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		<updated>2026-06-11T23:27:52Z</updated>
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		<id>http://editthis.info/summoner/Pornbangs-net-porn6699654</id>
		<title>Pornbangs-net-porn6699654</title>
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				<updated>2012-12-17T14:17:41Z</updated>
		
		<summary type="html">&lt;p&gt;CameronxtqxgbpwszLowber:&amp;#32;Created page with 'It is no magic formula that poor sexual efficiency is to blame for a whole lot of issues in relationships and marriages. This is a sad truth taking into consideration the signifi…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is no magic formula that poor sexual efficiency is to blame for a whole lot of issues in relationships and marriages. This is a sad truth taking into consideration the significance that intercourse performs in any relationship. The availability of countless intercourse ideas in the modern world has completed tiny to support guys to very last longer in mattress. It has accomplished practically nothing to improve the frequency of orgasms that partners have and neither has it helped individuals to be happy. Tantric ideas of sexuality form the simple foundations of any fantastic sexual performance and satisfaction. They not only allow males to very last longer in mattress and have better sexual performance in the bed room, but they are also fantastic in rising intimacy in the bed room. Here is what you should know about these principles.&lt;br /&gt;
&lt;br /&gt;
The potent methods of tantric sexuality are not new to the globe and it is as a result surprising that extremely few folks know of them. Fewer folks utilize these tactics in their day-to-day lives and therefore one of the major causes why men and women by no means improve their emotional fulfillment and sensual pleasures for the duration of sexual intercourse. This is what tantric rules of sexuality aid men and women to obtain. When properly applied, these principles are wonderful at enabling partners to produce the abilities not only to obtaining mind-blowing orgasms but also of possessing enduring orgasms as numerous instances as they wish.&lt;br /&gt;
&lt;br /&gt;
Research have always shown that the key to lasting longer in mattress and getting a excellent sexual overall performance in the bed room lies in having things gradual. This is what every girl would like and the only known shortcut to much better sexual pleasure. Even so, the contemporary life style has put an emphasis on fast self-gratification this sort of that all that folks seek is instant satisfaction and using shortcuts in existence. Even though this may well be great for some factors of our lives, it does nothing at all in direction of aiding people get pleasure from intercourse far more. It is not only a foremost lead to of premature ejaculation and other dysfunctions of the sexual organs but it also robs sexual intercourse of its correct essence of satisfaction and intimacy.&lt;br /&gt;
&lt;br /&gt;
Tantric sexual methods emphasize on heightening sexual stimulation and sensation by taking a non secular approach to sex and satisfaction. By enabling couples to connect each their bodies and minds, partners are able to increase the boundaries of sexual pleasure and satisfaction in the bedroom. Given that the strategies take a spiritual and psychological technique to sexual intercourse, they usually greatly enhance a man's calmness and tranquility throughout sexual intercourse and therefore making it possible for him to be in greater control of his arousal levels. As this kind of, it is possible for a man to avert premature ejaculation and very last lengthier in bed. [http://www.iamsport.org/pg/blog/handmenu6/read/13569342/watch-porn-how-to-have-sex-like-a-movie-star porn] [http://www.iamsport.org/pg/blog/handmenu6/read/13569342/watch-porn-how-to-have-sex-like-a-movie-star xxx movies] [http://handtent6.posterous.com/watch-xxx-movies-movies porn bang]&lt;/div&gt;</summary>
		<author><name>CameronxtqxgbpwszLowber</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Banged_porn1593114</id>
		<title>Banged porn1593114</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Banged_porn1593114"/>
				<updated>2012-12-17T12:55:46Z</updated>
		
		<summary type="html">&lt;p&gt;CameronxtqxgbpwszLowber:&amp;#32;Created page with 'How to cease a porn addict from accessing pornography on-line?  Everyone is familiar with that the World wide web is filled with an abundance of easy-to-locate pornography that c…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to cease a porn addict from accessing pornography on-line?&lt;br /&gt;
&lt;br /&gt;
Everyone is familiar with that the World wide web is filled with an abundance of easy-to-locate pornography that can be easily downloaded or viewed 24 hours a day. There are numerous different types of pornography accessible on the Web, everything from pictures to films, a small some thing for absolutely everyone. You do not even require to shell out income to entry some of the hardcore porn websites on the Web, because numerous people have turn into savvy to the filter technology that is employed by numerous pay out web sites, making it straightforward to enter without also significantly effort.&lt;br /&gt;
&lt;br /&gt;
Regrettably, all this easy entry to on the internet pornography helps make it extremely tough for a man or woman that has a porn addiction or the possible to become addicted to porn. It just tends to make it way to simple for a particular person with an Net connection and a porn dependancy to give into their temptations.&lt;br /&gt;
&lt;br /&gt;
A good deal of folks wonder why folks who suffer from a porn habit really don't just stop hunting.&lt;br /&gt;
&lt;br /&gt;
Immediately after all, most porn addicts actually want to stop. Believe about it, it can damage your sexual intercourse lifestyle, make your husband or wife or important other really upset, leaving the addict with emotions of guilt and disgrace. Sadly, an addict can't just cease. Most psychiatrists have recognized the fact that a individual who suffers from a pornography addiction actually suffers from a mental disorder which can be efficiently taken care of and fixed.&lt;br /&gt;
&lt;br /&gt;
You may well speculate, what are the indications of porn habit?&lt;br /&gt;
&lt;br /&gt;
The correct definition of a porn habit is a person that has a difficult time constraining the amount of time that they spend searching at pornographic photos - either photos or videos. Porn dependancy is related to other kinds of dependancy ailments, so determining if someone genuinely suffers from this dilemma is really simple.&lt;br /&gt;
&lt;br /&gt;
Standard Traits of a Porn Addict:&lt;br /&gt;
&lt;br /&gt;
* Lack of ability to resist robust urges to watch pornographic components.&lt;br /&gt;
&amp;lt;br&amp;gt;* A experience of improved tension just previous to viewing pornographic materials.&lt;br /&gt;
&amp;lt;br&amp;gt;* A sensation of relief or joy although seeking at the pornographic materials.&lt;br /&gt;
&lt;br /&gt;
Should also experience at minimum five of the next added characteristics:&lt;br /&gt;
&lt;br /&gt;
* Feels often preoccupied with obtaining obtain to pornography or currently being in a position to see pornography.&lt;br /&gt;
&amp;lt;br&amp;gt;* Sights pornographic elements on a regular foundation.&lt;br /&gt;
&amp;lt;br&amp;gt;* Tries to end or handle viewing pornographic elements recurring.&lt;br /&gt;
&amp;lt;br&amp;gt;* Spends a lot of time on the Net to the point in which it interferes with normal every day existence.&lt;br /&gt;
&amp;lt;br&amp;gt;* Pornography viewing habits interfere with daily life this kind of as residence, faculty, work or other obligations.&lt;br /&gt;
&amp;lt;br&amp;gt;* Misses or presents up actions that are operate-relevant, recreational or cultural in order to have much more time to commit observing pornography.&lt;br /&gt;
&amp;lt;br&amp;gt;* Recognizes that the habit is triggering difficulties, but maintaining it anyways.&lt;br /&gt;
&amp;lt;br&amp;gt;* Feels the need to enhance the frequency or depth of viewing pornography in buy to nonetheless really feel the identical outcomes.&lt;br /&gt;
&amp;lt;br&amp;gt;* Feels irritable or restless is pornography accessibility is not obtainable or is denied in some way.&lt;br /&gt;
&lt;br /&gt;
Possibly the biggest query, nonetheless, is how to cease a porn addict from accessing pornography on the internet.&lt;br /&gt;
&lt;br /&gt;
The finest way to discuss with a person that you suspect may have a porn habit is to converse with them openly about it. If the individual is viewing pornography online, then there actually is a whole lot that you can do to assist. The initial action, clearly, is to take away the temptation. You don't always have to remove the pc from the home or rip out the Internet link from the wall.&lt;br /&gt;
&lt;br /&gt;
As soon as the man or woman admits that they have a problem with a porn addiction and asks for support in controlling the problem, the best way to do it is to remove their access to pornographic supplies on the Internet. You can easily achieve this by adding a easy porn blocker or web filter so you can avoid web sites that include intercourse or other components from becoming able to load on your personal computer. MyPornBlocker is one of the best world wide web filter software answers accessible and is straightforward to mount on to your computer. Utilizing a internet filter system can be a extremely quick and easy way to aid get rid of the immediate access to pornographic components and a great very first stage to beating porn dependancy.&lt;/div&gt;</summary>
		<author><name>CameronxtqxgbpwszLowber</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Focus</id>
		<title>Focus</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Focus"/>
				<updated>2008-07-07T06:34:22Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	Glenn Dunn was dreaming of the future, until a cold shiver struck his neck.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	“Your last name is Dunn. Glenn Ryan Dunn. The feeling against the back of your head is cold metal. That metal is part of a gun, a .45 caliber pistol.” Glenn’s heart began to race. His mind started to build the scene, develop his surroundings.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	“Focus.” The voice was neutral, but forceful. “Do not consider the room. Do not consider the gray concrete or your mid-size sedan. Do not think about what my features might be; they are irrelevant. There is a gun pressed against the back of your head, and I am talking to you. Say it.” A hammer clicked back. Why do they wait to do that in the movies? The intimidation factor, Glenn guessed. It made no sense in reality. Regardless, the hammer struck his other thoughts, and the gun became the center of his attention. The gun and the voice.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	“There…there is a gun pressed against…there is a ''gun'' against the back of my head. Why are you doing-“ The barrel jabbed him, just between the shoulder blades, then the chilling metal returned to its rest against the bare nape, comfortable above his shirt collar. Firm. Glenn’s voice caught, but his fear pushed the words on. “You…you’re talking to me, and you have a gun.” He paused.  “Please don’t kill me.”&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	Silence. A moment passed. The clinging heat of the parking garage couldn’t reach Glenn’s neck. The voice reached far deeper. “Good. You’re here. Committed. So am I.” A puff of breath and the scent of acrid smoke followed. He’s a smoker, Glenn thought, which explained the hint of gravel in the voice’s killer calm. Who was he? What did he want to say? What did the gun look like? His vision blurred and started to swim. “Focus!’ A hand shoved him against the side of his car, and the motes of dust on the roof became his universe. He smelled bird shit. He felt the gun. He felt an arm braced against his back. “If you think about anything other than my voice and this gun, I will have to kill you. I don’t have a choice. You do. Say it!” A hint of panic. Fear?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	“If I think about anything else, you’re go-gonna kill me…I’m sorry. I have the choice. I have the choice to make you not kill me! Why?” Glenn’s heart was raging in his chest. Every part of him wanted to flee, to break away, but the grip was strong. The gun was an anchor.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	“Because you are a threat to me, more than I am a threat to you, Glenn. Glenn Ryan Dunn. Graduate of the University of Chicago, with a Bachelors in accounting. Currently employed at Rich-Dunnahay, sorting through individual client accounts for small businesses. You have no children, no wife, no significant other. Your mother died when you were seven, your father has not spoken to you since you left a potentially lucrative education path in…” The flipping of a page, close to his ear. A notepad in the braced arm? The gun pressed painfully against Glenn’s neck, and he found his focus again. “Law. Tell me, Mr. Dunn, what makes you interesting?”&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	“Wh-what? I mean, I’m not-“ Light exploded behind Glenn’s eyes, and pain soon followed. He’d been slammed against the car.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	“You ARE interesting, Mr. Dunn. I need to know what makes you interesting. Your grades, above average. High school and college athletic ability, above average. Current salary, above average. Appearance, above average. However, nothing exceptional. I am not subjectively interested in men, but there are millions of heads of brown hair just as straight as yours. Twice as many sets of blue eyes the same color, thousands the exact same hue. Your family history is common. Your ancestry is muddled. Your interests are banal. What…makes you interesting, Mr. Dunn. After what has happened to you, there is something, or else it wouldn’t have happened.” Another puff of smoke slid into Glenn’s lungs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	“Nothing! I swear! Nothing ever’s interesting, I mean, c’mon, I sort numbers all day! I hated sports. I hated law school. I don’t really CARE about anything, so please just let me go! I like my car. I like my apartment. I like the lady that says hi to me every morning on the walk to the parking garage. But none of it matters, not KILL ME matters!” Glenn was afraid. He couldn’t see her face anymore. He’d been so happy a moment before, but now there was the gun. The questions. The pain. He couldn’t imagine anything else. He couldn’t see her face.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	“Nothing, that is, until you saw something last night, on the 27th of March.” A flip of a notebook page. “Afterwards, you single-handedly stopped the mugging of the lady that says “Hello, honey” to you every morning as you leave your apartment complex at approximately 6:37 AM each morning. And after that, you were happy, even singing throughout your work day. On your way home, you once again did something interesting. You convinced someone against suicide, quoting Scripture that your history gives no evidence of you having learned.” Glenn closed his eyes. Everything was so confusing then. Gravity was on a break. He felt vital. Nothing made sense. He could almost see her face, see the light around her head-&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	The pain was immediate and sharp. He nearly vomited. Instead, he screamed deep in his throat. His nose was broken. His blood smeared against the hood of his own car, and the pain knifed into his thoughts. The pain was real. The gun was real. The man who hurt him was real. Her face was gone. “Mr. Dunn, I warned you. I will not warn you again.” His attacker sounded calm, but the edge behind his voice was tensed. He was ready to kill Glenn. He was afraid…afraid of Glenn. Afraid of her face, of the feelings around it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	Glenn wanted to fall over, wanted to touch his face. He was already crying, but his arms just wouldn’t move. His legs refused to buckle. He spoke, and his voice was muffled and hoarse. “I don’t know what you want…just let me go! I didn’t hurt anyone!”&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	The man sighed. He was frustrated, something else as well. The pain made it hard to think. The gun made it harder. “Mr. Dunn, I am going to give you a warning, and you are going to remember it.” The words stuck like a brand in Glenn’s attention. Even the pain gave way to that calm neutral tone, lined with an electric taste of fear. “The world we live in is rational. The world we live in has cause, and it has effect. It has evidence, and it has process. Our world is not interpreted. Our world is not imagined. What we do not touch, do not feel, do not remember, it is not part of our existence. It is something else entirely. What you have experienced is one interpretation of an infinite confusion, and it does not love you. It knows no truth, in Scripture or otherwise, Christian or otherwise, human or otherwise.” The voice came closer, tense against the back of his neck. His attacker’s breath warmed the cool gunmetal. “I don’t want to kill you, Mr. Dunn, but something is happening, and you are my entry point. I am going to watch. I am going to study. And when I am done, I am going to remove the interpretation, replace it with fact.” Anger? The attacker was angry. And something else, Glenn thought.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	“I…I don’t want to go back to how it-“&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	The roof of his car fell away, and then it dove closer. There was pain. There was light. There was darkness. Glenn did not dream. He did not drift. Instead, the words chased him into shadow.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Deserter_from_the_Battlefield</id>
		<title>The Deserter from the Battlefield</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Deserter_from_the_Battlefield"/>
				<updated>2008-04-19T06:38:18Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Something's Always Coming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Something's Always Coming ==&lt;br /&gt;
Title: The Deserter From the Battlefield &amp;lt;br&amp;gt;&lt;br /&gt;
True Name: Maharza Sunai (formerly: Insult to Serenity)&amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Unclaimed Weapon &amp;lt;br&amp;gt;&lt;br /&gt;
Caste: Dusk &amp;lt;br&amp;gt;&lt;br /&gt;
Motivation: Find an unshakable justification worth killing for. &amp;lt;br&amp;gt;&lt;br /&gt;
Liege: Renegade - Princess Magnificent With Lips of Coral and Robes of Black Feathers &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== You Can Hear It In the Ground ==&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
'''Physical:''' Strength 4, Dexterity 4, Stamina 3 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Social:''' Charisma 2, Manipulation 1, Appearance 4 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Mental:''' Perception 3, Wits 4, Intelligence 2 &amp;lt;br&amp;gt;&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
'''Dusk:''' ''Archery'' 2(Firewand +1), ''Martial Arts'' 3(Disarm +2), ''Melee'' 5 (Multiple Weapons +2), ''Thrown'' 1, ''War'' 3 (Vs. Superior Numbers +1) &amp;lt;br&amp;gt;&lt;br /&gt;
'''Midnight:''' ''Integrity'' 3, Performance 1, Presence 1, ''Resistance'' 2 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Daybreak:''' Craft(Wood) 1, Lore 1, Medicine 1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Day:''' ''Athletics'' 2, Awareness 3, ''Dodge'' 3, Larceny, Stealth &amp;lt;br&amp;gt;&lt;br /&gt;
