The Alter Self

From Summoner

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(Other Traits)
(Other Traits)
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An Alter Self stems from a Summoner's Ego, and as such, shares Id with its source. However, Alter Selves tend to grow irritable as a Summoner's Id grows low, possibly even exerting their will without a call. <br>
An Alter Self stems from a Summoner's Ego, and as such, shares Id with its source. However, Alter Selves tend to grow irritable as a Summoner's Id grows low, possibly even exerting their will without a call. <br>
Alter Selves have their own Willpower trait for purposes of effects used against them specifically, but otherwise will not spend points of Willpower outside of the Unconscious. <br>
Alter Selves have their own Willpower trait for purposes of effects used against them specifically, but otherwise will not spend points of Willpower outside of the Unconscious. <br>
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Alter Selves possess their own Initiative, Speed, and Size as well. <br> Defense = the ''higher'' of Power or Finesse. <br> Speed = Power + Finesse + "species factor" (usually 5, with variation for 'base animal', 'inanimate', or 'abstract' types)
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Alter Selves possess their own Initiative, Speed, and Size as well. <br>  
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'''Initiative''' = Finesse + Resistance <br>
 +
'''Defense''' = the ''higher'' of Power or Finesse. <br>  
 +
'''Speed''' = Power + Finesse + "species factor" (usually 5, with variation for 'base animal', 'inanimate', or 'abstract' types)
=== Influences ===
=== Influences ===

Revision as of 19:36, 11 January 2008

Contents

Traits

These rules are a modification on the rules for spirits used in Werewolf: the Forsaken, Mage: the Awakening, and World of Darknes: Book of Spirits. Some basic information is recorded here to assist in character creation, but I hold no claim to any published White Wolf material. I highly recommend looking through those books for specific rules and inspirations for your game.

Power

An Alter Self's raw potence of being. This can be represented as an otherworldly might, a seeming prescience, or an awe-inspiring mien. Used for rolls that would involve Intelligence, Strength, or Presence

Finesse

An Alter Self's ability to manipulate its Reality, either directly or through more subtle means. Used in rolls of Wits, Dexterity, or Manipulation.

Resistance

The resilience with which an Alter Self maintains its self-definition. Used in rolls of Resolve, Stamina, and Composure.

Corpus

The amount of damage the Self's Identity can take before losing itself into slumber. An Alter Self's equivalent to Health. Equal to Resistance + Size(normally 5).

Other Traits

An Alter Self stems from a Summoner's Ego, and as such, shares Id with its source. However, Alter Selves tend to grow irritable as a Summoner's Id grows low, possibly even exerting their will without a call.
Alter Selves have their own Willpower trait for purposes of effects used against them specifically, but otherwise will not spend points of Willpower outside of the Unconscious.
Alter Selves possess their own Initiative, Speed, and Size as well.
Initiative = Finesse + Resistance
Defense = the higher of Power or Finesse.
Speed = Power + Finesse + "species factor" (usually 5, with variation for 'base animal', 'inanimate', or 'abstract' types)

Influences

Id

Combat

Appropriate Numina

Werewolf: the Forsaken

- Blast
- Chorus
- Harrow
- Wilds Sense (Needs modification)

Gifts as Numina

- Elemental Gifts
- Weather Gifts
- Iron Rending
- Technology Gifts
- Omen Gazing
- Unspoken Communication
- Fog of War

Alter Self Limits

Most truly powerful demons would overwhelm the Ego of even a truly powerful Summoner, and to get a feel for the relative power level of an Alter Self, see the chart below.

See Demons for more specific traits for unbound demons and their limits.

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