed that the attacker is targeting the character in the armor normally. The target of the attack rolls to dodge normally, and if he fails, he and the spirit rolls to resist damage individually

Astral/spell Damage
Since augmented forms are dual natured, they can be targeted from astral space by spells or astral combat. The same rules apply as specified above, with one exception for full suits of armor/clothing. If a character is wearing a full suit of augmented armor, they are entirely encompassed by the spirit's astral form, granting them astral armor equal to the spirit's force. This protects them against all spells cast against them on the astral plane. On the physical plane, mana spells, single target spells, and touch-based spells receive a negative spellcasting modifier equal to the spirit's force if they are cast at the controller. Physical AOE spells or spells that use a damaging elemental effect function normally.

Mages and augmented items
While wearing any augmented item , a mage cannot astrally project since his astral form cannot escape the spirit's aura, and attempts to astrally perceive receive negative dice modifiers equal to the spirit's force if he is wearing an augmented helmet. A mage in full suit armor reduces his conjuring, binding, banishing, spellcasting, ritual spellcasting, and counterspelling pools by the force of the spirit.

Combat Sequence
Initiative can get a little tricky. All augmentation spirits, regardless of their physical form, get Initiative calculated normally and receive two initiative passes. If it is working on "standing orders" such as "cast heal on me anytime I am wounded," or "cast mana bolt at anyone who walks through that door," it will follow the orders without further intervention from the controller in accordance with its initiative. However, this may mean it has no actions available later in the pass or turn when the controller needs it.

If the spirit has actions available and no orders to use them, it holds its action, waits for a command from its controller and then uses its action as appropriate, and may use it as an interrupt action to execute its orders as soon as it receives them. If the controller is significantly faster than the spirit, he may issue orders that the spirit can't execute until later in the combat phase. This can cause issues in a fast-paced and rapidly changing combat situation, so a super-faster controller may wish to hold his action as well to ensure the orders he gives the spirit are still pertinent when the spirit has a chance to follow them.

It is possible to time attacks in such a way that the character attacks someone, and the spirit uses touch-based spell when the strike hits. In this case, the attacker doesn’t get the +2 bonus for “touch only attacks.” Because the spirit is not in control of its vessel and must try to time the spell casting by anticipating the moment it will hit its target, the spell casting attempt receives a -3 dice penalty.

Armor
Armor inhabited by an augmentation spirit is commonly called “ghost armor.” It is often constructed as a full suit of interconnected pieces, which does not usually include a helmet so that a separate mundane helmet (full of electronics and gadgets) can be used instead. A suit may be made to interface with a specific helmet type so that the suit can be sealed against chemical or airborne attack vectors. A suit may also be built with any armor modification that does not require the use of electronics, but these modifications cannot be added or removed later.

Even if modern materials and fabrication techniques are used, ghost armor is often crafted to resemble medieval armors. Even when it is made in a more contemporary style, it is often difficult to disguise as mundane armor due to the runes and other archaic writings that must be inscribed on the armor, although these inscriptions can be made on the underside of the armor if desired. Ultimately, the final appearance and modification of the armor is up to the designer of the spirit formula.

Weapons
Weapons inhabited by an augmentation spirit are often called “rune sword/hammers/daggers/pistols/monofilament whips,” due to the arcane writings that typically cover the weapon’s exterior. Melee weapons are the most common, but thrown weapons, projectile weapons (i.e. crossbows, compound bows, etc,) and even firearms have been made as vessels for augmentation spirits.

A weapon may serve as a vessel for any Force of spirit and use the stats for the given weapon type. The weapon type and final appearance of the weapon are determined by the designer of the spirit formula.

Weapons Built into Armor
A suit of armor may have weapons built into it. Forearm spurs, finger razors, and bolt launchers are popular choices, but other options exist. These weapons may or may not require an Exotic Weapon skill for the controller or spirit to use the weapon (game master discretion,) and the spirit may or may not have the appropriate skill to use the weapons if it is acting autonomously. The presence of the weapon in the armor does not guarantee the spirit knows how to use it.

Spells
Augmentation Spirits always know the Physical Mask (Vessel,) Custom Fit (Vessel,) Fashion (Vessel,) and Fix (Vessel) spells. They will often know Levitate, Magic Fingers, or Psychokenesis as well, since these spells will allow them to move even if they are not touching their controller.