'''Moonshadow:''' Bureacracy, ''Linguistics'' 1(Flametongue, Riverspeak), Ride, Sail, Socialize &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== And Never Comes, But Shakes the Boards ==&lt;br /&gt;
=== Backgrounds ===&lt;br /&gt;
Allies 1 (A shield-bearer with abject faith tempered by a soldier's common sense) &amp;lt;br&amp;gt;&lt;br /&gt;
Influence 3 (Those who see his panoply might recognize the unique mask of Insult to Serenity) &amp;lt;br&amp;gt;&lt;br /&gt;
Familiar 1 (A Varangian war elephant, currently in the position of the shield-bearer) &amp;lt;br&amp;gt;&lt;br /&gt;
Resources 4 (His abandoned panoply and stipend) &amp;lt;br&amp;gt;&lt;br /&gt;
=== Charms ===&lt;br /&gt;
'''Martial Arts:''' First Martial Arts Excellency &amp;lt;br&amp;gt;&lt;br /&gt;
'''Melee:''' First Melee Excellency, Five Shadow Feint, Unfurling Iron Lotus, Elegant Flowing Deflection, Vengeful Riposte, Death Deflecting Technique, Eye of the Tempest &amp;lt;br&amp;gt;&lt;br /&gt;
'''Integrity:''' Eternal Emnity Approach (Senseless Killers) &amp;lt;br&amp;gt;&lt;br /&gt;
'''Resistance:''' Ox-Body Technique &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dodge:''' Uncanny Impulse Evasion &amp;lt;br&amp;gt;&lt;br /&gt;
== And Rattles All the Doors ==&lt;br /&gt;
=== Virtues ===&lt;br /&gt;
''Compassion:'' 2 &amp;lt;br&amp;gt;&lt;br /&gt;
''Conviction:'' 1 &amp;lt;br&amp;gt;&lt;br /&gt;
''Temperance:'' 2 &amp;lt;br&amp;gt;&lt;br /&gt;
''Valor:'' 4 (Vice 1: Unclear Purpose) &amp;lt;br&amp;gt;&lt;br /&gt;
=== Finishing Touches ===&lt;br /&gt;
'''Willpower:''' 6 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Intimacies:''' Senseless Killers (Reverse), Innocents &amp;lt;br&amp;gt;&lt;br /&gt;
'''Essence:''' 2 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Essence Pool:''' 12/29 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Health Levels:''' -0x2, -1x4, -2x5, -4, Inc, Dyingx4&lt;br /&gt;
&lt;br /&gt;
== What Are We Waiting For? ==&lt;br /&gt;
=== Known Backstory ===&lt;br /&gt;
The one formerly known as Insult to Venus was a boy born to a poor Varangian weaver. A faithful adherent to the Maidens, she immediately sought out various readings on her fatherless child - they all returned the same answer. Venus shall not cast her eyes upon the boy, for she offends her sensibilities. His eyes, scarlet red, were ever under Mars' gaze. Taking this in stride, the mother named her boy Maharza after his 'patroness' and raised him to be strong. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
She surrendered the boy to the army at the age of five, with written records of all of her hard-purchased divinations. At a loss, but certain of some greatness in the boy, they took him in and trained him as a fusillier and front-line fighter, something the boy seemed to find almost natural. He understood little else than the give and take of combat, the living, flowing ebb of violent athleticism. To him, there was nothing else. The army was more than happy not to disabuse him of this notion, piling on gifts and commendations as the boy proved himself an able warrior earlier than most men become aware of girls (or other boys. Maharza has shown no interest in such affairs.). &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Something changed, however, when his shield-bearer Hannu asked him a question one night. &amp;quot;Master, you fight so well. What drives you so? Why this? What destiny do you seek?&amp;quot; Maharza had no answer. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
And it shook him to his core. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The next day, he took to the field against a Harborhead village, and he fought as efficiently and mercilessly as before. He killed fathers. He killed mothers. He killed children barely holding their spears. He killed all who sought to destabilize the Flaming Wall, any who charged the elephant artillery. And none of it satisfied him. Stories say his mask ran red with blood, as he sought a meaningful kill in all the fray. His own allies simply stood and watched as he took smaller cuts, then more telling wounds as he fought the desperate villagers all his own. He killed them all, though spears sprouted from his body like tall stalks of wheat. He staggered to his knees, more out of exhaustion than his coming end. He would die begging Venus for an answer. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Or so he thought. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
As far as Varang is concerned, Maharza Sunai murdered his own brethren and deserted that night, but there is more to the story. The rest is not part of the legend. At least, none of the legend that Hannu tells, wherever he can finagle a meal and some fodder for a rather large pack animal...with a very large howdah. Hannu is searching for someone, he will say. Hannu will not rest until he finds him...that is, unless the rooms are cheap and clean, and the wine is strong and cheap. It would be rude to deprive an innkeeper's children a story.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Fractures</id>
		<title>Fractures</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Fractures"/>
				<updated>2008-04-01T03:34:08Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Landmarks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Places Between ==&lt;br /&gt;
The world is not always rough and rigid, set in stone and certain in proportion. Everyone has experienced a feeling that a road is longer than it should be, that a door should not be crossed. They felt a presence or a vastness, or perhaps a void where they knew there was only a broom closet or a garage. In most cases, this feeling is a mere trick of perceptions, the mind realizing that it's working on assumptions, and that anything ''could'' be just out of sight. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes, however, the World breaks down. Rooms become larger than the space can contain. Music begins to play, soothing but grating at the edges of the mind. This music, of course, has no source. The shadows move and watch, stalking freely outside of the light. In short, the uncertainties of the mind decide to make their own rules, and a Fracture comes into shape.&lt;br /&gt;
=== Why They Appear ===&lt;br /&gt;
A Fracture is a breakdown in the standard perception of reality. For some reason, the distortion of belief is so strong, reality must bend to those distortions. The stronger the distortion, the more pronounced the changes become, and the more extreme the experience, the more jarring the distortions. It is rare, however, for a positive experience to deeply shake someone's conception of reality. For this reason, most Fractures are dangerous and disjointed things, threatening or fearful to those who seek safe ground. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Common sites for a Fracture are places that are either locations where a traumatic event occurred, a place that is naturally distorting, or a place where a Summoner has Drawn the Fool. Sites of brutal murders are less common than one would think, but still take a prominent role: Murder in itself is almost old hat, but the sheer vindictive inventiveness of human beings should never be discounted. As far as natural distortions go, anything from places with occult significance to sites of miracles may draw certain demons and warped realities into play. The fact that the site where a Summoner Draws the Fool can often create a Fracture lends credence to theories that the Alter Self is actually called from across the Mirror, and not a self-creation. Of course, this begs the question - why do they come when called, and who tailor-made them so?&lt;br /&gt;
&lt;br /&gt;
=== Sharp Edges and Distorted Lenses ===&lt;br /&gt;
A Fracture is exactly what it sounds like - a warping and breaking of the natural order. That said, Fractures are not chaotic by any means. They are shaped by the events that caused them, or by the presence of perceptions that react strongly to their unnatural air. Light is often more noticeable within the reach of a Fracture, either in its presence, absense, or strangeness. Lights flicker and gutter, or perhaps bend at right angles to illuminate important parts. Flashlights may even bend away from something eyes are not meant to see. In other places, sounds dance and rebound as something wholly different. Echoes may resound in reverse, or come back in sing-song tones. Perhaps the whispers of demons will reach the ear, but always just too muffled or too soft to be understood. Walls may feel wet to the touch, despite a lack of moisture. The scent of roses and antiseptics may intermingle without an apparent source. The possibilities are as endless as the senses that experience them. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Size is also an abstraction within a Fracture. It is often just the right size for the appropriate mood. The cramped aisles between lockers may go on, seemingly for miles, until one finds himself barely a dozen yards away. A vast mansion may have more rooms than it has any right having, and each door could lead to another version of the grand ballroom, each one more horrifying or inspiring than the last. Take little for granted in a Fracture, except that for all of its strangeness, there is usually nothing entirely unnatural, just an alteration of what already is, was, or could be. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usually, that is.&lt;br /&gt;
&lt;br /&gt;
=== Those Who Wander ===&lt;br /&gt;
Many of the demons who wander the places between are just as disjointed and confused as their haunts. Demons, while capable of conversation, rarely have the same mindset or motivations as a human, and can fixate on things that resound with their natures with a focus beyond that of mortal madness. More than that, many of them are lost, cut off from their native Mirror home. Most importantly, those without the means to return are often ''hungry'', and that is frequently the guiding fact between the relations between human and demon. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The site of a ritualistic rape may be watched over by bloody-winged Erinyes, seeking promise-breakers to satisfy their bitter lusts, a lust in every sense of the world, from the sensual to the sadistic. A 'haunted forest' may draw the baying of the hounds of the Wild Hunt, seeking the most dangerous game. Possessed keris knives may float or hang from doorways, seeking to 'protect' the hearth of non-existant families, or to drink the hearts of unworthy wielders. The demons called to Fractures often are drawn by interest, and then trapped. This should be taken into account both for their nature and their consequent reaction to their new environment.&lt;br /&gt;
&lt;br /&gt;
== The Nature of Fractures ==&lt;br /&gt;
Following are some useful traits for establishing a Fracture for characters to wander or explore. These traits represent guidelines, and some fractures defy even these rules. The largest recorded Fracture took up an entire city, casting exactly 11 minutes a night into a timeless horror that only those with an awakened Ego could sense. The rest were either entirely ignorant within 'real time' and trapped in place, or a rare few were left to observe in terror as only their eyes could function...and demons prowled as gods upon the town. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
A Fracture exists as long as it is perceived. When rumors of the place die, so does it die. Raw skepticism pointed directly at these places can also unravel them rather quickly, if, say, a formal investigation seeks to classify the oddities. The exception to this rule is if beings of Ego reside within it for several hours within any given week. These special observers give the place a degree of steely resilience, lasting as long as the Fracture remains unresolved in the minds of those who care for it or hate it.&lt;br /&gt;
== Optional Merit: Fracture (O to OOOOO; Special) ==&lt;br /&gt;
Some Summoners are able to locate stable, (mostly) harmless places of strange perception to call their own, sometimes even homes well-suited to their Ego. It is rumored that certain Definitions may be able to shape Fractures, but if so, those secrets are well-guarded. The rest must be found, tamed, and changed through the experiences that occur within.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Effect:''' Each aspect of Fracture cannot be raised above 5 points, but a character may have more than 5 total dots in Fracture, and may pool them with other characters to develop a shared home or base of operations. The individual effects of different aspects will be discussed below.&lt;br /&gt;
=== Vector ===&lt;br /&gt;
Each Fracture has its own rules on when it exists. A small few are always in place - these are often the shortest-lasting. Fractures that intend to remain, remain shrouded in mystery, all the better for stories to go on unconfirmed. Many Fractures have 'triggers' that bring the place's nature to the fore. For some, it is dependent on situations ranging from the emotional state of those within range to the presence of artificial light. For others, the factors can be rigidly tied to the time of day, the midnight hour being almost painfully cliche. Generally, if one stays within a Fracture, the Fracture will continue to go on actively until someone leaves. The character will simply find themselves deposited somewhere nearby, sometimes only minutes later, sometimes with as much as a day or two passing without their notice. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
''Effect:'' Treat dots in Fracture Vector as a form of security - knowing exactly how to get in makes it easier to conceal the place's presence or prepare for threats. Treat each dot as a +1 bonus to Initiative and also as penalties to rolls for an intruder to find or gain entry to the Fracture. Some legendary vectors may prevent interruptions altogether.&lt;br /&gt;
=== Threshold ===&lt;br /&gt;
Fractures vary in the reach of their influence, and can take up no more 'real' space than the extent of the stories or events surrounding them. As such, the nature of Fractures tend to improvise for dramatic effect. Within a Fracture's Threshold, it can bend, stretch, twist, or alter spatial perceptions and may slow perceptions of the passage of time through blackouts and memory holes. Those who possess Eidetic Memories may find themselves recalling long moments with closed eyes, or remembering hours of Mirror wandering where others simply remember walking through a door a day later. As a rough rule of thumb, a Fracture cannot expand in size within sight of the character. This effectively limits a Fracture to expanding along corners, doorways, and other sensory obstructions, commonly no more than doubling in size. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
''Effect:'' Each dot in Fracture Threshold serves to represent the 'actual' space contained within that perceived area. &amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| O ||  An abandoned storage closet or a small apartment; 1-2 'rooms'&lt;br /&gt;
|- &lt;br /&gt;
| OO || A poor, small home or a secluded sculpture garden; 3-4 rooms&lt;br /&gt;
|-&lt;br /&gt;
| OOO || A large house, office building, or gallery; 5-8 rooms or a large open area&lt;br /&gt;
|- &lt;br /&gt;
| OOOO || An eccentric paedophile's mansion or a series of tornado shelters that once sealed everyone inside; roughly 9-15 rooms or chambers&lt;br /&gt;
|-&lt;br /&gt;
| OOOOO || Vast grounds, several floors of an office building, an isolated private beach; potentially countless rooms and chambers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kingdom ===&lt;br /&gt;
Each Fracture may find itself colored by the unique natures of the Mirror's realms, taking on aspects of those places. Many things are edible in Muladhara that are not considered real food anywhere else. The waters of Svadhistana have their own special powers. A place where these bounties can be harvested in (relative) safety is a boon in and of itself, either to a character or to the local demon population. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
''Effect:'' The particular gifts of the Kingdoms should be evaluated on an individual basis for the benefits they apply. Waters from Svadhistana that incite passion may qualify as a 2-dot benefit, while a Fracture being as malleable as Ajna may warrant a 5-dot benefit, allowing for the creation of many mundane or unusual items as well as a potent 'home defense'.&lt;br /&gt;
&lt;br /&gt;
=== Network ===&lt;br /&gt;
Any reflective surface or doorway may serve as a pathway to the vast Network of the Mirror. This Network allows beings to travel freely along it, though normally only creatures with the appropriate Arts or the ability to enter Twilight may do so safely. Many Fractures have the unusual benefit or bane to lead to other places. This place cannot be farther away than the farthest person who has heard the rumors involving the particular locale. Since fame leads to investigation, which tends to dissipate Fractures, this is often not much farther than the closest city. The other end of the Network path must also somehow thematically resound with the Fracture itself. Going from a confessional booth to the late priest's grave is a reasonable (if one-way) trip. Those who are aware of the Network path may take it back to the Fracture, but only if they've traveled ''from'' the Fracture before. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
''Effect:'' Each dot represents a 'stop' along the Network pathway. These may have different doors, or going through the same pathway may lead the character along a sequence, from one place to the other, as long as the last stop leads back to the Fracture.&lt;br /&gt;
=== Landmarks ===&lt;br /&gt;
Perhaps the strangest aspect of Fractures, it is possible for central items within a Fracture to behave in strange ways. A lamp may shed light on any blood a subject has ever shed. The water from an eerily-whining fountain may taste a bit like old cabbage, but heals wounds. The important thing to note is that there's always a catch. The more potent the benefit, usually the more vindictive the payback. How else is the Fracture going to extract the substance that it uses up for the power? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
''Effect:'' Treat each dot of Landmark as a localized Symbol. The benefits granted are often ones that last outside of the Fracture or serve as additional means of defense or utility within it. As a secondary benefit, the Price is generally somewhat mitigated by the Symbol's inability to be moved. Gestes often involve actions that maintain the Fracture's survival, and can range from the unusual to the depraved, depending on the power of the Landmark. Some examples include: &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
''Font(O to OOOOO):'' For each dot in Landmark, this water receptacle can heal a single level of lethal or bashing damage through a refreshing drink. This can range from elaborate fountains, elementary school-height water fountains, or even vending machines. It takes two 'doses' to heal an aggravated wound. No single Fracture can have more than 5 dots of Font. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
''Velvet Rope (OOO):'' The Fracture has an entryway directly into a Velvet Room. The Room changes based on whoever opens the doorway, and until the door is again closed, anyone can go to that Velvet Room and meet the Facilitators within. By necessity, the Velvet Rope has to have the ability to be closed or sealed. For more information on Facilitators, refer to the Storytelling section (to be developed). &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
