The Art of Wands

From Summoner

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(O - South-Facing Compass)
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== O - South-Facing Compass ==
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== South-Facing Compass (O) ==
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The Summoner gains an instinctual Direction Sense for pre-attuned places.
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The first step to a successful exploration is to know your way home. Through the use of a divining rod, ranging from an unwieldy tent pole to the tiny pointer of compass, the Summoner gains an instinctual understanding of the direction of someplace "safe" within the Mirror, or places touched by its influence. <br>
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Once this Art is purchased, the Summoner is treated as having a Direction Sense for the World. This amounts to very little when the Summoner is actually ''in'' the world, but may prove invaluable when somewhere else. Due to the nature of the Mirror, this is by no means a guaranteed escape, since space and perception warp as freely as air moves about. This power, however, grants the Summoner a roll of Wits + Composure + Wands to orient himself to some sort of stable pattern or pathway. <br>
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Lastly, whenever the Summoner walks into the presence of the Mirror's influence, he will know it, if only because he will have a sense of where the World is...instead of being fairly certain he's ''in'' it. <br>
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'''Cost:''' None <br>
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'''Dice Pool:''' Wits + Composure + Wands <br>
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'''Action:''' Instant
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=== Roll Results ===
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'''Dramatic Failure:''' The Summoner has stumbled into a truly deadly patch, and finds its center (usually alive, aware, and of varying gentleness) more "real" than the World. <br>
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'''Failure:''' No successes are garnered, and it is difficult to know more than the vaguest sense that the World is 'out there' somewhere. <br>
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'''Success:''' The Summoner succeeds in getting his bearings, and can chart a rough course towards his destination by instinct. <br>
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'''Exceptional Success:''' Not only does the Summoner gain an idea of the easiest ways out, the Summoner gains a general idea of where dangerous places may be, granting a +3 bonus to deal with ambushes or environmental factors.  
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=== Suggested Modifiers ===
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(Table to Follow)
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== OO - Spectral Analysis ==
== OO - Spectral Analysis ==
Gain a general idea of the traits and Numina of a demon.
Gain a general idea of the traits and Numina of a demon.

Revision as of 03:19, 29 January 2008

Contents

South-Facing Compass (O)

The first step to a successful exploration is to know your way home. Through the use of a divining rod, ranging from an unwieldy tent pole to the tiny pointer of compass, the Summoner gains an instinctual understanding of the direction of someplace "safe" within the Mirror, or places touched by its influence.
Once this Art is purchased, the Summoner is treated as having a Direction Sense for the World. This amounts to very little when the Summoner is actually in the world, but may prove invaluable when somewhere else. Due to the nature of the Mirror, this is by no means a guaranteed escape, since space and perception warp as freely as air moves about. This power, however, grants the Summoner a roll of Wits + Composure + Wands to orient himself to some sort of stable pattern or pathway.
Lastly, whenever the Summoner walks into the presence of the Mirror's influence, he will know it, if only because he will have a sense of where the World is...instead of being fairly certain he's in it.

Cost: None
Dice Pool: Wits + Composure + Wands
Action: Instant

Roll Results

Dramatic Failure: The Summoner has stumbled into a truly deadly patch, and finds its center (usually alive, aware, and of varying gentleness) more "real" than the World.
Failure: No successes are garnered, and it is difficult to know more than the vaguest sense that the World is 'out there' somewhere.
Success: The Summoner succeeds in getting his bearings, and can chart a rough course towards his destination by instinct.
Exceptional Success: Not only does the Summoner gain an idea of the easiest ways out, the Summoner gains a general idea of where dangerous places may be, granting a +3 bonus to deal with ambushes or environmental factors.

Suggested Modifiers

(Table to Follow)

OO - Spectral Analysis

Gain a general idea of the traits and Numina of a demon.

OOO - Man is an Island

Create penalties to supernatural effects within a radius of a stave or wand.

OOOO - Get Thee Behind

Force a demon to flee...or at least buy time to escape.

OOOOO - Through the Looking Glass

Allows the Summoner to travel from one familiar mirror to another.

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