Symbols
From Summoner
People are not the only ones with identities. An object, either well-loved, feared, or drenched in blood, can take on its own resonance. These objects tend to fall into the hands of Summoners...or are created by them for a purpose to suit their legend. These items are called symbols.
Symbols are usually both subtle and somehow unusual. If a weapon, it may have a certain elegance to it, or in the case of a murder weapon, a lingering dullness or a few nicks in the blade. Something about the item just seems to have more gravity about it. Once the item gains its nature, it must be marked somehow, either by magic or circumstance. Anything from a Definition to the blood of a lover can make these objects come to life, but it is by no means formulaic, and not every scene, even truly gruesome or nostalgic ones, give birth to a symbol. For those who are aware that such objects exist, recognizing one for what it is requires a roll of Intelligence + Occult. Success indicates that the object is indeed a symbol of some sort, and they also gain a rough idea towards its purpose. An exceptional success would grant a more specific idea of what it can be used for.
A character may begin play with a symbol by having the Symbol merit. These items may start out as a mystery to the Summoner, gifts from before their awakening or 'natural' symbols protecting or damning them already. Creating a symbol in play is a matter of storytelling and occult study, but a Summoner can 'cheat' with the Ancestral Heirloom ritual of Definition.
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The Nature of Symbols
Symbols are unruly items to use, generally. Though they are potent due to the story behind them, they are notoriously troublesome. Just as Alter Selves have strengths and weaknesses, so too do symbols have their own inherent fortes and drawbacks. To make use of a symbol, either a price must be paid, usually in the form of some kind of penalty, unfortunate circumstance, or outright damage...Or the Summoner can follow the symbol's geste: a ritual behavior that empowers the weapon. Anyone who succeeds at a reflexive Wits + Composure roll when attempting to use a symbol can become aware of the geste...so, in theory, anyone can use the item, as long as they're willing to submit their will to it.
The symbol can be forced into action with a point of Id or a successful Ego roll, but if this is done, the symbol's story may backlash. Roll the symbol's rating as a dice pool once the scene has ended. If the symbol succeeds, the Price will make itself known at the next available opportunity.
Symbols come in ratings of one to five, based on their rough impact on the Summoner and on the World. The more potent the symbol, the more demanding. And usually, the more costly. Weaker symbols, called similes, can perform minor miracles, but their destruction is often part of both the price and the geste.
Similes
Throw-Away Phone
Difficult to notice as anything more than a normal cellular phone, this device allows someone to make a single untraceable phone call. These devices are often found in the trash after they've already been used for just such a purpose.
The Power:
The phone can make a single one-minute call, up to a single mass text message. The source's identity is fogged, even in the minds of the listener, causing a -3 to any rolls to determine the user of the device. The call can be made to anyone with a publically listed phone number, or anyone with a phone that the Summoner has spent at least a single conversation interacting with.
The Price:
Once used, the phone must be cast aside, into the nearest trash bin, where it crumbles into dust.
The Geste
If the Throwaway Phone is kept after it is used, it retains its power, but the user is obsessed with the idea of getting caught by the target of their message or by their enemies, developing the Anxiety derangement as long as they possess that particular phone. This can and will evolve into the Paranoia derangement, or even cause long-term harm if it is tested to its limits. Expect long-term trauma if the Phone is used more times than the user's Composure.
Pirate Data
Part software program, part demon, the purpose of this simile is information gathering. Generally found in digital format, it can be downloaded by the savvy with an Intelligence + Computers roll, and then sent as an e-mail to its intended target. The Pirate Data copies the user's browser history and e-mail subject lines, but corrupts and hides any passwords or contact information. It's a start, however. Pirate Data almost always occurs naturally, and can be found on torrent trackers throughout the web, though by no means reliably. A single instance of Pirate Data can be purchased with a single point of experience, to represent hunting for it extensively.
The Power:
The target's browser history and e-mail subject lines are copied, giving some useful insight into their computer activities. This information grants up to a +2 bonus to rolls to hack or otherwise gather information on the subject, if they are a regular computer user.
The Price:
The Pirate Data causes substantial lag on a system. As long as the stolen information is being saved on the device, the computer's equipment bonus is reduced by 1, potentially causing penalties.
The Geste
If the Pirate Data is sent as an attachment to a mass forward chain-letter of objectionable, pornographic, or otherwise disturbing material, it has no negative impact on the user's device.
mpFree File
Another modern symbol, this music file can be played a single time, granting a nigh-magical bonus to a single roll. The one caveat, mpFree files cannot be used in combat under any circumstance. These files are usually modifications, remixes, or acoustic versions of popular songs, often downloaded illegally, or first played as the backdrop to an emotional scene.
The Power:
At the climax of the song, the user gets to make a single roll as a rote action, re-rolling any dice that did not come up as a success, once.
The Price:
The mpFree deletes itself after a single play, and the character's next roll is a chance roll.
The Geste
The mpFree is simply cleaned off of the music source, if the user sings along and dramatically acts in appropriate manner to the music. Also, if the mpFree is played on an nTune device, the symbol negates the downside of the simile in favor of its own.
Object
The Power
The Price
The Geste
One-Dot Symbols
Two-Dot Symbols
Stained Tools
Usually found in confiscation lockers, out of the way sheds, or in rare cases, in common use, these common tools have become weapons of war without ever being asked to be. In fact, they're better suited to hostility than they ever were for normal life.
The Power:
The tool functions as a weapon of some sort, gaining a weapon bonus equal to its equipment bonus, without any penalty for being improvised. Stained tools never offer more than a +3 bonus to combat rolls. Its effectiveness in normal life, however, is reduced by one die.
The Price:
Something about these tools seems wrong...suspicious. Anyone who bears one suffers a -2 penalty to avoiding suspicion or legal trouble, for a week after the tool is used. This time period resets if the item is used again.
The Geste
To retain the combat benefits of a Stained Tool, it must retain regular use, being used for its purpose during the same week it is used as a weapon.
Three-Dot Symbols
nTune
Coming in a fashionable variety of shapes and sizes, the "nTune brand" of mp3 players, a nickname among Summoners, has become a bit of a status symbol among the younger members of the ranks. These symbols appear naturally when something memorable happens due to musical distraction, ranging from bumping into one's soul mate in the street to running over a child while speeding.
The Power:
The nTune loads an appropriate song, at max volume. The Summoner gains a +3 bonus to rolls relating to that song's content and mood. However, he suffers a -2 penalty to all rolls at odds with the beat, and a -3 to all rolls related to listening. Assume a song to last three minutes, regardless of a song's actual length.
The Price:
A lingering deafness and emotional hollowness follows the track. The penalties last for a scene or hour after the nTune is shut off or the volume is lowered, whichever is shorter. These penalties do not stack if the device is re-activated in a scene, but the power continues to accrue scenes until fully expended.
The Geste
If the user submits fully to the thrall of the beat, they become slaves to it for the song's duration. Taking any actions other than those that match the feel and emotional content of the song require a point of Willpower and a successful Composure + Ego roll to commit.