The Art of Influence

From Summoner

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===Suggested Modifiers===
===Suggested Modifiers===
(Table to come)
(Table to come)
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== OOO - The Draw Reversed ==
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== The Draw Reversed (OOO) ==
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Curse a being's abilities within that purview, penalizing their rolls.
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Just as a helpful hand can raise a lagging spirit, an external denial can shake and weaken the spirit. The master of Influence casts a vocal curse upon the subject, ranging from "Face it, you suck!" to "By the blades of Kali, your confidence shall know demise", as long as the general idea is brought across. Then, by manipulating the Influence of the Summoner's Alter Self, it can lay down an appropriate curse. Someone with a Sun Alter Self may steal the very optimism from their being, while a user of the Tower may simply reinforce the coming calamity, the curse making it all the more tragic in that they will learn nothing from the coming downfall. This sorely penalizes the subject's rolls. <br>
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'''Cost:''' 1 Id <br>
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'''Dice Pool:''' Manipulation + Expression + Influence vs. Composure + Id <br>
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'''Action:''' Instant <br>
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===Roll Results===
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'''Dramatic Failure:''' The curse rebounds, inflicting a -3 penalty on relevant rolls for the scene. <br>
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'''Failure:''' The curse lays on deaf ears, refusing the cow the ego of the target. <br>
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'''Success:''' The curse succeeds, creeping into the victim's soul. The subject suffers a penalty to all rolls equal to the Alter Self's rating in that Influence for the scene. <br>
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'''Exceptional Succcess:''' As with a normal success, except all failures by the cursed one are treated as dramatic failures instead. <br>
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===Suggested Modifiers===
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(Table to come.)
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== OOOO - Behind the Throne ==
== OOOO - Behind the Throne ==
Spend Id to enhance an Alter Self's power over their Influence.
Spend Id to enhance an Alter Self's power over their Influence.

Revision as of 18:39, 13 January 2008

Contents

Within My Domain (O)

This basic Art attunes a Summoner's Ego to the themes and concepts his Alter Self evokes. This Art is considered active at all times, and grants the Summoner a Specialty in circumstances that align with their primary Alter Self's influence. This can be an arcanum, representing actions that align with those ideals, i.e. a Chariot user taking charge and being assertive or competitive. Other Influences are valid as well, and the circumstances are largely left up to the players and Storyteller to arbitrate what is appropriate.
Cost: None
Dice Pool: None
Action: Reflexive

The Draw Upright (OO)

This Art awakens the inner potential in any given person towards any given activity. By spending Id, the Summoner can stir those forces to life and let them guide the actions of his target. By invoking this boon, either an ally or the Summoner himself can gain brief eureka moments of insight, gain the upper hand in a combat, or make the most of his or her words. The subject gains the 9-again for rolls relelvant to one of the Summoner's Alter Self's Influences. This power does not stack with itself.
Cost: 1 Id
Dice Pool: Presence + Empathy + Influence
Action: Instant

Roll Results

Dramatic Failure: The casting of the Art fails utterly, further muting part of the target's soul. They lose the ability to re-roll 10s on relevant rolls for the scene.
Failure: The Summoner fails to catalyze the slumbering personality. Nothing happens.
Success: The Summoner succeeds at his roll and awakens new aspects of the subject's spirit. He gains the 9-again rule on relevant rolls for a number of rolls equal to the successes rolled on the activation. These bonuses fade at the end of the scene. If they already possess the 9-again rule for some reason, it goes to 8-again. If they already possess 8-again, they receive a +2 to their roll.
Exceptional Success: The spirit ignites, shining brightly. As with a success, except that the bonus lasts for the scene.

Suggested Modifiers

(Table to come)

The Draw Reversed (OOO)

Just as a helpful hand can raise a lagging spirit, an external denial can shake and weaken the spirit. The master of Influence casts a vocal curse upon the subject, ranging from "Face it, you suck!" to "By the blades of Kali, your confidence shall know demise", as long as the general idea is brought across. Then, by manipulating the Influence of the Summoner's Alter Self, it can lay down an appropriate curse. Someone with a Sun Alter Self may steal the very optimism from their being, while a user of the Tower may simply reinforce the coming calamity, the curse making it all the more tragic in that they will learn nothing from the coming downfall. This sorely penalizes the subject's rolls.
Cost: 1 Id
Dice Pool: Manipulation + Expression + Influence vs. Composure + Id
Action: Instant

Roll Results

Dramatic Failure: The curse rebounds, inflicting a -3 penalty on relevant rolls for the scene.
Failure: The curse lays on deaf ears, refusing the cow the ego of the target.
Success: The curse succeeds, creeping into the victim's soul. The subject suffers a penalty to all rolls equal to the Alter Self's rating in that Influence for the scene.
Exceptional Succcess: As with a normal success, except all failures by the cursed one are treated as dramatic failures instead.

Suggested Modifiers

(Table to come.)

OOOO - Behind the Throne

Spend Id to enhance an Alter Self's power over their Influence.

OOOOO - Swords Knows Maker

Gain immunity to negative effects under your Influence.

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