''Hideaway(OO to OOOO):'' Some sort of container, from a trash can to a locker, allows for supernatural storage and safekeeping. For each dot in Hideaway, about a cubic yard of space is available.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Legend_of_Sahasrara</id>
		<title>The Legend of Sahasrara</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Legend_of_Sahasrara"/>
				<updated>2008-04-01T03:30:19Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Heaven or Hell or All Things Between ===&lt;br /&gt;
It is generally believed that Ajna is the 'highest' Kingdom of the Mirror. However rarely it is visited, it is known of and has been explored by many. Many theorize, however, that there is another Kingdom, one that stands above the rest, channeling the truths of all before it, and transcending the deceptions of illusion far below. If such a Kingdom exists, would mortal description even work to explain it? And what, the believers say, would one gain to learn there? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The rumor of Conception is often tied in with imagery of Sahasrara in mortal thought - the thousand-petaled lotus or the chakra that resides above the head, unfettered by bodily want and need. Perhaps there is nothing there but Ego. Perhaps there is not even that. Perhaps, by coming to this place, one of sufficient might could define the entirety of the World in one brush stroke. Or perhaps the World would subsume such a being, blissfully or otherwise. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The true nature of Sahasrara, or even its existence, is a decision best left to the Storyteller. The benefits one may reap are vast. The costs of leaving such a place may be worse, ranging from becoming a bodhisattva, guiding others to eternal heights...or to something more akin to a descent from Paradise. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Another, less commonly accepted rumor is that there is a Kingdom beneath all of the others - Maya, the source of deception. This force, though it blinds men and women to the truth of Ego, may not be a malevolent force by many beliefs. Some, in fact, believe that the lowest portions of the Unconscious represent Maya itself. A common rumor is that the nature of the World of Darkness is caused by Maya, which is a sentient entity. Who can say for certain?&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Ajna</id>
		<title>Ajna</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Ajna"/>
				<updated>2008-03-25T06:57:50Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Subtitle */&lt;/p&gt;
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&lt;div&gt;== Mirror, Mirror ==&lt;br /&gt;
Ajna is the domain of the complete soul. Ajna is a realm of light and unfettered perception. All are distilled to the essential element, and within these elements, one may see all things as they truly are. However, do not forget - we only see the World as reflected light into our perceptions. Ajna is a frontier of truth, but lies reside here as well - they are brought by the incomplete perceptions of the traveler, and by the demons who reside here.&lt;br /&gt;
=== Landscape ===&lt;br /&gt;
The appearance of Ajna is never the same twice. More so than even Vishuddha, the realm reconfigures itself to the perceptions of those who enter it. One who enters Ajna may feel a brief sensation of darkness, as if their eyes were closed. With a single blink, however, the realm takes shape and a blurred reality quickly focuses. &amp;lt;br&amp;gt;&lt;br /&gt;
The Fracture is the first influence on the appearance of Ajna: it is the last &amp;quot;real&amp;quot; place that the traveler witnessed, and Ajna begins as a continuation of that realm. A hallway will continue onward, with a t-section at the end. However, this influence is limited - the Fracture is finite, but Ajna is not. At that t-section, one would see a hallway at either end...with a t-section in the distance. Until a resident of Ajna wills it to be different, this trend can continue unto infinity. &amp;lt;br&amp;gt; &amp;lt;br.&lt;br /&gt;
The next influence on Ajna are the trappings that travelers use to identify themselves. As the self is distilled into a manifestation of Ego, those things that have left a supernatural mark upon the soul begin to influence the traveler's perceptions. To return to the example of the hallway, a Sword Noble may begin to find signs of a recent battle - holes in the cheap plaster of the walls, perhaps claw scratches in the doors. Trumps, Arts, symbols, or Alter Selves can have a similar effect on the landscape, and it is a simple truth that the Ajna one traveler sees is different from that of his companions. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
These differences are ''not'' circumstantial, either. A traveler who is looking for a way out may perceive hundreds of doorways in the endless halls, but knows that only one will open to safety - the rest are locked, empty, or traps. Another traveler, who only seeks out a single person or object within the Kingdom may see no doors at all. Only a dark hallway with a hint of light in the distance, guiding him to his destiny. Someone whose Alter Self is a being of living flame may find smoke seeping through the paths and under the cracks in the doors - open doors may belch flames out at the unsuspecting. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps the most disturbing aspect - all of these perceptions are correct. While invisible to others, a traveler can open a door that only exists to him, and even drag others through it. Flames that only one traveler perceives will gladly burn the unsuspecting if the one who knows of the flames believes that they will. Due to the nature of the realm, the Storyteller is the ultimate arbiter of what is and what is not. Applying concrete rules to a total perceptual abstraction can present difficulties, after all.&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
The hazards of Ajna are the ones that a traveler brings with them. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &lt;br /&gt;
The first thing to note is that the traveler is changed by the journey, and becomes an abstraction of herself during the time spent in Ajna. They effectively become demons of the Arcanum they most identify with upon entry into Ajna. Their traits are determined as follows: &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
A traveler's Power, Finesse, and Resistance are determined by averaging the relevant traits. Intelligence, Strength, and Presence for power, and so on. Afterwards, the player may assign a Skill category to each trait (Physical Skills to power, Mental Skills to Resistance, etc.). For every 8 dots in a skill category, they receive a bonus dot to place in the assigned Attribute. Determine derived traits based on this value. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Every five dots in Merits qualifies the traveler for an appropriate Numen, to Storyteller discretion. Symbols may be translated into Numina or remain as they would, at the player's (not the character's) choice. The traveler retains all of their supernatural powers and has an Id rating equal to their appropriate supernatural trait. (Mortals gain Id 1 for this purpose.) There are no limits to how high traits may go, however, and this Id rating is only used to determine available Essence and for appropriate rolls. Alter selves may be summoned normally, but are otherwise visible in some way - shoulder angels, tattoos, reflections in the traveler's eyes, a wicked awesome lunchbox - the appearance of the traveler is thoroughly abstracted towards their inner nature, and their relationship with the Alter Self is no different. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The hazards come from the character's weaknesses. The Storyteller may take any flaws, derangements, wounds, or other current negative states and turn them into very real environmental dangers. Any ''active'' derangements should be made into demons of roughly equal power to the traveler, and the same goes for a traveler's Virtue and Vice. The character's Identity should also have an effect on how generally inhabitable their Ajna truly is. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Powerful travelers have, in the past, chosen to leave parts of themselves within Ajna. How this was done is a mystery, and if the travelers learn how, they may be able to free themselves from a flaw, derangement, disability, or potentially change their Virtue or Vice at will. Regardless, it has been done in the past, and these lingering demons are often terrors to behold. They are incomplete, and they hunger to become part of something whole. Many plot and plan ways to insert themselves into the natures of departing travelers. Be wary.&lt;br /&gt;
&lt;br /&gt;
=== Thrones ===&lt;br /&gt;
It is unknown if any thrones exist within Ajna - the realm is beyond any sort of mapping, and if these thrones exist, they would only reveal themselves to those who could already perceive their entryways. It is a common theory that the Throne of the Fool resides here - unfettered by expectation and ripe with potential, both for glory and downfalls. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Another possibility is that one can find a doorway into the Unconscious here, and physically enter one's own dreamspace. The results of such an action are unknown.&lt;br /&gt;
=== Ajna and the Summoner ===&lt;br /&gt;
It is distinctly possible to face one's inner demons within Ajna, and it is equally possible to die for your trouble. Identity defines the realm. If the character gains significant insight into their true selves, they may be awarded a free dot of Identity, or even automatically tripped a point of Identity, subject to Storyteller discretion.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[The Mirror]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Trevor_%22Herald%22_Conrad</id>
		<title>Trevor &quot;Herald&quot; Conrad</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Trevor_%22Herald%22_Conrad"/>
				<updated>2008-03-25T01:23:16Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
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&lt;div&gt;''Trevor Conrad'' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Quote:''' “For the Eternal Light, through even Darkest Night, demons Shall Tremble! Sound the Herald’s Horn!”&amp;lt;br&amp;gt;&lt;br /&gt;
'''Shadow Name:''' Herald &amp;lt;br&amp;gt;&lt;br /&gt;
'''Background:''' Trevor Conrad has spent most of his life on the streets, looking after his little sister the best he knew how. He doesn’t have much trust for authority, after his ather killed himself after the dot-com bust, leaving his family to rapidly erode to homelessness. His mother gave him and his sister up for adoption and ran. Since then, they bounced from home to home. When a nice family wanted to take his sister, but didn’t have any interest in Trevor, Trevor decided that he was old enough to take care of the both of them. They escaped the home, and made do as best they could together. &amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately, a year ago, Jessica got sick, and he had to take her to the hospital. Not knowing what else to do…he left her there. He’s regretted it ever since, and hasn’t been able to find her again. He knows that she’s alive, but can’t risk asking too many questions until he’s old enough to be her legal ward. He can’t afford to get put back into state care, and doesn’t trust them anyway. &amp;lt;br&amp;gt; So, for now, he looks for his sister. Awakening to him was a rush of power, but mostly an afterthought. Not knowing what else to do and having nowhere to turn, he’s used his sister’s favorite comic book hero as a focus for his growing talents. He has a lot to learn, however, if he’s going to survive, much less reunite his family. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' Trevor’s a dark-skinned mutt of mixed black and Asian ancestry. He wears baggy hand-me-downs and is shorter than he probably should be due to malnourishment. He’s a survivor, however, and stern to a fault with most people. Despite himself, he’s got a heart of gold and just refuses to contemplate selfishness – he equates that to people like his parents, and has little forgiveness to spare for entitled attitudes. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
'''Path:''' Obrimos&amp;lt;br&amp;gt;&lt;br /&gt;
'''Order:''' None yet&amp;lt;br&amp;gt;&lt;br /&gt;
'''Mental Attributes:''' Intelligence 2, Wits 2, Resolve 3 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Physical Attributes:''' Strength 3, Dexterity 2, Stamina 3 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Social Attributes:''' Presence 3, Manipulation 2, Composure 2 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Mental Skills:''' Investigation 2, Politics 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Physical Skills:''' Athletics 2, Brawl 3(, Stealth 2, Larceny 2(Pickpocketing), Survival 1, Weaponry 1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Social Skills:''' Empathy 2 (Adults), Intimidation 1, Streetwise 2, Subterfuge 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Merits:''' Iron Stomach (**), Danger Sense(**), Destiny (**), Occultation(*) &amp;lt;br&amp;gt;&lt;br /&gt;
'''Willpower:''' 5 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Wisdom:''' 7 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Virtue:''' Justice &amp;lt;br&amp;gt;&lt;br /&gt;
'''Vice:''' Wrath &amp;lt;br&amp;gt;&lt;br /&gt;
'''Initiative:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense:''' 2 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed:''' 10&amp;lt;br&amp;gt; &lt;br /&gt;
'''Health:''' 8&amp;lt;br&amp;gt; &lt;br /&gt;
'''Gnosis:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arcana:''' Forces 3, Life 2, Prime 1 &amp;lt;br&amp;gt; &lt;br /&gt;
'''Mana/Per Turn:''' 10/1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' 3 (Mage armor) &amp;lt;br&amp;gt; &lt;br /&gt;
'''Equipment:''' Backpack full of non-perishables and lots of well-cared for, but old comics &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Swadhisthana</id>
		<title>Swadhisthana</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Swadhisthana"/>
				<updated>2008-03-14T18:43:39Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Churning Waves ==&lt;br /&gt;
This Kingdom is a vast and endless ocean, prone to sudden shifts in weather and random movements of the tides. It is here where emotion lives before it is understood. It is here where the desire to be safe, to be gratified, to be fulfilled is born. Whereas in Muladhara, you see solid ideas like 'meat' or 'hunt', the feelings of flavor and the thrill of the chase live here, unbound and free. The realm is more abstract that Muladhara, but is drawn in the colors of animal reaction and instinct, with the innocent eyes of one who does not yet consider the depth of feelings. It is a place of action above all.&lt;br /&gt;
=== Landscape ===&lt;br /&gt;
The vast ocean of Swadhisthana is not without islands of relative stability. In fact, these islands are formed by the needs and subconscious desires of those who populate them. A band of travelers will likely find themselves uponaan island that resounds most closely with the emotional mood of the Shatter they left behind. Life flourishes here, much like in Muladhara, but items are less likely to remain as they are in the face of strong, uncontrolled emotion. Storms caused by the anger of a denizen will sweep away the trees that offer fruits of satisfaction. The terror of a fleeing demon will cause flowers of flowing wine to close up into buds or freeze, offering no fragrance or suserrtenance. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The islands of Swadhisthana are separated by sometimes endless bridges and causeways. The Network flows under them, sometimes sinking beneath the waves and sometimes holding paths of stone, earth, or glass aloft. Forged materials are rare, usually the sign of a strong will. Regardless of their composition, these bridges weave together disparate ideas, and it is quite easy to relocate a place one has been by taking the first bridge one finds. The islands themselves will seek to alter the moods of the traveler towards one more appropriate to what they seek.&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
Both the greatest danger and the likeliest benefit of Swadhisthana is the water. The water is, itself, life, though that can mean very different things in different situations. On an island dedicated to simple lusts, the water may be an aphrodisiac. In a placid island pond, a depressant like alcohol. In a place of rage, it may be a fiery whiskey that awakens the desire to attack. The waters can grant bonuses or inflict penalties up to +/- 2 on a variety of rolls, and may require rolls of Stamina + Composure to avoid being swept up in those emotions for a scene. Any water pooled within an island is always potable, however, making base survival relatively easy. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Unusual, but edible plants are also common, though the juices of island fruits may be even more potent than the water itself, in some cases, causing the subject to completely give themselves over to an emotion until exhausted, without a successful extended Stamina + Composure rule, requiring anywhere from 3 to 10 successes. Failure at any point means that the fruit has overwhelmed the reason of the subject. Spending a point of Willpower can break that control for a turn or redirect it to a more appropriate target. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The water from the sea itself is almost random in its potential. During gentle waters with a kind breeze, it may just be pleasant drinking water. During a storm, the liquid may burn or numb the flesh. At other times, it may be hot enough to scald. Complicating matters, the tide can change at random, swallowing up bridges and anyone on them, potentially leaving them lost at sea. One might be able to swim to another bridge, but they are literally swimming in a sea of emotion, which can do anything from causing dice bonuses or penalties, to inflicting environmental damage, as per the World of Darkness rulebook.&lt;br /&gt;
&lt;br /&gt;
=== Thrones ===&lt;br /&gt;
=== Optional Rule: Swadhisthana and Vampires ===&lt;br /&gt;
Those who call themselves Kindred are not alive. They are dual beings, caught somewhere between. Both social and isolated, alive and dead, human and all too beastly in their nature. It can be quite a shock, then, for a Kindred to find themselves within the endless sea. For one thing, though the Kingdom may appear as light or dark, the place will not burn them and they need not fear Rotschreck from sunlight. They need not fear for blood, either. The waters and fruits of Swadhisthana sustain them fully, replenishing their Blood traits without problem. However, any emotional urging caused by such substances will remain until such tainted 'Vitae' is spent. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
More telling are the changes wrought upon a Kindred after tasting the bounty of the Kingdom. Their Social pools are no longer capped by their Humanity when dealing with mortals, and they automatically gain the benefits of the Blush of Health while the waters or fruits are in their system. However, the necessary successes to avoid a frenzy are ''doubled'' while so intoxicated. Both their Humanity and the Beast are well-fed and eager to rise to the surface, causing a difficult paradox. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
