The Art of Swords
From Summoner
(→Finding Fault (O)) |
(→OO - Retreat) |
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== OO - Retreat == | == OO - Retreat == | ||
- | + | The Four of Swords represents stillness and retreat, a temporary respite from struggles. This Art has a similar focus, bolstering a Summoner's defenses against a present threat, ideally long enough for them to either prevail or escape to lick their wounds. The power cannot be used if the harm is not clear, present, and known to the Summoner. The Summoner seems to parry or repel the oncoming danger with their weapon. <br> | |
+ | The Summoner may create a weakness from whole cloth, but it costs 1 point of Id to become Bolstered, 2 to become Adamant, 3 to become Defiant, and 5 to become Exultant. The base costs are assuming a Common type of Strength. To create a Mighty Strength, it costs 2 additional Id. It costs two more Id beyond ''that'' to create a Puissant Strength. The Id for this effect need not all be paid at once, but the Id must be spent on consecutive turns before the roll is finally made. <br> | ||
+ | To bolster an existing Strength requires no roll, but follows the same costs as above. If the Summoner has a Weakness to what they are attempting to defend against, the power costs a point of Willpower, but otherwise behaves as above.<br> | ||
+ | '''Cost:''' Varies <br> | ||
+ | '''Dice Pool:''' Resolve + Weaponry, Brawl, or Firearms + Swords <br> | ||
+ | '''Action:''' Reflexive, once the cost is paid | ||
+ | === Roll Results === | ||
+ | '''Dramatic Failure:''' The process fails, leaving the Summoner exposed. They gain or enhance the chosen source as a Weakness instead for the next two turns. <br> | ||
+ | '''Failure:''' The baleful source is not resisted, and remains a clear and naked threat.<br> | ||
+ | '''Success:'''The Summoner's Ego, channeled through their weapon or fighting style, gives them an added degree of resilience for a number of relevant attacks equal to the successes rolled. <br> | ||
+ | '''Exceptional Success:''' As with a normal success, but the power lasts for a scene. <br> | ||
+ | === Suggested Modifiers === | ||
+ | (Table to come.) | ||
== OOO - Fear == | == OOO - Fear == |
Revision as of 19:34, 16 January 2008
Representing aggression, force, ambition, courage and misfortune, the minor arcanum of Swords is favored by the Nobility, not because of the powerful symbol of a sword, but for the adversity that the arcanum represents. By accepting those failings and shortcoming in themselves, they overcome them and find strength. By mastering adversity, struggle, reason, and will, they learn to exploit the weaknesses of their foes. If such a weakness isn't present, they'll just have to create one for their purposes.
Contents |
Finding Fault (O)
Through an appropriate focus, the Summoner gains insight into the psyche or Ego of her foe, and specifically to the places where it most concrete or left at the most open. Following the saber's edge or the pistol's sights, the clearest path becomes obvious.
Cost: 1 Id
Dice Pool: Wits + Weaponry, Brawl, or Firearms + Swords - Resolve
Action: Instant
Roll Results
Dramatic Failure: Not only is the sensation indistinct and unclear, but the Summoner may receive incorrect information.
Failure: The character cannot sense the chinks in their target's armor, nor the places where it strongest.
Success:The character gains an understanding into the target's Ego. They may gain insight towards a single Strength or Weakness per success on the roll. To know the extent of a Strength requires an extra dedicated success. For example, to know that a Summoner is Defiant to flames, two successes would have to be rolled and used towards Strengths.
Exceptional Success: The Summoner gains a full inventory of the subject's Strength and Weaknesses, and may negate a single point of the subject's Defense.
Suggested Modifiers
(Table to come.)
OO - Retreat
The Four of Swords represents stillness and retreat, a temporary respite from struggles. This Art has a similar focus, bolstering a Summoner's defenses against a present threat, ideally long enough for them to either prevail or escape to lick their wounds. The power cannot be used if the harm is not clear, present, and known to the Summoner. The Summoner seems to parry or repel the oncoming danger with their weapon.
The Summoner may create a weakness from whole cloth, but it costs 1 point of Id to become Bolstered, 2 to become Adamant, 3 to become Defiant, and 5 to become Exultant. The base costs are assuming a Common type of Strength. To create a Mighty Strength, it costs 2 additional Id. It costs two more Id beyond that to create a Puissant Strength. The Id for this effect need not all be paid at once, but the Id must be spent on consecutive turns before the roll is finally made.
To bolster an existing Strength requires no roll, but follows the same costs as above. If the Summoner has a Weakness to what they are attempting to defend against, the power costs a point of Willpower, but otherwise behaves as above.
Cost: Varies
Dice Pool: Resolve + Weaponry, Brawl, or Firearms + Swords
Action: Reflexive, once the cost is paid
Roll Results
Dramatic Failure: The process fails, leaving the Summoner exposed. They gain or enhance the chosen source as a Weakness instead for the next two turns.
Failure: The baleful source is not resisted, and remains a clear and naked threat.
Success:The Summoner's Ego, channeled through their weapon or fighting style, gives them an added degree of resilience for a number of relevant attacks equal to the successes rolled.
Exceptional Success: As with a normal success, but the power lasts for a scene.
Suggested Modifiers
(Table to come.)
OOO - Fear
Bypass an opponent's Strength.
OOOO - Frailty
Create a Weakness in a foe.
OOOOO - Death of Reason
Reduce all Strengths by a stage, turning normal effect into a Weakness.