Custom Fit (Vessel)
Type: P Range: Self Duration: P Drain: (F/2)+2
Part Shapechange, part Fashion, and part Shape spell, this spell allows the spirit to make it’s vessel change in shape to accommodate its current controller. This removes penalties for using weapons of the wrong size, and ensures armor and apparel are custom-fitted to the user. A threshold must be met, equal to 2 for every size category between the current size and the desired size. So a custom fit from micro to giant would require a threshold of 10! (It may be easier to cast the spell multiple times, staging the size a little at a time.) This is not a fast process, requiring the spirit to maintain the spell for a full hour before it becomes permanent. It cannot be used to change the overall shape or form of the weapon or armor, as these are dictated by the spirit formula.

Sizes: Micro / Small / Dwarf / Human, Elf, Orc / Troll / Giant

Fix (Vessel)
Type: P Range: Self Duration: P Drain: (F/2)-1
A special version of the Fix spell, this magic allows the spirit to repair damage to its vessel. Any damage not repaired in this way must be fixed by an armorer or artisan and an enchanter (triple the repair costs and double the time required.)

Physical Mask (Vessel)
Type: P Range: Self Duration: P Drain: (F/2)-1
A special version of the Physical Mask spell, this magic allows the spirit to make its form appear in any shape/color/style that it or its controller desires. Combined with its aura masking ability, this spell can allow a controller to be protected by substantial armor while appearing to wear only a business suit or a bikini.

Fashion (Vessel)
Type: P Range: Self Duration: P Drain: (F/2)-2
A special version of the Fashion spell, this magic allows the spirit to permanently make minor changes to its vessel to suit its controller. The overall shape cannot be changed, but color, texture, and other similar superficial details can be changed.

Karma
Besides the initial Karma that’s invested in the binding or Command Pact, a controller would be wise to supply the spirit with additional Karma as often as possible. This may be Karma the controller contributes personally, or may be Karma that’s negotiated as payment for a run or other service.

Gamemasters should be careful if they allow characters to negotiate for Karma “payments” to be made to the spirit. As a general guide, the Karma should still be factored as part of the character’s cut of the profits, with one point of Karma equaling at least 25,000 nuyen. This Karma can come from any source that the Mr. Johnson arranges, but will often entail some poor slob “willingly” sacrificing some of his life force to avoid more dire repercussions at the hands of Johnson’s employers. Additionally, considering how rare and valuable these items are, it may not be in the PC’s best interest to let a Johnson know that they possess augmented weapons or armor.
Also note that the spirit may have principles or ethics that dictate when, where, how, and from whom it may receive Karma. A shadow spirit may be fine with beating a bum within a millimeter of his life and bargaining for Karma to refrain from killing him. A trickster may barter with the bum and exchange booze for Karma, laughing at the irony of it. An animus may save the bum’s life from gangers and not even accept Karma if it was offered as a reward.
Regardless of the Karma source, the spirit controller cannot dictate how a spirit uses its Karma. Those choices are entirely up to the spirit, but it may choose any improvement options available to a PC, at the listed costs (page 270, SR4):

1.It may raise its attributes separately (which all begin at the Force it had when it went free).
2.It may raise or purchase additional skills.
3.It may initiate as a magician does, though the process grants one additional free spirit power per grade rather than a metamagic technique.
4.It may raise its Force by 1 point at a time at the cost of new Force rating x 10. Raising Force raises all of the spirit’s attributes, skills, and powers that are based on Force.

Acquiring Ghost Armor and Rune Weaponry
Augmented items are extremely rare. The availability and cost is designed to make less powerful items available at character creation, but if a character starts the game with such an item, there should be a good reason within the backstory to explain where the item came from and why the character has it.

Once the game has begun, augmented items should always entail a significant effort and cost for the characters, and should never be obtained by simply calling a fixer, paying some cash, and waiting for the item to fall off a truck. Finding or creating the items should be the subject of a run (or series of runs) and the danger involved should equal the reward. At the very minimum, a PC must find an NPC with the resources to craft the items and summon/bind the spirit. The PC may be required to aid in any aspect of the process (gathering reagents, learning the spirit’s true name, acquiring spell formulae, etc.) The following cost and availability listing are intended to be guidelines only. Individual games may allow for less (or more) restrictive access to these powerful items.

GMs have the final say as to whether an augmented item can be purchased, but as a general guideline, find a comparable item in the equipment listing and increase it’s availability by the Rating of the augmentation spirit (or Rating x 2 after the game starts.) Multiply the base cost by the Ratingx2. At character creation, players must spend BP equal to the Rating of the spirit to enter into the Command Pact with the spirit.

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