The Art of Translation

From Summoner

Contents

Within Me (O)

The first step in the Art of Translation is in learning how to understand the barriers between Twilight and the World. In that place of dreams and nightmares, our darker selves and secret heroes reside. By seeking to master Translation, you seek to master that barrier and open it at will. Within Me allows for that barrier to be opened and for an item to be stored within a Summoner's unconscious until needed. The object may have a Size no greater than the Summoner's Translation + Ego. Living beings cannot be stored, as their own Ego will not merge into that of the Summoner.
Cost: 1 Id
Dice Pool: None
Action: Instant

Cracking the Whip (OO)

By coaxing away the barriers between Twilight and the World, the Summoner gains power over beings that hide there. With a use of Id to weaken the boundaries, the Summoner gains the ability to touch and interact freely with Twilight entities (though he may need another power to see them.) This interaction lasts for a scene, and is not without danger. While the Summoner can touch Twilight beings...the beings may have weapons of their own.
Also, this power allows for the Alter Soul to enact Numina from across the boundary, though not without cost. Aside from the normal cost of the Numina, the Summoner must spend a point of Willpower. However, the attack may come as a surprise, or from an unexpected direction, removing suspicion from the Summoner himself.
Cost: 1 Id or 1 Willpower
Dice Pool: None
Action: Reflexive

Shadow Self(OOO)

By expanding on his mastery of Translation, the Summoner gains increased control over the power of Drawing Out. The process can be done as a method of coaxing free the boundaries with occult whispers or a meaningful call. The Alter Self responds by materializing, and can remain for a number of rounds equal to the Summoner's Translation + Ego. For it to stay any longer, the Summoner must activate the power again on his next action.
The power may be used reflexively at the cost of a point of 1 Id, but otherwise is free.
Cost: None or 1 Id
Dice Pool: Presence + Persuasion + Translation
Action: Instant or Reflexive

Roll Results

Dramatic Failure: The Summoner is spurned, and loses a point of Id. If he has no further Id, he loses a point of Willpower.
Failure: The power fails, and the Alter Soul is not called into the World.
Success: The Summoner successfully beckons his Alter Self, bringing it into being as guardian or assassin.
Exceptional Success: As with a regular success, but the being is called reflexively, and remains for additional rounds equal to the Summoner's Resolve.

The Master's Whip (OOOO)

With a vocal call to victory, the Summoner bolsters his Alter Self's abilities. The Summoner might crack a whip, give a direct command, or taunt his foes. Regardless of the gesture, it resonates with his connection to the Alter Self, and gives them strength.
For the cost of a point of Id, the Summoner may bolster his Alter Self's next action, giving them a number of bonus dice equal to their successess on the activation. Alternately, he may strengthen the pressure of the barrier between the World and Twilight, making an enemy hazy and indistinct. In this case, the power's successes serve as a penalty to that subject's rolls for the scene. An enemy cannot have a total penalty from this power greater than the Summoner's dots of Translation. When bolstering an Alter Self, either Persuasion or Animal Ken may be used. When seeking to weaken a foe, use Intimidation instead.
Cost: 1 Id
Dice Pool: Presence + Persuasion, Animal Ken, or Intimidation + Translation, when opposed, - Composure
Action: Instant

Roll Results

Dramatic Failure: The power not only fails, but cannot be used again for the scene.
Failure: The power has no effect on an ally or enemy.
Success: The power succeeds, bolstering the Alter Self. If used on an enemy, they are cowed into weakness.
Exceptional Success: The power resounds, granting the Alter Self the 9-again rule on the enhanced roll. For an attack, the subject does not re-roll 10s for the scene.

A Second Shadow (OOOOO)

The nature of being a Summoner is an act of expression, of an aspect of the self, and through it, of one's inner being, one's Ego. By truly mastering Translation, the Summoner comes to understand the separations define us...and with that power, they can separate their Ego into two portions. While Summoners tend towards a greater variety of options once their Ego expands, this power breaks one of the cardinal rules of Drawing Out: one at a time.
The Summoner must reach within himself to manage the act, and it is not without costs, but once done, he treats these callings the same as The Shadow Self
Cost: 2 Id, 1 Willpower
Dice Pool: Presence + Persuasion + Translation; this
Action: Extended; five successes, each roll represents one turn's concentration.

Roll Results

Dramatic Failure: The Summoner is extended too thin, and suffers three points of bashing damage. He suffers a mild derangement for a week, though this may evolve an existing derangement into a severe one for that time.
Failure: The Summoner fails to make any progress, but may continue or abandon his efforts.
Success: The Summoner successfully makes progress towards the dual beckoning.
Exceptional Success: As with a regular success, but the pair are called reflexively, and remains for additional rounds equal to the Summoner's Resolve.




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