Identity

From Summoner

Identity Chart
Identity Sin
10 Selfish thoughts. Using Ego for unnecessary acts.
9 Minor selfish acts. Possessing multiple Alter Selves.
8 Injury to another. Venturing into the Mirror without immediate purpose.
7 Petty theft. Controlling thinking beings via Influence.
6 Grand theft. Making a pact with a demon.
5 Intential, mass property damage. Devouring a mortal's Id.
4 Impassioned crime. Releasing a demon into the World.
3 Planned crime. Devouring a mortal completely to a Shell.
2 Casual/callous crime. Willing submission to demonic possession.
1 Utter perversion, heinous act. Willingly breaking vast portions of the Mirror.

Projection

When Identity begins to flag and fail, it becomes more difficult for a Summoner to determine the line between themselves and the Alter Selves that represent them. Minute aspects of their souls take larger and larger parts in their behavior. In essence, they become less, as other possibilities are drowned out. As more and darker possibilities enter the soul, that energy surrenders control from the Summoner to his Alter Selves...who may begin to misbehave.

Stirrings: 5 and 4 Identity

Once a Summoner falls below 6 Identity, projection effects can begin. The Summoner feels the call of his Alter Self's Virtue and Vice more acutely, though she gains no additional benefit. In a situation where the Summoner seeks to ignore an opportunity for that Alter Self's potential satisfaction, the player rolls Identity. On a failure, the Summoner must either submit to the desire, or suffer a -2 to actions for the scene as the Alter Self distracts and whispers to the Summoner.

Idle Hands: 3 and less

The Summoner is not truly in control of the relationship any longer. When awake, the Summoner still suffers from the effects of Stirrings, but begins to find their Alter Self drawing forth unbidden. When asleep, or while the Summoner indulges in the Alter Self's virtue, it may rise of its own accord. A small benefit is that there is no roll or necessary action for this involuntary activity, but the Alter Self, once out, seeks only its own desires. When these desires happen to align, the Alter Self may prove a vital ally. More often, the Summoner can become a pawn to his own personality if she is not careful...

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