A vampire who struggles and comes to accept a higher degree of Humanity while within this Kingdom may gain a dot of Humanity without expending experience points. This can be done only once in a Kindred's existence, however. Any other benefits gained from Swadhisthana fade as soon as the Kindred is returned to the World.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[The Mirror]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Sahasrara</id>
		<title>Sahasrara</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Sahasrara"/>
				<updated>2008-03-13T23:08:03Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Subtitle ==&lt;br /&gt;
=== Landscape ===&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
=== Thrones ===&lt;br /&gt;
=== Becoming All and Nothing: Sahasrara and the Summoner ===&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Vishuddha</id>
		<title>Vishuddha</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Vishuddha"/>
				<updated>2008-03-13T23:07:18Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Subtitle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Breath and Shuddered Truths ==&lt;br /&gt;
It is here that the Kingdoms become more difficult to describe. Every visit to Vishuddha is different for every traveler, as altered by what a traveler brings in as by what he leaves behind. Return visits by the same traveler may begin with a similar theme to the last foray, but will quickly shift and alter to this latest thoughts, needs, and dangers. Every expression within Vishuddha resounds unto the infinite horizon, and then rebounds. It is here that one may go to find one's words avenging themselves, if they are not careful.&lt;br /&gt;
=== Landscape ===&lt;br /&gt;
Vishuddha is called often called the Echo Plains, due to the seemingly simple ground of endless grasses and flowers that tend to fill in the unimportant gaps of the realm. That is where the simple descriptors have to end. Vishuddha is, most of all, a shared reality. The strongest traits at the forefront of every participant's mind come together to form a whole. A man who is distracted by romantic feelings for a fellow traveler may draw unbudding roses, flightless doves, and all manner of things into view. But Vishuddha is not an amusing place, all its own. A restrained desire may show itself by calling out demons of strangulation and bondage, sadomasochistic horrors that have no compunction about acting out repressed whims. Luckily, the realm is receptive to the higher will, or else it would likely destroy anyone who travelled it. &amp;lt;br&amp;gt;&lt;br /&gt;
Voice has an astounding impact in Vishuddha. All words find life, and symbols find meaning. A woman with a flaming tattoo might find the small of her back painlessly ablaze - at least for her. Shouting &amp;quot;Look out!&amp;quot; may warp the viewpoints of the intended listener, causing her to see all things in all directions. The realm responds to demands, but only a carefully worded response will yield positive results. &amp;lt;br&amp;gt;&lt;br /&gt;
And the demons who reside here have had lots of practice.&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
The most clear and present danger of the Echo Plains are the voices of its travelers. Any thought given voice WILL impact the realm somehow, and more deeply the more powerful the command. Idle chatter may warp the landscape in interesting or disturbing, but ultimately minor ways. It could create a benefit or hazards that might cause penalties or bonuses of one die. Shouting, however, can cause earthquakes and torrents of fire to rain from the sky. Whenever a character says something with passion or cold determination, the character should roll Intelligence + Presence to determine how strongly their Ego warps the realm. However, the Storyteller should privately roll that character's Resolve + Composure. Note the difference in results. If the Storyteller's roll matches or exceeds the original roll, then the effect is one likely to benefit the traveler and his allies. If the traveler's charisma outweighs his restraint, however, the effect goes wild. &amp;lt;br&amp;gt;&lt;br /&gt;
The most common backlash is a Shuddering. The realm will recoil and react strongly to the traveler's demand, and in an overabundance. A cry for water may cause a brief flash flood. An order to kill an enemy may cause the ground all around to sprout deadly barbs, uncaring for friend or foe. Surviving these ordeals is normally a roll of a Physical Attribute + Athletics or Survival, with successes compared to the original declaration's successes. Each success made by someone avoiding the hazards negates a success of the speaker, with any left over successes causing bashing or lethal damage based on the type of threat used. &amp;lt;br&amp;gt;&lt;br /&gt;
More deadly than a simple Shuddering is a transfiguration. These are normally caused when a speaker strongly defines someone. &amp;quot;You lying snake!&amp;quot; is a poor choice of words within Vishuddha. The declaration roll of Presence + Intelligence is made again, this time contested by the subject's Stamina + Resolve. If the declarer succeeds, the subject takes on an appropriate trait, normally taking the net successes in lethal damage during the gruesome shift. These modifications are similar to those of the Art of Transformation power, My Hands, and can grant the subject bonuses to relevant rolls. However, these changes are permanent if the subject fails a second Stamina + Resolve roll upon leaving Vishuddha. There are a rare few powers in the World that can restore that warped flesh to right, and experimenting with new declarations to &amp;quot;fix&amp;quot; matters can lead to all kinds of new, interesting problems. &amp;lt;br&amp;gt;&lt;br /&gt;
The Storyteller is encouraged to come up with their own declarations to suit the needs of the sojourn. Strong repressed desires can also cause subtle declarations through body language or tone. Remain aware of what the characters are truly displaying about their desires through their conscious actions. If they give a need a voice, directly or otherwise, a declaration could result.&lt;br /&gt;
&lt;br /&gt;
=== Thrones ===&lt;br /&gt;
=== Optional Rule: Vishuddha and the Awakened ===&lt;br /&gt;
Those who call themselves Awakened are natural masters of Vishuddha, and she both rewards and punishes them for their  dominion. Mages may make declarations using appropriate Arcana as bonuses to the activation, and add Gnosis to the roll to control the manifestation. Furthermore, these declarations can function as spells, but only require Mana if the mage is mimicking a spell intended to cause aggravated damage or to be performed sympathetically. However, '''any''' willful, deliberate declaration adds to the mage's total castings to determine the pool for paradox as if they were a vulgar spell. The Abyss yawns beneath the flesh of the Kingdom, or so it seems. &amp;lt;br&amp;gt;&lt;br /&gt;
A mage who weathers the temptations of Vishuddha and suffers significant setbacks for their restraint may be worthy of a reasonable amount of Arcane Experience, or even a dot of Wisdom at no cost.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Anahata</id>
		<title>Anahata</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Anahata"/>
				<updated>2008-03-13T23:06:48Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* The Crashing Gale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Crashing Gale of Open Eyes ==&lt;br /&gt;
Once there is existence, there is feeling. Once one feels, that emotion fuels will. Once will is bolstered, decisions must be made. And when all things come to a conclusion, the inevitable disagreements can be a veritable cycle of beliefs, ideas, and hopes struggling for dominance. Thus is Anahata, home of air and change. The Kingdom reacts to strong ambitions or espoused ideals, and the name itself means unhurt or unbeaten. Those who survive Anahata rarely leave it unchanged, and rarely do the weak survive.&lt;br /&gt;
=== Landscape ===&lt;br /&gt;
To survive Anahata, one must be solid in a place that is not solid. To remain yourself in Anahata, one must feel the natural flows and sense the dangers invisible in the gale. To reach your goal in Anahata, one must demand of the sky to carry them to their destination, with absolute conviction. Most importantly, to escape Anahata, one must ''choose''. The fabric of Anahata is formed entirely by its denizens. Flotsam and jetsam, ranging from random bolts to vast mountains, all hang and are swept by the endless winds. In some places, poles jut out from the highest places to beyond the endless pull of merciless gravity. Some say that Manipura is below, churning up great gusts of wind. Others say that beneath lies the very void, yawning and sucking. No one knows. If one truly falls, one does not return. The only way to fall to the lowest place of Anahata is to surrender completely. So far, no one is known to have returned.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
To travel Anahata is an act of conscious control over the environment. A successful roll of Presence + Resolve can alter the landscape significantly. A bit of wreckage may be blown closer to serve as a raft in the chaos. A great, rocky crag may be pushed aside with an extreme refusal of that fated, deadly course. Those with a sufficiently strong presence (a combined Presence + Resolve of at least 6) can move in any direction at their normal Speed, and may run or fly as appropriate. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The pillars themselves are the representations of the Network in Anahata, serving as a bridge between that which is above and that which is below. That said, the pillars follow no rhyme or reason, extending in any given direction relative to the viewer. Around them, the reference point of gravity can shift, creating 'islands' or 'floating zones' where these pillars concentrate. Items naturally avoid contact with the Network, and the few things that cannot avoid them or be brushed aside are simply shorn into more acceptable chunks by an unknown force. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Anahata, perhaps more than any other realm, bears a feeling of endless vastness. One may not see one of these reference pillars for what seems like miles. In other places, they form vast spiderwebs the size of cities. It is usually in these latticeworks that the Thrones are found, palaces and spires built out of detritus from all things.&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
The greatest danger in Anahata is the wind. It emanates from all objects within the Kingdom, though from some more than others. This is the source of the 'natural' flight of those with sufficient strength of bearing and mind. However, the many demons, objects, and perhaps even the collective thoughts, feelings, and choices of the World reverberate through Anahata. The demons here believe that no wind ever dies...it simply travels on, until it returns again a hundred fold. These winds range from firm to hurricane-force or worse, depending on the moods or significance of those present. As an example, stumbing into Anahata from a heated gunfight will drop the traveler into a clashing melee of tornadoes, swept full of demons, metal, and broken glass. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Not only will the goals of those who touch the winds change them, so will the intensity of those goals. ''Any'' time Willpower is spent in Anahata, any character within the spender's Willpower in yards must immediately make a Presence + Athletics roll to not be blown away. Bonuses or penalties should be applied to this roll based on the reasons for the Willpower expenditure. Willpower spent in pursuit of a Vice inflicts a -2 penalty on others' ability to resist the terrible winds. When a Virtue is involved, the penalty is -3. Being dashed about could potentially lead to dangerous collisions, and the Storyteller should ultimately decide if 'falling' damage should need to be applied for impacts, or if floating shrapnel will become a hazard. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The demons of Anahata are used to the winds, and in fact use them as a means of travel, defense, and hunting. It is a very unfortunate traveler who find several bags of jagged metal dumped into their path. Worse still when the wave of will-bolstered demons charge forth behind the deadly wave of junk.&lt;br /&gt;
&lt;br /&gt;
=== Thrones ===&lt;br /&gt;
=== Optional Rule: Anahata and the Lost ===&lt;br /&gt;
Needless to stay, those who are known as the Lost are familiar with the churning storm of choices, both made and imposed. Simply remaining in Anahata is a level '''3''' sin against Clarity, and the few Changelings who have found themselves here are rarely better for the trip. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Glamour can be readily harvested from the winds of Anahata with an appropriate roll, and the stores are nearly infinite. However, a separate roll of Stamina + Composure must be rolled to not become enthralled in the emotion, seeking to devour more and inflict the emotion on others to stir up more satisfying winds. Subtle changes overcome one who is so addicted. Each point of Glamour gained once the resistance roll is failed subtly changes the Mien of the Changeling, turning them more ominously towards the appropriate Mantle, in all of its worst representations. The Changeling will suffer a -2 to any Social rolls except for Intimidation for any who can see their Mien as it truly is. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; A Changeling who clings hard and fast to truth in the face of the malleable winds may receive a single point of Clarity after a significant struggle, subject to Storyteller approval. However, the whispers of Anahata speak of many possibilities...the temptation of being restored to wholeness, or perhaps even become greater, wilder things than their former tormentors may start to tickle the ears of a Changeling whose Clarity is low...&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Manipura</id>
		<title>Manipura</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Manipura"/>
				<updated>2008-03-13T23:04:19Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Hazards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Forge-Factory of Wills ==&lt;br /&gt;
The raw material of Muladhara, combined with the passionate waters of Swadhisthana, are drawn together through to network to here: Manipura, the great factory, the forge of jewels, home of will, energy, and fire. It is a naturally hazardous realm, and one of the first Kingdoms to be actively inimical to travel. One who strays from the catwalks and platforms risks the vats or the burning skies of the Kingdom: none can survive the fury of concentrated will, emotion given flesh and turned to flame.&lt;br /&gt;
=== Landscape ===&lt;br /&gt;
Manipura is a realm without foundations. It is theorized that someone might be able to 'dive' into Swadhisthana or Muladhara if one can bypass the heat and flame that surround the Kingdom. Various pipes and channels conceal most of the Network from plain sight, making navigation an issue even for the Wand Peasant's Art. No one is certain what holds up the platforms and catwalks of various precious metals, but they seem immune to even the worst of the flames. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The fires of Manipura themselves do not behave as normal fires do. Some arc and dance about like lightning. Others move in bouncing pillars like a shining light. Some fires flow like waterfalls, and others rise up like mist. The fires can range the full spectrum of colors, and reacts to the will and motivations of the observer. If the traveler simply wishes to be left alone, the fires will rarely be cooperative, but someone with a strong goal is rarely hindered. If someone has the time to worry about the fire, so to speak, the fire certainly has time to worry about that unfortunate person. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Gems are also a common fixture of the region, and the demons of Manipura have a complicated system of barter concerning these stones. If returned to the World, these jewels will show as perfect specimens of their type, but will only survive leaving the owner's possession if a ''dot'' of Willpower is sacrificed to give the gem life. Otherwise, it will shatter like cheap glass upon outside inspection. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
A rare few gems can survive in the World with no apparent problems, and are usually the most beautiful and lustrous examples of their type. These gems are described in further detail under the Hazards section.&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
Manipura is on fire. To most beings, this presents a rather serious concern.  Many Summoners can mitigate the danger through their Arts, and some Alter Selves offer a degree of protection, but straying from the catwalks remains a serious threat. The fire reacts to the will of observers, however, so the flames can be managed by the lucky or the foolhardy. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
To manipulate the flames, the observer must make a contested roll of Resolve + Composure, against the flame's Size, with the flame gaining bonus dice. If the traveler is successful, they gain a degree of control over the flames. They can move the flames a number of yards equal to their total Willpower dots, clearing a path or shaping it into a particular area. They can also enhance or dull the intensity of the flames, raising or dropping the rating by one with an additional conteted roll. In fact, the flames can be made cool enough to have no intensity at all, turning the flames into a (mostly) harmless, semi-solid substance. This is a particularly dangerous method of creating bridges, however, since anyone can try to cow the flames into changing its shape. The flames themselves may even react to the presence of a strong will and seek to betray their previous master. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The valuable gems of will that line the surroundings have their own dangers as well. A rare few gems possess the wills of those who have died or been deeply changed by Manipura - and not all of those are mortals or demons. These 'discarded wills' can attempt to possess the bodies of those who gaze too deeply into the reflection of flames in these gems. The traveler makes an extended and contested roll of his own Resolve + Composure versus that of the gem's 'soul', each side aiming to override the total Willpower of the other. The winner gets the body, and the loser, unfortunately, becomes just another pretty stone until another happens to find her. These gems will survive on their own if taken to the World, and can possess anyone who sees flames reflected in their lovely facets.&lt;br /&gt;
&lt;br /&gt;
=== Thrones ===&lt;br /&gt;
=== Optional Rule: Manipura and the Created ===&lt;br /&gt;
(Pending read-through of Promethean: the Created, another fine White Wolf product.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[The Mirror]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Swadisthana</id>
		<title>Swadisthana</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Swadisthana"/>
				<updated>2008-03-13T23:03:02Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* = Optional Rule: Swadisthana and Vampires */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Churning Waves ==&lt;br /&gt;
