I'd personally go for a more explicit description of the ability than "friend to ..." the spirit. This might be 'cause I'm shallow and don't miss my friends much when they're not around and we seem to be able to pick up again where we left off 10 years previously as if nothing's happened.
On a related note, I tend to use relationships to describe how A influences B and another ability to describe how B influences A. This makes it a lot easier to model asymetric relationships - just because I can call on B to do my dirty work doesn't mean B can call on me.
I'm also in favour of binning the concept of relationships being different from other abilities, but that's a different story.
> > > The way I use it as a player is that those
> > > are
> > > *friends*. My PC chats to them, mentally. If
> > they're
> > > not there in their fetishes, she misses
> > It doesn't have to be window dressing - just start
> > new ability "misses absent spirits" and watch the
> > opportunities roll in.
> Why bother with a new ability? It's the relationship
> to the spirit, just used in a slightly different
> If the spirit's there, you use it to persuade them
> do things. If it's not, that's how much you miss it.
> If someone's threatening harm to your friend (who
> happens to be a spirit), that's your augment on
> anything you do to stop them.
> It's just another relationship with another person -
> use it as such!
> > In fact you could (should?) go so far as saying
> > "There's no such thing as window dressing in HQ -
> > can all be quantified."
> You're probably right. And I think you can also say
> that anything that's been quantified *should* have
> windows dressing applied before use.
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