The Art of Influence

From Summoner

Revision as of 21:16, 8 February 2008 by Admin (Talk | contribs)

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 cannot be used on a subject again until the previous use of the power has been fully expended.
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

Modifier Situation
+2 The subject possesses the relevant Influence
+1 The subject thematically matches with the Influence
-2 The subject feels no connection to the Influence
-5 The subject is in opposition to the themes of the Influence

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 + Subterfuge + 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.)

Behind the Throne (OOOO)

Dipping further into their Ego, a Summoner enhances the reach of their Alter Self, temporarily expanding the realms of their Influence. They cannot add more dots than their Ego to any one Influence in this manner.
Cost: 1 Id per dot
Dice Pool: None
Action: Reflexive

Knows Its Maker (OOOOO)

By investing the Ego with the true nature of an Influence, the Summoner gains dominance over it, or perhaps communion with it. The subject gains immunity to any harmful effects that such an Influence may cause, and are bolstered and protected further by it. Those with Influence over fire no longer feel its flames, and indeed seem to flicker with a dangerous heat, making them difficult to approach. One who attunes with the Moon becomes immune to illusions and supernatural deceptions, and becomes as difficult to grasp as the moon in the sky. The true limits of this Art are up to the Storyteller to decide, but creativity should be rewarded. In cases where a clear immunity is difficult to determine, any rolls to harm the character suffer a penalty equal to the Influence chosen when this power is invoked. Regardless, this power can sometimes be rather unsubtle (flames flaring out to protect the Summoner, weapons ceasing to function in unusual ways i.e. 'dead' batteries, suddenly out of ammo). At any point, the Summoner may choose to accept danger on a roll-by-roll basis. This Art lasts until revoked, or until the next sunrise or sunset.
Cost: 1 Id, 1 Willpower
Dice Pool: None
Action: Reflexive.

Back to Character Creation, Arts, Trumps

Personal tools