This Kingdom is a vast and endless ocean, prone to sudden shifts in weather and random movements of the tides. It is here where emotion lives before it is understood. It is here where the desire to be safe, to be gratified, to be fulfilled is born. Whereas in Muladhara, you see solid ideas like 'meat' or 'hunt', the feelings of flavor and the thrill of the chase live here, unbound and free. The realm is more abstract that Muladhara, but is drawn in the colors of animal reaction and instinct, with the innocent eyes of one who does not yet consider the depth of feelings. It is a place of action above all.&lt;br /&gt;
=== Landscape ===&lt;br /&gt;
The vast ocean of Swadhisthana is not without islands of relative stability. In fact, these islands are formed by the needs and subconscious desires of those who populate them. A band of travelers will likely find themselves uponaan island that resounds most closely with the emotional mood of the Shatter they left behind. Life flourishes here, much like in Muladhara, but items are less likely to remain as they are in the face of strong, uncontrolled emotion. Storms caused by the anger of a denizen will sweep away the trees that offer fruits of satisfaction. The terror of a fleeing demon will cause flowers of flowing wine to close up into buds or freeze, offering no fragrance or suserrtenance. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The islands of Swadhisthana are separated by sometimes endless bridges and causeways. The Network flows under them, sometimes sinking beneath the waves and sometimes holding paths of stone, earth, or glass aloft. Forged materials are rare, usually the sign of a strong will. Regardless of their composition, these bridges weave together disparate ideas, and it is quite easy to relocate a place one has been by taking the first bridge one finds. The islands themselves will seek to alter the moods of the traveler towards one more appropriate to what they seek.&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
Both the greatest danger and the likeliest benefit of Swadhisthana is the water. The water is, itself, life, though that can mean very different things in different situations. On an island dedicated to simple lusts, the water may be an aphrodisiac. In a placid island pond, a depressant like alcohol. In a place of rage, it may be a fiery whiskey that awakens the desire to attack. The waters can grant bonuses or inflict penalties up to +/- 2 on a variety of rolls, and may require rolls of Stamina + Composure to avoid being swept up in those emotions for a scene. Any water pooled within an island is always potable, however, making base survival relatively easy. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Unusual, but edible plants are also common, though the juices of island fruits may be even more potent than the water itself, in some cases, causing the subject to completely give themselves over to an emotion until exhausted, without a successful extended Stamina + Composure rule, requiring anywhere from 3 to 10 successes. Failure at any point means that the fruit has overwhelmed the reason of the subject. Spending a point of Willpower can break that control for a turn or redirect it to a more appropriate target. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The water from the sea itself is almost random in its potential. During gentle waters with a kind breeze, it may just be pleasant drinking water. During a storm, the liquid may burn or numb the flesh. At other times, it may be hot enough to scald. Complicating matters, the tide can change at random, swallowing up bridges and anyone on them, potentially leaving them lost at sea. One might be able to swim to another bridge, but they are literally swimming in a sea of emotion, which can do anything from causing dice bonuses or penalties, to inflicting environmental damage, as per the World of Darkness rulebook.&lt;br /&gt;
&lt;br /&gt;
=== Thrones ===&lt;br /&gt;
=== Optional Rule: Swadhisthana and Vampires ===&lt;br /&gt;
Those who call themselves Kindred are not alive. They are dual beings, caught somewhere between. Both social and isolated, alive and dead, human and all too beastly in their nature. It can be quite a shock, then, for a Kindred to find themselves within the endless sea. For one thing, though the Kingdom may appear as light or dark, the place will not burn them and they need not fear Rotschreck from sunlight. They need not fear for blood, either. The waters and fruits of Swadhisthana sustain them fully, replenishing their Blood traits without problem. However, any emotional urging caused by such substances will remain until such tainted 'Vitae' is spent. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
More telling are the changes wrought upon a Kindred after tasting the bounty of the Kingdom. Their Social pools are no longer capped by their Humanity when dealing with mortals, and they automatically gain the benefits of the Blush of Health while the waters or fruits are in their system. However, the necessary successes to avoid a frenzy are ''doubled'' while so intoxicated. Both their Humanity and the Beast are well-fed and eager to rise to the surface, causing a difficult paradox. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
A vampire who struggles and comes to accept a higher degree of Humanity while within this Kingdom may gain a dot of Humanity without expending experience points. This can be done only once in a Kindred's existence, however. Any other benefits gained from Swadhisthana fade as soon as the Kindred is returned to the World.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[The Mirror]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Muladhara</id>
		<title>Muladhara</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Muladhara"/>
				<updated>2008-03-13T23:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* The Bones and Roots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Bones and Roots ==&lt;br /&gt;
Mulahdara is the most likely location a Mirror traveller will find themselves, and in terms of sheer variety, the most vast. It is the foundation of the Mirror, and the threads of the Network flow throw it like rivers, separating vast territories of hard, simple concept. It is a place of simple and straightforward things, but that makes it by no means safe or easy to understand. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Quite simply, Muladhara is not a place one explores. It is a place where strong ideas survive, or are devoured. Predator. Blood. Food. Stone. Steel. These are the foundation stones of what it means to be 'alive' or 'solid', and if you are not as hardy as its denizens, Mulahdara will take your strength and add it to its own.&lt;br /&gt;
=== Landscape ===&lt;br /&gt;
The Earth Kingdom is the one least likely to alter or shift very much based on the whims of its observes. The ideas that form it are ideas that are felt and experienced beneath the realms of the mind, and have little respect for you ''think'' they really are. A traveller will simply find themselves in the part of Mulahdara most appropriate to their means of entry. If they were fleeing from hungry monsters, they may find themselves in a forest of bones, the laughter of jackal-like demons just out of sight. Whether those sounds and predatory scents are part of the scene or truly hungry presences...that really depends on if a traveller is foolish enough to be caught. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The realm itself is vast and distinct within its regions. In a place of steel, there will be girders, frameworks of buildings, rusted weapons from forgotten battlefield, but one is not likely to find anything organic - even the plants will be bronzed or sculpted. Likewise, demons rarely venture out of their comfort zones, and most are bitterly territorial. The Network forms the borders between places, turning the occasional bridges into battlefields. The ceiling of Muladhara is a vast, formless gray, covered in mist. Some towers rise up to meet the firmament, but few reach the boundary. Occasionally there are rains from the 'higher' Kingdom of Swadhistana. These are usually heralds of rare change within the Kingdom. These changes are almost always violent and highly dangerous to any who wish to journey safely.&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
Aside from its denizens, Muladhara is relatively benign. As creatures with solid shape and base needs, the bounties of the Kingdom still work fairly well for a Summoner. Demons are generally edible for their meat (though this meat can be an experiment in itself, though even metal or stone offer nutrition). A lack of water can be a concern for long journeys, but the occasional rains from Swadhistana create watering holes of emotionally-resonant water. All in all, if one finds oneself in Muladhara, finding one's goal or exit is the only need that demands immediate attention. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
One thing that could qualify as a hazard, however, is the rigid nature of Muladhara's geography. While still too chaotic to be 'mapped', it retains its own distinct regions and landmarks. This becomes a problem if multiple travellers enter Muladhara with a significantly different state of mind. The hunter will find himself in a different location than the prey. Someone aroused may find themselves separated from a group that is mostly just exhausted. People with mutual interests are usually not more than one or two 'regions' apart, but reuniting can be a complication.&lt;br /&gt;
&lt;br /&gt;
=== Thrones ===&lt;br /&gt;
=== Optional Rule: Muladhara and the Forsaken ===&lt;br /&gt;
The echoes of Muladhara resound within the spirit of nature, both flesh and spirit. Muladhara ''lives'' above all else, and something in that vibrant energy can resound within the souls of those who are unique attuned to what is means to be both alive and part of the fabric of life itself. Werewolves who find themselves within Muladhara will find their time both harder and easier. Treat ALL Forsaken, even the Pure, as if they were under their Auspice moon: their shapeshifting becomes reflexive and the duration of their changes to Gauru are extended by a number of turns equal to their affinity Renown. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
On the downside, Muladhara is a place of raw survival, and the baser instincts of the People are driven to the forefront. Treat the Uratha as if their Harmony was 1 or the purposes of determining potential triggers for Kuruth, the Death Rage. The slightest provocation can bring about the destructive Rage beyond the control of the higher mind. Reason has no place here, after all. &amp;lt;br&amp;gt;&lt;br /&gt;
A werewolf who braves Muladhara intact may earn a dot of Harmony if sufficient struggles have been overcome. Consider the circumstances the same as you would for a mortal's likelihood of gaining free dots of Morality under distressing circumstances - it is a possibility, but only if the character has struggled and suffered to behave in a manner above their current rating.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[The Mirror]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Crown_Prince</id>
		<title>Crown Prince</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Crown_Prince"/>
				<updated>2008-02-28T04:58:09Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;	&lt;br /&gt;
=== Trevor “Crown” St. Prince ===&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Quote:''' “Learn your place…or I’ll put you there!”&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Background:'''  Trevor came from a poor, troubled family. As far back as he can remember, his sole wish was to get away from it all. He hated his father, who he never knew. He hated his mother, who was an addict and a whore. He hated his siblings, for all of their fathers and all of their need for attention. He hated himself, for being alone and neglected.&lt;br /&gt;
&amp;lt;br&amp;gt;	That is, until Mother found him, and took him away. She dressed him in gossamer silks and taught him bearing…culture…pride. She gave him sweet fruits to eat, and made him strong. Best of all, she gave him wings, with which he might look over his whole dominion and be satisfied. She was harsh, demanding, but the glint of approval in her eyes as he developed into a strong man gave him purpose, focus, and meaning. The satisfaction in her imperious gaze when he beat her captives made him feel superior…loved.&lt;br /&gt;
&amp;lt;br&amp;gt;	That is, until he awoke to find a young, hungry-looking boy in his bed. His guards did not bow to him. His hounds no longer licked his hands. Instead, the guards drew their swords. The hounds began to growl and bark. They imprisoned him and turned him into a toy of sport and training. They put chains around his neck and tore out his wings. And so he became hard and cruel…and he killed the best of Mother’s guards, and killed the smiling boy, the new Prince. &lt;br /&gt;
&amp;lt;br&amp;gt;	The enraged guards harried and chased him out of Mother’s lands, her monstrous cries for blood shaking the very earth and sky. They left him gasping in the Hedge…only a raw, confused anger gave him the strength to find his way out into the world.&lt;br /&gt;
&amp;lt;br&amp;gt;	That hate has not abated, and the Crown Prince intends to make all of Faerie suffer for his indignities…he’ll save Mother, however, for last.&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Description:''' A beautiful boy, with skin of smooth chocolate and a confident, almost arrogant bearing. Tattoos of scales adorn his forearms and his legs below the knee, adding an exotic allure to his features. He seems larger than life, about to burst with energy or presence.&lt;br /&gt;
&amp;lt;br&amp;gt;	His Mien seems…taller, somehow, without actually growing. A crown of bone rises like a dragon’s crest from his head, and his eyes are serpentine lines, often bitter. He is still beautiful, but the beauty seems tarnished…hateful.&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Seeming/Kith:''' Fairest/Draconic-Gargantuan&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Court:''' Summer&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Mental Attributes:''' Intelligence 1, Wits 2, Resolve 4&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Physical Attributes:''' Strength 4, Dexterity 2, Stamina 2&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Social Attributes:''' Presence 4, Manipulation 3, Composure 1&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Mental Skills:''' Investigation 1, Politics 3&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Physical Skills:''' Athletics 2, Brawl 5 (Grappling), Drive 1, Survival 1, Weaponry 2&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Social Skills:''' Expression 1 (Dance), Intimidation 4, Persuasion 2, Socialize 1, Subterfuge 2&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Merits:''' Mantle (Summer) 2, Harvest 3, New Identity 2, Token: Hedgespun Wardrobe, Hedgespun Raiment 3, Resources 3, Dual Kith (Gargantuan), Gentrified Bearing, Striking Looks 2&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Willpower:''' 5&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Clarity:''' 5&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Virtue:''' Fortitude&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Vice:''' Wrath&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Initiative:''' 3&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Defense:''' 2&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Speed:''' 12&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Health:''' 7&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Wyrd:''' 3&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Contracts:''' Vainglory 4, Eternal Summer 2, Darkness 1, Stone 1&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Glamour/Per Turn:''' 12/3&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Armor:''' 2/3 Biker Armor/Dragonscale Brigandine&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Symbols</id>
		<title>Symbols</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Symbols"/>
				<updated>2008-02-24T03:35:10Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Five-Dot Symbols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
== The Nature of Symbols ==&lt;br /&gt;
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. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
== Similes ==&lt;br /&gt;
=== Throw-Away Phone ===&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:''' &lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price: '''&lt;br /&gt;
Once used, the phone must be cast aside, into the nearest trash bin, where it crumbles into dust. &amp;lt;br&amp;gt;&lt;br /&gt;
''' The Geste '''&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pirate Data ===&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:''' &lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price: '''&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
''' The Geste '''&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== mpFree File === &lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:''' &lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price: '''&lt;br /&gt;
The mpFree deletes itself after a single play, and the character's next roll is a chance roll. &amp;lt;br&amp;gt;&lt;br /&gt;
''' The Geste '''&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Happy! Pills === &lt;br /&gt;
It is an unfortunate fact of life for Summoners that the rigors of the lifestyle can have negative effects on the soul. Another troublesome detail is that internal unrest can make outward manifestations...dangerous manifestations. Various potions and herbs were developed throughout the ages, but have largely been replaced by modern pharmaceutical products...with an arcane bent. &amp;lt;br&amp;gt;&lt;br /&gt;
It is unknown who decides to adorn the pills with child-like imagery and smiley faces, but perhaps something about the innocence of the pills, kept in used bottles from a variety of less-than-innocent scenarios, have some sort of occult potency. Each simile represent's a month's supply of the pills, which must be taken once daily. See [[Identity]] for details on the detriments of low Identity. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:''' &lt;br /&gt;
While regularly medicated, the subject no longer suffers the effects of Stirrings or Idle Hands due to low Identity. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price: '''&lt;br /&gt;
The user of the pills suffers a -1 penalty to Expression and Empathy rolls while under the medication's effects. If the subject's Identity is 3 or lower, they also suffer a -2 penalty to Drawing Out. &amp;lt;br&amp;gt;&lt;br /&gt;
''' The Geste '''&lt;br /&gt;
If the user takes a half-dose each day, hiding the other half somewhere in their home, they do not suffer the side effects. However, during moments of extreme danger, they must succeed in a Resolve + Composure roll or immediately suffer from Idle Hands. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== One-Dot Symbols ==&lt;br /&gt;
=== Beloved Keepsake (O to OOO) ===&lt;br /&gt;
The one symbol that cannot be made for its creator, the Beloved Keepsake is a protector of its wearer. The wearer feels uneasy and perhaps alone when it isn't worn, and the item is unlikely to be stolen. As an incidental effect, any rolls to steal or manipulate the symbol away from the user suffer a -2 penalty. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:''' &lt;br /&gt;
The user gains an extra point of Health per dot of the Keepsake's rating. These are always the user's first three boxes, and if the item is removed, that damage does not crunch onto the user, but the Keepsake retains its damage when re-worn. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price: '''&lt;br /&gt;
