Drawing Out

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A Summoner gains +2 to draw out any Alter Self with an Arcanum for which they share an affinity. <br>
A Summoner gains +2 to draw out any Alter Self with an Arcanum for which they share an affinity. <br>
More on [[The Alter Self|Alter Selves]]
More on [[The Alter Self|Alter Selves]]
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=== Switching Selves ===
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A Summoner can only be fully attuned to a single Alter Self. To switch over to another, the Summoner must briefly meditate. See [[The Unconscious]] for rules on delving into a waking dream. If the Summoner needs to get access in a hurry, however, the Summoner may spend a point of Willpower and begin an extended roll of Resolve + Composure + Ego. Each roll represents a turn's struggle, and the switch is complete once the Summoner gathers the eight successes needed to sink deep into his sleeping self. This focus does not sacrifice the Summoner's Defense, but he can do little else during this focused meditation.

Revision as of 23:26, 19 February 2008

The core expression of what is to be a Summoner is the act of Drawing Out. Within a Summoner's Ego are infinite ways to express it. By reaching deep into himself and pulling out one of those aspects, masks, or personae, he invests that concept with his own Id, giving it life. For just a moment, they are one, and act upon the World with full reality.
The first Drawing Out is an event that many Summoners throughout history have tried to replicate, for one simple reason: You can get anything, depending on the stimuli of the situation and the nature of the caller's Ego. Something hardens within the Ego once the Drawing Out is first performed, however, limiting them to a finite number of Alter Selves.

System

Drawing Out requires an Intelligence + Presence + Ego roll as an instant action. Success calls out the Alter Self for the duration of that action, in which the Alter Self may immediately act. An exceptional success brings out the Alter Self in a wave of exultant Ego, granted the Alter Self a +2 for any rolls it may perform.
The Drawing Out can also be forced with a single point of Id. Doing so makes the Drawing Out reflexive, granting the Summoner the ability to act in unison with the Alter Self. By continually making rolls or spending Id, the Alter Self's material form can be maintained on a round-by-round basis, but most prefer to call them out as needed and let them retreat back into Twilight. There are ways that many demons can interfere with or harm the Alter Self, and it must heal its own wounds in Twilight.
The Alter Self is only visible to Summoners, demons, and beings who can perceive Twilight. That is, that's normally the cause. Within Fractures or the realm of the Mirror, the Alter Self is as visible and tangible as any other force. Due to the duality of nature between a Summoner and his Alter Self, it is also privy to any appropriate Physical Merits, to the limits of its anatomy.

Affinity

A Summoner gains +2 to draw out any Alter Self with an Arcanum for which they share an affinity.
More on Alter Selves

Switching Selves

A Summoner can only be fully attuned to a single Alter Self. To switch over to another, the Summoner must briefly meditate. See The Unconscious for rules on delving into a waking dream. If the Summoner needs to get access in a hurry, however, the Summoner may spend a point of Willpower and begin an extended roll of Resolve + Composure + Ego. Each roll represents a turn's struggle, and the switch is complete once the Summoner gathers the eight successes needed to sink deep into his sleeping self. This focus does not sacrifice the Summoner's Defense, but he can do little else during this focused meditation.

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