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What happens to spirits if the Conjurer gets knocked-out

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jman5000

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« on: <02-26-20/1101:33> »
Hey all,

Subject says it all.  not sure if it's been asked/answered before.  I couldn't obviously find it.

there are rules for drain and what happens to spirits if you knock yourself out (spirit is banished).  There is also rules for the built-in time limit.  but what happens to spirits if the Conjurer is either knocked out or taken out damage-wise?  Do the spirits remain and linger without orders (once the current service is fulfilled)? or are they sent back to their realm because the link between spirit and Conjurer is broken?

Thanks

Cheers,

J.

Michael Chandra

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« Reply #1 on: <02-26-20/1108:33> »
The past few editions that basically has been left up to the GM.
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jman5000

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« Reply #2 on: <02-26-20/1111:40> »
Cheers!

has there been a general consensus on this?  a "normal" yet non-codified way that most GM's adjudicate this situation?  What happens at Organized play tables?  up to each individual GM?

I'm cool with ruling at my table - but if there is a rule of thumb, that will help support my ruling by showing at least precedent (if there are no direct rules).

Cheers.

J.

Stainless Steel Devil Rat

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« Reply #3 on: <02-26-20/1117:45> »
Generally nothing happens just because the summoner has been knocked out (or gone to sleep).  Indeed, now that in 6we spirits last for one sunup AND sundown (rather than the first of the two to occur...) it's pretty much assured that spirit services have to persist through the mage being asleep.  That in turn gives support for services persisting through the stun track being filled up.  Furthermore, "holding on" to spirit services owed isn't said to require concentration, contrasted against the example of sustaining spells (which cannot persist through being asleep/unconscious).

Mind you that in prior editions, there HAVE been suggestions that poorly treated spirits might try to slip loose while a mage was on death's door, but it's varied as to what kinds of spirits might attempt this: summoned, bound, ally...   Of course 6we rules only treat summoned spirits thus far, but a magic expansion book is coming and who knows what will be in it.  But until then, I'd say the best practice would be to presume that nothing happens with spirit services owed if the mage is knocked out.  Unless, the GM decides it's more interesting in a given circumstance for a spirit to try to slip control...
« Last Edit: <02-26-20/1119:43> by Stainless Steel Devil Rat »
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Banshee

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« Reply #4 on: <02-26-20/1125:31> »
Well a general rule of thumb based on what I directed GM'S to do at conventions if asked was ... it depends on the service that was commanded, but most of the time the spirit will finish the current service if it's able to but nothing further and will leave the scene until the summoner is able to issue commands again if there are services left.
Robert "Banshee" Volbrecht
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Michael Chandra

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« Reply #5 on: <02-26-20/1126:32> »
In other words, treat your Spirits nicely, kids...

@Banshee Since Remote Services no longer cost you all your services, in SR6 I'd be more inclined for the Spirit to hop to Astral and wait around for the summoner to recover.
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Stainless Steel Devil Rat

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« Reply #6 on: <02-26-20/1129:14> »
Yes, excellent point.  Spirits are, in a rules mechanic sense, very similar to drones.  They'll do what they were ordered to do, and then if you're knocked out/asleep by the time that service is complete, normally they should just fade out and wait for the mage to issue more commands, or for their duration of service to expire, whichever comes first.
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.