The Art of Alchemy

From Summoner

This Art is not native to any Trump or Estate, and covers some of the basic aspects of being a Summoner. All things are derived of Id, some Wand Peasants believe, and it is simply a matter of being aware of the rate of conversion. This Art takes these ideas and works with them to do things normally beyond a Summoner's scope.

Contents

Of Two Minds (O)

The first formula of permutation is the free exchange of constants within an equation. If 2 + 2 = 4, then surely 4 - 2 = 2, does it not? The Summoner and his Alter Selves are a single entity, parts that sum towards a whole. As such, the distinction between them is formulaic in nature. And a formula can be re-arranged if the orders of operation are understood.
By Spending a point of Id, the Summoner exchanges Attributes with an Alter Self. The same type of Attribute must be used, and this lasts for a single round. For example, if a Summoner was desperate to pass an exam, he could draw upon the high Power of Irakles, his Alter Self, in the stead of his Intelligence.
Since the Attributes are exchanged, a Summoner cannot draw from the same demonic Attribute more than once per round, even if they had the Id to do so. Guys have a privilege to choose the college essay writing service. The Summoner could not use Irakles' Power for Presence to terrify his enemies, and then lift a pillar with Irakles' Power as his Strength. He would have to draw another Alter Self to do so, since Irakles' Power is already within him.
Drawing on this power is not without risks, however. Using Of Two Minds more times in a scene than the Summoner's Resolve + Ego risks spilling too much of the undiluted Alter Self into the soul. Each time the power is used beyond the limit, roll Identity to prevent degeneration. Derangements gained in this manner normally last no longer than a day, but can last longer if the power is pressed multiple times beyond its safe boundaries.
Cost: 1 Id
Dice Pool: None
Action: Reflexive

The Four Humours (OO)

The second formula of permutation is the free simplification or expansion of factors within an equation. Id. Will. Life. These are all aspects of a being, and can be expressed in any number of ways. In a way, it is what makes us ourselves. By understanding the rate of exchange, however, the Summoner gains access to relatively free trade between these aspects of his being.
The Summoner may exchange the following traits within himself, or with his Alter Self, with equal value:
- 3 points of Id
- 1 level of Health (the box is simply unavailable)
- 1 point of Willpower (may go beyond limits)
- One dot in an Attribute
These exchanges last for a scene, in which they automatically revert. Any Id or Willpower used in the exchange are lost as if spent. No more exchanges may be made in a single area (one Attribute, Health, etc) than the Summoner's Ego. Also, as with Of Two Minds, using this power more times in a scene than the Summoner's Resolve + Ego can lead to degeneration. The self is configured the way it is for a reason, and a certain mutability of self makes it harder to remain solid in perspective.


Efficient Consumption (OOO)

Permanently modified Drawing Out, so that any Id spent to Draw Out reflexively can also be "spent" that action for a Numina, Art, or to enhance the traits of the Alter Self. The third formula of permutation is the establishment of a lowest common denominator within an equation. By determining a universal truth between two factors, the units of those factors may be freely exchanged. Id is the fuel that gives life to an Alter Self, but the Alter Self is ultimately an expression of its Summoner. They are one, and share much to exist and survive.
This Art permanently modifies the act of Drawing Out, granting the Summoner the ability to "re-spend" any point of Id used to Draw Out an Alter Self reflexively. This Id can only be used to perform an Art that enhances the Alter Self, power a Numen, or enhance the traits of the Alter Self.

Recombination (OOOO)

Take two Alter Selves and combine them, for interesting (but sometimes volatile) results. (More to come. This is going to take some math and cerebration. Needless to say, this cannot be done in combat and is mercilessly permanent.)
The fourth formula of permuation is the combination of the factors of the equation into a unified whole. Alter Selves represent the raw building blocks of the psyche, moments of raw feeling or violent defenses from harm. They are reactions. They are ideals. They are terrible fears. At their core, the range of Alter Selves define a Summoner. This Art allows for an alchemist to combine two Alter Selves within the crucible of their spirit.
This power requires time and ritual, and though the specific actions vary from Summoner to Summoner, the preparations take at least a scene. The moment of fusion takes only an instant action, however.
Fusion has a number of basic rules to govern the sheer possibility it presents. Even then, not even the fuser knows what sort of results he will gain from recombination, at least not with absolute certainty.
Rule 1 – The fuser cannot create a being of higher Ego than his own.
Rule 2 – The fuser cannot grant a new Alter Self to a being of lesser Ego than the Self.
Rule 3 – The resultant Alter Self cannot be of either of the Arcana of the parent Selves, unless both Selves are of the same Arcanum.
Rule 4 – Rule 3 can be broken…but only under special circumstances, at Storyteller discretion.
Rule 5 – The two Selves make a contested roll at the completion of the fusion. The victor grants a number of Numina equal to their net successes. The fuser can spend a point of Willpower to re-roll for either side as long as they have Willpower to spend. No more powers can be granted than the fuser’s Ego. The fuser decides which of these powers are transferred.
Rule 6 – The child Self is made at the Ego equal to the average Ego of the parents, rounded down +1. Hence two Ego 1 Selves would make an Ego 2 demon, while an Ego 10 and an Ego 1 demon would make an Ego 6.
Rule 7 – The child Self is made as normal for an Alter Self of their Ego, gaining twice their maximum Attribute in dots to spread and 10 + (Egox5) bonus points to allocate.
Consideration 1 – A child Self should tell a natural flow of elements of both parents. Take both concepts and consider how they may combine, either within the cosmologies of the parents' legends, or as an interaction of the two cultures.

Cost: 1 Id, 1 Willpower
Dice Pool: Wits + Manipulation + Alchemy
Action: Instant

Roll Results

Dramatic Failure: The fusion doesn't fail, but it succeeds in a poor way. The Ego of the Summoned being is the average of its parents - 1, but follows other rules normally. It generally doesn't match the subject's affinities at all, either.
Failure: The fusion fails, though nothing is lost but time, will, and Id. The fusion cannot be attempted again for a night.
Success: The fusion goes through, normally.
Exceptional Success: Not only does the fusion succeed, but something happens. The child Self gains either a free dot in an Attrribute, a free dot of Influence, or an extra Numina, at the subject's choice.

Suggested Modifiers

(Table to follow.)

The Philosopher's Stone (OOOOO)

The final formula of permutation is the opening of outside factors to the equation. The World is a raw infinite to perspective, a thing beyond complete definition. Finite or infinite, it is effectively without limit all those without simply deific Ego. By tapping into that infinite, and the Summoner's small place within it, he may invest himself with a part of that limitless ideal, and derive strength from it.
A Summoner with this art now regenerates wounds at will, as the concept of his being re-asserts itself. Each round the Summoner heals a point of bashing damage. Once all bashing damage is gone, the Summoner can begin to convert lethal damage to bashing at the rate of one point per round. The Summoner may also spend a point of Id to heal a point of lethal damage instead of bashing, but still only heals one level of damage per round. Aggravated damage takes half the time to heal, but cannot be restored within the framework of combat, at least not with this power alone.
The Summoner may spend a point of Willpower to suppress this healing for a scene in situations where it may be less than advantageous to be witnessed healing miraculously.


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