The Keepsake is refueled by tragedy. The only way those Health boxes can be restored is if significant sorrows (enough to cause at least a week's discomfort or depression) impact the user's life. Each such moment 'heals' either two points of bashing damage, a point of lethal damage, or each two events can remove a point of aggravated damage. If the granter of the Keepsake dies while the user possesses the Keepsake, it gains a free dot, to a maximum of three. &amp;lt;br&amp;gt;&lt;br /&gt;
''' The Geste '''&lt;br /&gt;
All the user has to do is wish it aloud, seriously or not, and the World will arrange a way for the Keepsake to heal... &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Two-Dot Symbols ==&lt;br /&gt;
=== Stained Tools ===&lt;br /&gt;
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.  &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:''' &lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price: '''&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
''' The Geste '''&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero's Token ===&lt;br /&gt;
This is a symbol commonly found, not made, and for a simple reason: the symbol has to be made with pure intentions. Often given as a gift from a loved one, usually a child or lover, this symbol acts as both a comfort and a guide to the wearer's actions. The Token must be kept on the user's person at all times, or at least within reach, to gain any of its benefits.  &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:''' &lt;br /&gt;
The user gains a +1 bonus to rolls to maintain Identity, and regains a point of Willpower for ''any'' significantly heroic deed that comes at a risk or serious inconvenience.&amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price: '''&lt;br /&gt;
If the user takes any action that would lower the user's Identity, they suffer points of bashing damage equal to the successes on the roll to avoid a loss of Identity. If the sin is a level 4 or lower sin, the damage is lethal. On level 1 sins, the damage is aggravated.&amp;lt;br&amp;gt;&lt;br /&gt;
''' The Geste '''&lt;br /&gt;
For actions taken in the direct defense of a designated token-granter (this may be the original granter or a person decided at the beginning of the story. This person must have an equal or higher Identity than the user.), the Price can be ignored. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divination Deck ===&lt;br /&gt;
Made with cards used to fortell a momentous event (usually a cruel and painful death, but there are exceptions), this tarot deck is a favorite tool of both the Cup and the Coin. Both use them to gather valuable information on an unsuspecting target. Both use that information for vastly different reasons. The user has the subject lay out a spread of the cards, and gains insight into the person's nature while concocting some story as a potential reading. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:''' &lt;br /&gt;
The user can make a Wits + Empathy roll to determine the subject's Virtue, Vice, relative strength (compared to the user), and outlook on life. Each success on the roll gathers one of the above facts. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price: '''&lt;br /&gt;
The reading always tells the user something they'd rather not consider, bringing painful memories or doubts to the fore. The user suffers a -2 penalty to Initiative and perception rolls for the day.&amp;lt;br&amp;gt;&lt;br /&gt;
''' The Geste '''&lt;br /&gt;
To circumvent the hidden truths of the cards, the user must give honest advice to the subject on how to succeed in their immediate endeavors...even if those endeavors oppose the user.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Three-Dot Symbols ==&lt;br /&gt;
=== nTune ===&lt;br /&gt;
Coming in a fashionable variety of shapes and sizes, the &amp;quot;nTune brand&amp;quot; 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.  &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:''' &lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price: '''&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
''' The Geste '''&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wicked Syringe ===&lt;br /&gt;
Found in hospitals, blood drives, pounds, drug dens, and correction centers, these needles all have one thing in common: something terrible went into or came out of them. Now, their story has become one of give and take, and a terrible game at that. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:''' &lt;br /&gt;
The syringe must be plunged into the vein of a subject. (Requiring either a Dexterity + Medicine roll, or as a grapple maneuver with an additional -3 penalty). If the roll succeeds, a single ''dot'' of Willpower is drained from the subject, and congeals as a quicksilver substance in the syringe. If injected, it grants that subject a number of points of Willpower equal to the successes rolled on the extraction. The extracted subject is affected as normal by Devouring. The injected subject must succeed in a Resolve + Composure roll to not be caught up in euphoria, suffering a -2 penalty to all rolls for the scene. Needless to say, using the Syringe is a sin against Identity. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price: '''&lt;br /&gt;
The rush of power from Devouring is an addictive feeling. The injected subject must succeed in a Resolve + Stamina roll to avoid succumbing to the potent need. In any scene where devouring is a reasonable possibility, they will have to spend a point of Willpower or immediately take action to acquire the sweet taste of the soul. &amp;lt;br&amp;gt;&lt;br /&gt;
''' The Geste '''&lt;br /&gt;
Addiction can be avoided, simply, but injecting the substance into another, willing subject, and not the user herself. Of course, the injected subject pays the price, but aren't they getting the benefits? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Four-Dot Symbols ==&lt;br /&gt;
=== XL Pomegranate ===&lt;br /&gt;
This symbol works as either a SIM card or a change in a phone's programming. It retains its other phone functions, but also becomes a gateway between the Summoner and his own Unconscious. By calling him own number, he can gain access to prompts to speak with his Alter Selves, any Facilitators that might be visiting, or even correspond with beings known to him within his Unconscious. The power can also make connections across the agreements of the Coin Merchants. &amp;lt;br&amp;gt;&lt;br /&gt;
If the subject lacks a phone, one will find their way into their presence. In places touched by the Mirror, a cell phone might simply appear in their pocket or fall out of the sky, to dissapear as mysteriously. In the World, stranger coincidences will occur to create the most plausible circumstance. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:'''&lt;br /&gt;
The Summoner can reflexively switch between Alter Selves while the phone is in-hand. He can also gain the benefits of meditation with a brief phone conversation, without a roll. Perhaps most potent, the Summoner can consult with and make deals with any Facilitators he has met with a successful Manipulation + Politics + Ego roll, with penalties determined by the mood of their last parting. For those who know the Art of Coins, parties to Agreement can also be called. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price:'''&lt;br /&gt;
Having the perfect phone can make you feel reliant, indeed. During any scene in which the phone is used, the Summoner must succeed in a Resolve + Composure roll to avoid developing a temporary Power Object Fixation derangement, making them believe they can only access their supernatural powers if the phone is in their possession, charged, and in good coverage. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Geste:'''&lt;br /&gt;
To stave off the depredations of phone addiction, the subject must meditate on his Unconscious for an hour after waking on any day he wishes to use the Pomegranate.&lt;br /&gt;
&lt;br /&gt;
== Five-Dot Symbols ==&lt;br /&gt;
'''Murderer's Mask'''&lt;br /&gt;
&lt;br /&gt;
The greatest comfort of anyone who must take a life is to separate oneself from the act. It wasn't me, one might say. The ones we kill don't count, another might suggest. Regardless of the reason, at least 49 lives disappeared as eyes watched through this mask, ranging from riot helmets to hockey masks, gas filters to surgical covers. Innocence or guilt were irrelevant to the mask's wearer, and the sin could not, would not be allowed to pass the barrier. &amp;lt;br&amp;gt;&lt;br /&gt;
The Murderer's Mask is a rare Symbol in that the ingredients are often difficult to gather without horrendous cost. In fact, many who know of its existence consider it too much of a risk to allow the item to persist. Others consider it a valuable tool for the greater good. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Power:''' Deferred responsibility is the gift of the Murderer's Mask. Whenever someone wearing the mask commits a sin beyond their moral comfort zone, roll it as normal, complete with any derangement rolls. Record these details separately, as the mask detaches the guilt of these actions from the character, perhaps indefinitely. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Price:''' In any night which the Mask has been used, rest will not recover Willpower. Nightmares linger at the edges of consciouness, not quite clear enough to terrify, but enough to cause unease. Each time mask has deferred a loss of a Morality trait, the character must roll Wits + Empathy, with a penalty equal to the difference between their current and deferred Morality. If they fail such a roll, the character will feel a growing compulsion to ''use'' the mask, and will have to spend a point of Willpower each night until he satisfies that urge. &amp;lt;br&amp;gt; &lt;br /&gt;
If the mask is ever broken, or if the character goes more than their Willpower in days without touching the mask, the deferment ceases, and all side-effects of their actions immediately and violent come into full effect. &amp;lt;br&amp;gt;&lt;br /&gt;
'''The Geste:''' Both the troubling nightmares and the need to touch the mask may be mitigated, but the other effects cannot. If a ritual admittance of guilt, however obscure, is left when a sin is committed, the character may rest easily. If a character performs an appropriate ritual murder on their last night of deprivation, they can stave off their punishment for another Willpower days. This new sin, of course, is added to their list of deferred crimes.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Mirror</id>
		<title>The Mirror</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Mirror"/>
				<updated>2008-02-24T02:40:31Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* The Legend of Sahasrara */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Nature of the Mirror==&lt;br /&gt;
The Mirror is difficult to describe, and even within its rigid themes, there are almost infinite variations. There are a few truths, however, which can serve as guidelines to understanding the realm. First and foremost, the Mirror is not a reflection of the world as it ''is''. The Shadow represents the spiritual nature of the extant world, and that realm that is influenced by the World and influences it in kind. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The Mirror, however, reflects the ''possibilities'' of the World. Things that were whispered in legends or predicted as future trends. The Mirror possesses abstractions of everything that was, everything that will be, and everything that never was, but could have been. In this vast maelstrom of possibilities, there are no true landmarks or solid points. Space is relative to importance and the perspective of beings who travel the Mirror, so there is no such thing as returning to the same place. This can make navigation difficult, to say the least. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The Mirror interacts with the World through ideas, dreams, rumors, legends, and other constructs of thought and idea. Sections and islands of the Mirror gravitate towards similar sentiments. A high-class may draw closer a realm of hungry beasts, dominated by demons of the Devil arcanum. A town square that was subject to the stoning of witches may naturally attract Shatters with an affinity to the Hanged Man. There are as many possibilities are there are human events...and perhaps more, if theories of 'other' minds are to be believed.&lt;br /&gt;
&lt;br /&gt;
== Gaining Entry...Or Being Called ==&lt;br /&gt;
To deal with the Mirror directly is a difficult prospect. It takes either exceptional effort or exceptionally bad luck.  There are two potential pathways to the Mirror. The easiest, relatively, is to search through a Shatter for a way into the Mirror itself. These paths are areas in a Shatter that lack meaning or definition. From windows that ''should'' lead outside or hidden doorways that evade easy notice, these doorways are the safest and stablest way to get into the Mirror. They are also the least subject to any sort of rhyme or reason. Where the traveller ends up is a matter of fate, and while it is likely they'll return to the original Shatter if and when they escape, if that Shatter is gone, they'll arrive at another. That new Shatter could be anywhere in the World...or rarely, in the Shadow. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The second method to reach the Mirror is through cultivating a special sort of Shatter: a Bound. A location is selected, and through manipulation of culture, rumor, and symbol, powerful ideas are wrapped into the very stones and soil. Imagine, if you will, a park where everyone knows that The Avenging Angel walks. Rapes happen there often enough, but rapists are found dead every crescent moon, their reproductive organs cut open like some sort of augury. Girls who have been abused are rumored to leave little notes in the park's lake, with the name of the man they want her to kill. If the rumors grow and take on their own life, a Bound may come into being...and a very particular part of the Mirror becomes open to someone able to find the doorway - usually by tracing the steps of what's already escaped. The Avenging Angel has go home before dawn, after all...&lt;br /&gt;
&lt;br /&gt;
== The Kingdoms of the Mirror ==&lt;br /&gt;
The Mirror itself follow certain themes, though it is an often-argued theory among the Peasants whether this was always so. The first order of Wand Peasants to 'explore' the Mirror and compile organized information may have inadvertently defined the very realms they sought to understand. It's a hotly-debated issue, and movements to 'redefine' the cosmology of the Mirror are common, though rarely successful. The Demons tend to be opposed to sudden alterations of their ephemeral real estate, after all. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The Kingdoms, as they've come to be called, are ranked in tiers, based on the concepts they embody and the likelihood one will find themselves within it. Muladhara is the likeliest terrain one will find themselves within, and the one that most closely reflects the nature of the World. Sahasrara, on the other hand, is a place few haveisited and none can fully explain. Demons of all ranks populate each realm, though some certainly consider themselves superior to their neighbors for sometime arbitrary reasons. The Mirror makes very little sense when taken as a whole. The disparate parts, however, each form concrete ideas, merging them into an otherworldly gestalt of ground, ceiling, and gravity. &amp;lt;br&amp;gt; Those words may have very different rules, however, depending on the minds involved. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Each Kingdom has its own common denizens (with notable exceptions, of course) and its own impacts on the soul. Only Muladhara is safe to travel without environmental risk. The other Kingdoms range from scalding flames to sounds that tear apart the very mind. All of the Kingdoms, however, possess a few places where demons sharing an arcanum congregate, creating cities or stranger things. These places are called the Thrones.&lt;br /&gt;
&lt;br /&gt;
=== [[Muladhara]] ===&lt;br /&gt;
Foundation. A place of solid stone and jagged metal. Home to the Thrones of the Knight: the Devil, the Hermit, the Hierophant, and Strength&lt;br /&gt;
&lt;br /&gt;
=== [[Swadhisthana]] ===&lt;br /&gt;
The Endless Sea. A churning place of simple, base emotions and churning liquid, with few islands and endless causeways. Thrones: Queens - the Empress, the High Priestess, the Lovers, and Temperance&lt;br /&gt;
&lt;br /&gt;
=== [[Manipura]] ===&lt;br /&gt;
The Crucible. A realm of light and fire, energy brimming, ready to burst. Thrones of the King: The Chariot, the Emperor, the Magician, and the Sun&lt;br /&gt;
&lt;br /&gt;
=== [[Anahata]] ===&lt;br /&gt;
The Swirling Heights. A place of air and interactions, drawing together opposites. Love is in the air, and anger knows no mercy. A maelstrom of chaotic possibility. Thrones of the Page: The Hanged Man, Justice, the Moon, and the Star&lt;br /&gt;
&lt;br /&gt;
=== [[Vishuddha]] ===&lt;br /&gt;
The Echo Plains. A place of word and symbol, from which any idea can be found...though some ideas are more ravenous than others. Thrones of the Ace: Death, Fortune, Judgment, and the Tower&lt;br /&gt;
&lt;br /&gt;
=== [[Ajna]] ===&lt;br /&gt;
The Hall of Reflections. Light shines, and truths are revealed. Madness is common here, as is zealotry, and more rarely...epiphany. Thrones: ?????&lt;br /&gt;
&lt;br /&gt;
=== [[The Legend of Sahasrara]] ===&lt;br /&gt;
That which can be obtained. The Throne of Union. The place of pure consciousness.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Kasim_Ibrahim</id>
		<title>Kasim Ibrahim</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Kasim_Ibrahim"/>
				<updated>2008-02-14T03:00:08Z</updated>
		
		<summary type="html">&lt;p&gt;Lavos:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kasim Ibrahim&amp;lt;br&amp;gt;&lt;br /&gt;
Quote: Your guilt is evident, and your violation of humanity weighs upon your soul. An eye for an eye. A tooth for a tooth.&amp;lt;br&amp;gt;&lt;br /&gt;
Background:&amp;lt;br&amp;gt;&lt;br /&gt;
Description:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trump: Knight&amp;lt;br&amp;gt;&lt;br /&gt;
Estate: Swords&amp;lt;br&amp;gt;&lt;br /&gt;
Mental Attributes: Intelligence 2 Wits 2 Resolve 3&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Attributes: Strength 3 Dexterity 3 Stamina 2&amp;lt;br&amp;gt;&lt;br /&gt;
Social Attributes: Presence 2 Manipulation 1 Composure 3&amp;lt;br&amp;gt;&lt;br /&gt;
Mental Skills: Academics 2 Law 2 Crafts 1 Occult 2&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Skills: Firearms 3 Brawl 2 Drive 2 Athletics 2 Survival 1 Weaponry 1&amp;lt;br&amp;gt;&lt;br /&gt;
Social Skills: Persuasion 2 Intimidation 2&amp;lt;br&amp;gt;&lt;br /&gt;
Merits: Languages 2: Greek, English(Native Arabic) Resources 2 Quick Reflexes 1 Commitment 2(Hammurabi) &amp;lt;br&amp;gt;&lt;br /&gt;
Willpower: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Identity: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Virtue: Justice&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Gluttony&amp;lt;br&amp;gt;&lt;br /&gt;
Initiative: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Defense: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Speed: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Health: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Ego: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Arts: Warrior 1 Translation 2&amp;lt;br&amp;gt;&lt;br /&gt;
Id/Per Turn 10/1&amp;lt;br&amp;gt;&lt;br /&gt;
Armor:&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hammurabi&amp;lt;br&amp;gt;&lt;br /&gt;
Description: A tall figure in judge's robes, whose head is a charcoal grey mask of painted stone, depicting the scales of justice. In one hand he bears a rod, in the other, a sword.&amp;lt;br&amp;gt;&lt;br /&gt;
Arcanum: Justice&amp;lt;br&amp;gt;&lt;br /&gt;
Ego:&amp;lt;br&amp;gt;&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower:&amp;lt;br&amp;gt;&lt;br /&gt;
Defense:&amp;lt;br&amp;gt;&lt;br /&gt;
Speed:&amp;lt;br&amp;gt;&lt;br /&gt;
Size:&amp;lt;br&amp;gt;&lt;br /&gt;
Corpus:&amp;lt;br&amp;gt;&lt;br /&gt;
Influence:&amp;lt;br&amp;gt;&lt;br /&gt;
Numina:&amp;lt;br&amp;gt;&lt;br /&gt;
Strength:&amp;lt;br&amp;gt;&lt;br /&gt;
Weakness:&amp;lt;br&amp;gt;&lt;br /&gt;
Granted Gifts:&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavos</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Albert_Finagle</id>
		<title>Albert Finagle</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Albert_Finagle"/>
				<updated>2008-02-13T07:07:29Z</updated>
		
		<summary type="html">&lt;p&gt;MArispe:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Albert Finagle (S. Sorghum)'' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Quote:''' Punch me, I probably said something that offends you. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Background:''' I'm a shift less, penny a word writer for hire. Ok, I don't wear dresses, much less shifts, and I'm lucky to sell 200 words for two bucks some days. Others, I get twenty for a dozen words. How'd I get involved in all this? Well, it all starts with a sudden attack of really stupid humanitarianism, where I saved a drunk. Stupid, yeah? But I did it, said some things, and did some things I'm probably going to regret, but I'm going to try and get the most out of it, yeah? Now, about you .... &amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
'''Trump:''' Page &amp;lt;br&amp;gt;&lt;br /&gt;
'''Estate:''' Coin &amp;lt;br&amp;gt;&lt;br /&gt;
'''Mental Attributes:''' Intelligence 3, Wits 2, Resolve 3 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Physical Attributes:''' Strength 1, Dexterity 2, Stamina 3 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Social Attributes:''' Presence 1, Manipulation 3, Composure 3 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Mental Skills:''' Academics 1, Computer 1, Investigation 2 (Journalistic), Medicine 1 (New Developments), Occult 1, Science 1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Physical Skills:''' Athletics 1, Brawl 2 (Dirty as Hell), Drive 1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Social Skills:''' Empathy 2, Expression 3 (Outrageous Sayings), Intimidation, Persausion 2, Socialize 1, Streetwise 1, Subterfuge 1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Merits:''' Babel 1, Symbol 3, Commitment 1, Language 1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Willpower:''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Identity:''' 7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Virtue:''' Fortitude&amp;lt;br&amp;gt;&lt;br /&gt;
'''Vice:''' Wrath&amp;lt;br&amp;gt;&lt;br /&gt;
'''Initiative:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed:''' 8&amp;lt;br&amp;gt; &lt;br /&gt;
'''Health:''' 8&amp;lt;br&amp;gt; &lt;br /&gt;
'''Ego:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Arts:''' Influence 1, Coins 1, Alchemy 1&amp;lt;br&amp;gt; &lt;br /&gt;
'''Id/Per Turn:''' 10/1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' &amp;lt;br&amp;gt; &lt;br /&gt;
'''Equipment:''' That Frustrating Old Phone from Work&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Felix, the Promising One'' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' A smallish (perhaps because he's hunched over a little) man in a ratty, white lab coat, carrying a yellow bag with black Xs on it. The face is blank, but for two goggle like eyes. His shoes are fraying. &amp;lt;br&amp;gt; &lt;br /&gt;
'''Arcanum:''' Hanged Man &amp;lt;br&amp;gt;&lt;br /&gt;
'''Ego:''' 1&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attributes:''' Power 3, Finesse 5, Resistance 3 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Willpower:''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed: ''' 14&amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' 5&amp;lt;br&amp;gt; &lt;br /&gt;
'''Initiative:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Corpus:''' 8&amp;lt;br&amp;gt; &lt;br /&gt;
'''Influences:''' Curiosity 2, Hanged Man 1 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Numina:''' Open Eyes,Craftsman's Eye, Blast&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strength:''' Mental Influence&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weakness:''' Fire &amp;lt;br&amp;gt;&lt;br /&gt;
'''Granted Gifts:'''Id 1, Willpower 1 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Appendix 2: The Secret Clubs of Emerlyon Academy|Appendix 2]]&lt;/div&gt;</summary>
		<author><name>MArispe</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Sample_Character_Sheet</id>
		<title>Sample Character Sheet</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Sample_Character_Sheet"/>
				<updated>2008-02-13T06:07:20Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Your Name Here'' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Quote:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Background:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
'''Trump:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Estate:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Mental Attributes:''' Intelligence 0, Wits 0, Resolve 0 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Physical Attributes:''' Strength 0, Dexterity 0, Stamina 0 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Social Attributes:''' Presence 0, Manipulation 0, Composure 0 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Mental Skills:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Physical Skills:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Social Skills:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Merits:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Willpower:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Identity:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Virtue:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Vice:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Initiative:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed:''' &amp;lt;br&amp;gt; &lt;br /&gt;
'''Health:''' &amp;lt;br&amp;gt; &lt;br /&gt;
'''Ego:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Arts:''' &amp;lt;br&amp;gt; &lt;br /&gt;
'''Id/Per Turn:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Armor:''' &amp;lt;br&amp;gt; &lt;br /&gt;
'''Equipment:''' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Alter Self, with subtitle if so desired'' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Description:''' &amp;lt;br&amp;gt; &lt;br /&gt;
'''Arcanum:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Ego:''' &amp;lt;br&amp;gt; &lt;br /&gt;
'''Attributes:''' Power 0, Finesse 0, Resistance 0 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Willpower:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense:'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Speed: ''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Size:''' &amp;lt;br&amp;gt; &lt;br /&gt;
'''Corpus:''' &amp;lt;br&amp;gt; &lt;br /&gt;
'''Influences:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Numina:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Strength:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Weakness:''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Granted Gifts:''' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Appendix 2: The Secret Clubs of Emerlyon Academy|Appendix 2]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Appendix_2:_The_Secret_Clubs_of_Emerlyon_Academy</id>
		<title>Appendix 2: The Secret Clubs of Emerlyon Academy</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Appendix_2:_The_Secret_Clubs_of_Emerlyon_Academy"/>
				<updated>2008-02-09T04:29:47Z</updated>
		
		<summary type="html">&lt;p&gt;MArispe:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Skinny ==&lt;br /&gt;
The world is changing, evolving. Communication is becoming universal. Technology is shrinking the world around us. Media is redefining us as smaller and smaller variations on demographic, a play on a single theme. In time, they say, there will be only one humanity. &amp;lt;br&amp;gt;&lt;br /&gt;
In the meantime, the world is a chaotic ball of wars, politics, culture, and money. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The goal of the Emerlyon Academy Initiative is to establish a future where a variety of cultures can find common ground. Rather than adjudicate disputes on the ground, the goal is to establish generational change. The Academy takes the best, the brightest, and the richest from across the world and turns them into the future of the world. Not only that, but refugees, youth criminals, and hard cases of all sorts are given a &amp;quot;second change&amp;quot;, to serve as poster figures to return to their homes and 'make a difference' with the connections they build. &amp;lt;br&amp;gt;&lt;br /&gt;
This project is a joint effort between the United Nations, Interpol, and massive private investments from Alistair Thoros, an international investment manager and consultant. When asked why he would match the funding of the international community on this initiative, his smiling response was thus: &amp;quot;The key to the growth of any investment is capital.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emerlyon Academy Centers ===&lt;br /&gt;
There are several academy centers located across the world. These facilities are largely self-contained with classrooms, libraries, dormitories (both suites and shared rooms), dining centers, athletics facilities, and all the best in staff, equipment, and local support. Practically anyone can find their way into Emerlyon if they satisfy the needs of the school. Recruiters travel from schools to juvenile detention centers to embassies to mental health facilities, scouring for people with potential left unmet. In the 5 years since the program's inception, there has not been a single &amp;quot;problem graduate&amp;quot;, which speaks much to the school's judgment...or ability to manage its public relations.&lt;br /&gt;
==== Center Alpha: Thessaloniki, Greece ====&lt;br /&gt;
===== [[The Academy Grounds]] =====&lt;br /&gt;
===== [[Locations of Interest]] =====&lt;br /&gt;
===== [[Dramatis Personae]] =====&lt;br /&gt;
&lt;br /&gt;
==== Center Beta: San Francisco, United States ====&lt;br /&gt;
==== Center Delta: Okinawa, Japan ====&lt;br /&gt;
==== Center Gamma: Cork, Ireland ====&lt;br /&gt;
==== Center Epsilon: Casablanca, Morocco ====&lt;br /&gt;
&lt;br /&gt;
== Playtesters ==&lt;br /&gt;
=== Ground Project - Center Alpha ===&lt;br /&gt;
Renee - Aisha (Ethiopia) &amp;lt;br&amp;gt;&lt;br /&gt;
Shaun - Robert (England)&lt;br /&gt;
=== Digital Project - Center Alpha ===&lt;br /&gt;
Playtester name/handle - [[Sample Character Sheet]] (Character home country) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Albert Finagle]] (United States, Somewhere in the South)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kasim Ibrahim]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_Alchemy</id>
		<title>The Art of Alchemy</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_Alchemy"/>
				<updated>2008-02-03T19:06:18Z</updated>
		
		<summary type="html">&lt;p&gt;HenriettaRamos1943:&amp;#32;/* Of Two Minds (O) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Art is not native to any Trump or Estate, and covers some of the basic aspects of being a Summoner. All things are derived of Id, some Wand Peasants believe, and it is simply a matter of being aware of the rate of conversion. This Art takes these ideas and works with them to do things normally beyond a Summoner's scope. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Of Two Minds (O) ==&lt;br /&gt;
The first formula of permutation is the free exchange of constants within an equation. If 2 + 2 = 4, then surely 4 - 2 = 2, does it not? The Summoner and his Alter Selves are a single entity, parts that sum towards a whole. As such, the distinction between them is formulaic in nature. And a formula can be re-arranged if the orders of operation are understood. &amp;lt;br&amp;gt;&lt;br /&gt;
By Spending a point of Id, the Summoner exchanges Attributes with an Alter Self. The same type of Attribute must be used, and this lasts for a single round. For example, if a Summoner was desperate to pass an exam, he could draw upon the high Power of Irakles, his Alter Self, in the stead of his Intelligence. &amp;lt;br&amp;gt;&lt;br /&gt;
Since the Attributes are exchanged, a Summoner cannot draw from the same demonic Attribute more than once per round, even if they had the Id to do so. Guys have a privilege to choose the [http://bestwritingservice.com college essay writing service]. The Summoner could not use Irakles' Power for Presence to terrify his enemies, and then lift a pillar with Irakles' Power as his Strength. He would have to draw another Alter Self to do so, since Irakles' Power is already within him. &amp;lt;br&amp;gt;&lt;br /&gt;
Drawing on this power is not without risks, however. Using Of Two Minds more times in a scene than the Summoner's Resolve + Ego risks spilling too much of the undiluted Alter Self into the soul. Each time the power is used beyond the limit, roll Identity to prevent degeneration. Derangements gained in this manner normally last no longer than a day, but can last longer if the power is pressed multiple times beyond its safe boundaries.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive&lt;br /&gt;
&lt;br /&gt;
== The Four Humours (OO) ==&lt;br /&gt;
The second formula of permutation is the free simplification or expansion of factors within an equation. Id. Will. Life. These are all aspects of a being, and can be expressed in any number of ways. In a way, it is what makes us ourselves. By understanding the rate of exchange, however, the Summoner gains access to relatively free trade between these aspects of his being. &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoner may exchange the following traits within himself, or with his Alter Self, with equal value: &amp;lt;br&amp;gt;&lt;br /&gt;
- 3 points of Id &amp;lt;br&amp;gt;&lt;br /&gt;
- 1 level of Health (the box is simply unavailable) &amp;lt;br&amp;gt;&lt;br /&gt;
- 1 point of Willpower (may go beyond limits) &amp;lt;br&amp;gt;&lt;br /&gt;
- One dot in an Attribute &amp;lt;br&amp;gt;&lt;br /&gt;
These exchanges last for a scene, in which they automatically revert. Any Id or Willpower used in the exchange are lost as if spent. No more exchanges may be made in a single area (one Attribute, Health, etc) than the Summoner's Ego. Also, as with Of Two Minds, using this power more times in a scene than the Summoner's Resolve + Ego can lead to degeneration. The self is configured the way it is for a reason, and a certain mutability of self makes it harder to remain solid in perspective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Efficient Consumption (OOO) ==&lt;br /&gt;
Permanently modified Drawing Out, so that any Id spent to Draw Out reflexively can also be &amp;quot;spent&amp;quot; that action for a Numina, Art, or to enhance the traits of the Alter Self.&lt;br /&gt;
The third formula of permutation is the establishment of a lowest common denominator within an equation. By determining a universal truth between two factors, the units of those factors may be freely exchanged. Id is the fuel that gives life to an Alter Self, but the Alter Self is ultimately an expression of its Summoner. They are one, and share much to exist and survive. &amp;lt;br&amp;gt;&lt;br /&gt;
This Art permanently modifies the act of Drawing Out, granting the Summoner the ability to &amp;quot;re-spend&amp;quot; any point of Id used to Draw Out an Alter Self reflexively. This Id can only be used to perform an Art that enhances the Alter Self, power a Numen, or enhance the traits of the Alter Self. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recombination (OOOO) ==&lt;br /&gt;
Take two Alter Selves and combine them, for interesting (but sometimes volatile) results.&lt;br /&gt;
(More to come. This is going to take some math and cerebration. Needless to say, this cannot be done in combat and is mercilessly permanent.) &amp;lt;br&amp;gt;&lt;br /&gt;
The fourth formula of permuation is the combination of the factors of the equation into a unified whole. Alter Selves represent the raw building blocks of the psyche, moments of raw feeling or violent defenses from harm. They are reactions. They are ideals. They are terrible fears. At their core, the range of Alter Selves define a Summoner. This Art allows for an alchemist to combine two Alter Selves within the crucible of their spirit. &amp;lt;br&amp;gt;&lt;br /&gt;
This power requires time and ritual, and though the specific actions vary from Summoner to Summoner, the preparations take at least a scene. The moment of fusion takes only an instant action, however. &amp;lt;br&amp;gt;&lt;br /&gt;
Fusion has a number of basic rules to govern the sheer possibility it presents. Even then, not even the fuser knows what sort of results he will gain from recombination, at least not with absolute certainty. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Rule 1''' – The fuser cannot create a being of higher Ego than his own. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Rule 2''' – The fuser cannot grant a new Alter Self to a being of lesser Ego than the Self. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Rule 3''' – The resultant Alter Self cannot be of either of the Arcana of the parent Selves, unless both Selves are of the same Arcanum. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Rule 4''' – Rule 3 can be broken…but only under special circumstances, at Storyteller discretion. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Rule 5''' – The two Selves make a contested roll at the completion of the fusion. The victor grants a number of Numina equal to their net successes. The fuser can spend a point of Willpower to re-roll for either side as long as they have Willpower to spend. No more powers can be granted than the fuser’s Ego. The fuser decides which of these powers are transferred. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Rule 6''' – The child Self is made at the Ego equal to the average Ego of the parents, rounded down +1. Hence two Ego 1 Selves would make an Ego 2 demon, while an Ego 10 and an Ego 1 demon would make an Ego 6. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Rule 7''' – The child Self is made as normal for an Alter Self of their Ego, gaining twice their maximum Attribute in dots to spread and 10 + (Egox5) bonus points to allocate. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Consideration 1''' – A child Self should tell a natural flow of elements of both parents. Take both concepts and consider how they may combine, either within the cosmologies of the parents' legends, or as an interaction of the two cultures. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' 1 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Wits + Manipulation + Alchemy &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The fusion doesn't fail, but it succeeds in a poor way. The Ego of the Summoned being is the average of its parents - 1, but follows other rules normally. It generally doesn't match the subject's affinities at all, either. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The fusion fails, though nothing is lost but time, will, and Id. The fusion cannot be attempted again for a night. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The fusion goes through, normally. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' Not only does the fusion succeed, but something ''happens''. The child Self gains either a free dot in an Attrribute, a free dot of Influence, or an extra Numina, at the subject's choice.&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
(Table to follow.)&lt;br /&gt;
&lt;br /&gt;
== The Philosopher's Stone (OOOOO) ==&lt;br /&gt;
The final formula of permutation is the opening of outside factors to the equation. The World is a raw infinite to perspective, a thing beyond complete definition. Finite or infinite, it is effectively without limit all those without simply deific Ego. By tapping into that infinite, and the Summoner's small place within it, he may invest himself with a part of that limitless ideal, and derive strength from it. &amp;lt;br&amp;gt;&lt;br /&gt;
A Summoner with this art now regenerates wounds at will, as the concept of his being re-asserts itself. Each round the Summoner heals a point of bashing damage. Once all bashing damage is gone, the Summoner can begin to convert lethal damage to bashing at the rate of one point per round. The Summoner may also spend a point of Id to heal a point of lethal damage instead of bashing, but still only heals one level of damage per round. Aggravated damage takes half the time to heal, but cannot be restored within the framework of combat, at least not with this power alone. &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoner may spend a point of Willpower to suppress this healing for a scene in situations where it may be less than advantageous to be witnessed healing miraculously. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Definitions</id>
		<title>Definitions</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Definitions"/>
				<updated>2008-02-03T18:25:55Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Open Sign (O) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Definitions are similar to Arts in that they are methods in which Summoners may invest Id into gaining powers normally beyond their reach. What differs with Definitions are method and scale. While Arts are practiced, straightforward, and yield standard results, the Art of Definition is more complicated. Id is cast into the World, and set to resound with it and undergo a slight, but telling change in the world itself. There is great power in Definitions, but there are also drawbacks and terms that must be met for this power to work. &amp;lt;br&amp;gt;&lt;br /&gt;
Each dot of the Art gives the Summoner access to greater and more powerful rituals of Definition. The Summoner receives a free Definition for each dot purchased in the art, and can buy additional ones at a cost of the level of the ritual x 2. To enact these rituals can require a variety of Skills, but the most common ones are Occult and Politics. One grants insight into the mystical workings of the World, while the other allows the Summoner to manage rumor, hearsay, hidden threads, and power games to her advantage. &amp;lt;br&amp;gt;&lt;br /&gt;
Setting a Definition is a roll of Manipulation + Skill + Definitions, but the roll time varies greatly depending on the nature and the power of the ritual. Some rituals require certain actions or resources to prepare them, and will be listed in the ritual's description, called the ''medium''. Common things include money, symbolic objects, ritual behaviors, and social interactions. &amp;lt;br&amp;gt;&lt;br /&gt;
Some later Definitions may require tests of Identity to complete. Power comes a price, and some media are more potently descriptive than others. &amp;lt;br&amp;gt;&lt;br /&gt;
== Echo Kiss (O) ==&lt;br /&gt;
Sometimes, someone just needs information. Whether it is a warning, a word of hope, or just notice that an ally or enemy is still alive, the message needs to be delivered. This simple Definition taps into the powerful network of human interaction and plays a flawless &amp;quot;telephone game&amp;quot; with a message the Summoner states. The Summoner may whisper the message into a stranger's ear, and that stranger finds themselves telling a random customer at a coffee shop about the 'weird guy' who told her something. That person may then call a friend, who posts the odd encounter on a semi-popular blog. One of the subject's friends may read the blog, and text a link to it to the subject's cell phone. Upon reading the blog, the subject ''knows'' the true meaning of the message, as well as its source. More and stranger connections can be drawn, but fate seems to conspire to get the message to the subject in a timely manner. &amp;lt;br&amp;gt;&lt;br /&gt;
Sending the message requires only a point of Id and a single success, but additional successes beyond the first reduces the time it takes for the message to reach the target. The default time is roughly 12 hours, but each additional success halves that time. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill:''' Socialize &amp;lt;br&amp;gt;&lt;br /&gt;
'''Medium:''' The Summoner must speak the message clearly to a stranger &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant&lt;br /&gt;
&lt;br /&gt;
== Open Sign (O) ==&lt;br /&gt;
There are a number of threats out there that Summoners must remain prepared for. This basic ritual was designed as a method of preparing safe houses that are safe not only from demons, but from rudimentary inspection from authorities. When this ritual is cast upon a doorway or sign of a building, anyone who is not a Summoner will feel a strange compulsion to ignore the building when the defenses are 'active'. These defenses come into play whenever a Summoner who is aware of them spends a point of Id to do so, and they remain active until the Summoner leaves. &amp;lt;br&amp;gt;&lt;br /&gt;
A mortal who wishes to breach the barrier must succeed in a Composure roll to enter. Even if they do, they suffer a -3 to any Initiative rolls made while inside the building, giving the Summoner a slight edge in combat or escape. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill:''' Streetwise &amp;lt;br&amp;gt;&lt;br /&gt;
'''Medium:''' A symbol that the Summoner identifies with safety must be drawn visibly on the door or sign of the building. If it is ever defaced or removed, the ritual immediately fails. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant&lt;br /&gt;
&lt;br /&gt;
== Crosses the World (OO) ==&lt;br /&gt;
They say that a lie goes around the world before the truth can get its boots on. Negative information has a certain tendency to spread, regardless of truth. It catches attention and expands like wildfire into a ready environment. Sometimes a Summoner needs to flush someone out, get their attention, or simply cause social havoc. This Definition ritual is just the thing for the job. &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoner spends some time each night spreading the lie at popular nodes of information, or leaves the money in unmarked packages in places like trash cans, the bottoms of bridges, and other 'shady' drop points. Who picks this money up is a mystery. For the ritual to work, the lie must be plausible to the introduced community, and lasts for a day per dot of Definitions the Summoner has. These lies may be unearthed and quashed as any rumor can, but will continue to resurface for the duration of the ritual. The major limiting factor is that the costs and degree of humiliation rise to match the range of the lie. In order to slander someone on a national level, not only do they have to be ''known'' on a national level, the nation must ''know'' your used Medium, either with more money or a broader humiliation. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill:''' Subterfuge &amp;lt;br&amp;gt; &lt;br /&gt;
'''Medium:''' Either Resources OOO, or the Summoner must humiliate themselves within that community. For example, spending public time with a social pariah, admitting a personal fault, or airing out some of the Summoner's own 'dirty laundry', true or untrue. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended; required successes vary depending on the size of the community. Each roll represents an hour of duty, which can be done once per night.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Successes !! Size of Group &lt;br /&gt;
|- &lt;br /&gt;
| 1 || 20 or less people &lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| 3 || 250 people, or a specialized community within a city &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1000 people, a small town or a single area of Status within a city&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| 8 || 10,000 people, a moderate town, or several related areas within a city's Status structure.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || A city of millions, or specialized communities throughout a nation (Resources 4)&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| 20 || The beliefs of an entire country or economic union (Resources 5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== A Meeting of Minds (OO) ==&lt;br /&gt;
It is a simple truth that in dangerous times, sometimes we take the allies we can get. The versatility of having a second Alter Self is a definite advantage when dealing with demons of all types, shapes, and configurations. The purpose of this Definition is to bring a demon for which a Summoner shares a common interest into a communion. The demon becomes an Alter Self for the Summoner, and remains so until dismissed. &amp;lt;br&amp;gt;&lt;br /&gt;
The demon cannot exceed the natural limits of the Summoner's Ego, and the Summoner cannot possess more Alter Selves than their Ego would allow. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill:''' Politics &amp;lt;br&amp;gt;&lt;br /&gt;
'''Medium:''' The Summoner gains a derangement for a single day and night. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended, requires successes equal to the combined Egos of the participants, each roll takes one turn&lt;br /&gt;
&lt;br /&gt;
== The Open Door (OOO) ==&lt;br /&gt;
Retreat into a 'nearby' Velvet Room through any abandoned door. The door always leads back to where the Summoner came from...unless a bargain is arranged with the Facilitator within. Medium: A point of Willpower, or the blood from a lethal wound on the doorknob.&lt;br /&gt;
Sometimes a Summoner finds themselves pursued by unfriendly types. ''Very'' unfriendly types. The Open Door allows for the ritualist to hatch an escape through any door to the safety of a nearby Velvet Room. Of course, the idea of 'nearby' can be rather fluid, but an escape is an escape, and the door only remains connected long enough for the Summoner to open it and close it again. Once the door closes, it functions as a regular doorway again for all intents and purposes. When the Summoner opens the door again, it will lead back to where he left. If he wants to escape to another location, the Facilitator who owns the Velvet Room must be bargained with. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill:''' Larceny &amp;lt;br&amp;gt;&lt;br /&gt;
'''Medium:''' 1 Willpower, or the blood from a lethal wound pressed against the doorknob &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant&lt;br /&gt;
&lt;br /&gt;
== The Midas Touch (OOO) ==&lt;br /&gt;
Creates the necessary funds for a single purchase of an available item, to a maximum resources value of the Summoner's dots in Definitions. Medium: The funds fall to the Summoner in an emotionally or socially costly way&lt;br /&gt;
We are all subject to the Golden Rule: He who has the gold, makes the rules. As 'wealth' has become a more and more complex and implied concept, the power of ritual has become able to take hold and create wealth from thin air, or so it seems at first. The truth is that, by using The Midas Touch, the Summoner is taking out a loan against the World, and the World will get its due. Using this ritual grants the Summoner the funds to make a single purchase, to a maximum value of the Summoner's dots in Definitions in Resources. For example, a Summoner with Definitions 4 could buy any one item rated with a Resources 4 cost. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 2 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill:''' Subterfuge &amp;lt;br&amp;gt;&lt;br /&gt;
'''Medium:''' The funds are revealed the next day to have reached the Summoner in a costly way, either to the emotions of the Summoner or to the viewpoint of society. It is rarely a criminal offense, but the rumor of wrongdoing is persistent and will linger for at least a week. Treat this as a type of Fame, except that the Summoner faces a -1 for their recognition instead of receiving a bonus. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended, requires successes equal to the dots of Resources required, each roll takes one minute of focus&lt;br /&gt;
&lt;br /&gt;
== Blood of the Earth (OOOO) ==&lt;br /&gt;
This Ritual allows for a Summoner to get their hands on difficult-to-acquire goods, as a means of acquiring them reveal themselves, and will be affordable with only moderate effort. The price, however, may not always be money... Medium: Someone has to be named as a 'sacrifice', who will suffer greatly, possibly (but rarely) die, as a result of events that get the Summoner their goods.&lt;br /&gt;
Summoners have to deal with deadly threats, sometimes on a daily basis. They know about creatures that would chew up mortal law enforcement like so much paper, and spits them out in interesting, albeit disturbing shapes. This knowledge can lead some to have a certain...respectful disagreement with certain laws. Blood of the Earth allows a Summoner to get access to hard-to-find or even illegal goods in a matter of hours, without actually know any illicit contacts. The goods simply have a way of falling into their lap, but never for free. The item must be available for purchase, illicit or otherwise, within 500 miles of the Summoner, or the ritual automatically fails &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 2 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill:''' Streetwise &amp;lt;br&amp;gt;&lt;br /&gt;
'''Medium:''' Someone has to be named as a 'sacrifice', who will suffer greatly, possibly (but rarely) die, as a result of events that get the Summoner their goods. This person is usually known to the Summoner, and will somehow instinctually know the source, but not the method, of their downfall. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended, requires between 5 and 15 successes, up to Storyteller discretion&lt;br /&gt;
&lt;br /&gt;
== The Ancestral Heirloom (OOOO) ==&lt;br /&gt;
Symbols are powerful tools that a Summoner can recognize and put to work in their daily endeavors. Some touch of legend or rumor has struck the item, be it through urban whispers or some deeply emotional use. A Summoner can then draw out the latent gravity of meaning in the object, turning it into a magical tool. There are more rules on Symbols and example items in Chapter 3. &amp;lt;br&amp;gt;&lt;br /&gt;
To create a Symbol requires the item to have an appropriate story. To make a specific item, sometimes events have to be...massaged into place to achieve a desired result. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 2 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill:''' Expression &amp;lt;br&amp;gt;&lt;br /&gt;
'''Medium:''' A worthy object, which takes on the unique properties of a Symbol &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended, each roll takes one hour, and only one roll can be made per evening, at midnight. Requires two successes per dot of Symbol&lt;br /&gt;
&lt;br /&gt;
== Actualization (OOOOO) ==&lt;br /&gt;
This ritual grants an Alter Self to an object, animal, or place. Medium: the evocative death of the subject's &amp;quot;owner&amp;quot;.&lt;br /&gt;
The Alter Self is the companion, servant, ally, or raw manifestation of a Summoner, and few take their existence for granted. Fewer still take them lightly. However, sometimes a Summoner may desire to have access to an Alter Self that he does not personally control. It is possible to do so, but not without a dire cost. &amp;lt;br&amp;gt;&lt;br /&gt;
Actualization grants an Alter Self to an inanimate object, an animal, or a location. In the case of objects or places, the item must have at least as strong a depth of story as a Symbol for the Alter Self to remain attached. Animals must have at least a simple intelligence of a responsive, domestic pet or a clever predator. In any case, the granted Alter Self cannot go more than 50 feet from its fetter and must obey the commands of its fetter. The fetter gains its own 'humanlike' intelligence of at least 2 once the ritual is complete, up to the Ego of the ritualist. The subject gains an Ego of 1, and may increase that trait just like a human might. Objects and places remain immobile, however, though some objects can allow themselves to be carried by their Alter Selves for a time. If the ritualist possesses at least Ego 5 and sacrifices a ''dot'' of Willpower, the subject also gains access to Arts, though none are treated as having an affinity. &amp;lt;br&amp;gt;&lt;br /&gt;
The Alter Self must come from within the Summoner, and he loses access to that Alter Self permanently once the ritual is complete.&lt;br /&gt;
'''Cost:''' 3 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill:''' Crafts or Animal Ken &amp;lt;br&amp;gt;&lt;br /&gt;
'''Medium:''' The owner of the object, place, or animal must die in an appropriately significant manner (tragic or traumatic) before the ritual can be performed. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended, requires a total of 15 successes. Each roll takes an hour of effort and focus, though the processes can be paused for a day per roll. The final roll must be made in presence of the subject.&lt;br /&gt;
&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Saint%27s_Above</id>
		<title>Saint's Above</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Saint%27s_Above"/>
				<updated>2008-01-27T08:28:47Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;	Saints Above&lt;br /&gt;
&amp;lt;br&amp;gt;	''A Waltz''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Verse 1:'''&lt;br /&gt;
&amp;lt;br&amp;gt;	Love, help me see…&lt;br /&gt;
&amp;lt;br&amp;gt;	When the world is dark,&lt;br /&gt;
&amp;lt;br&amp;gt;	And I’m all alone…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	Love, set me free…&lt;br /&gt;
&amp;lt;br&amp;gt;	From what’s holding me…&lt;br /&gt;
&amp;lt;br&amp;gt;	Fears I’ve never known…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	Love, please find me…&lt;br /&gt;
&amp;lt;br&amp;gt;	When I’m not alone…&lt;br /&gt;
&amp;lt;br&amp;gt;	And too far from home….oh…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	Love, rescue me…&lt;br /&gt;
&amp;lt;br&amp;gt;	And send it all away…&lt;br /&gt;
&amp;lt;br&amp;gt;	For another day…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Bridge:'''&lt;br /&gt;
&amp;lt;br&amp;gt;	I came to see…&lt;br /&gt;
&amp;lt;br&amp;gt;	That I was blind…&lt;br /&gt;
&amp;lt;br&amp;gt;	When I came to feel…&lt;br /&gt;
&amp;lt;br&amp;gt;	So damn sublime…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	I came to find…&lt;br /&gt;
&amp;lt;br&amp;gt;	That this love was not mine…&lt;br /&gt;
&amp;lt;br&amp;gt;	But I’ll take it anyway.&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Chorus:'''&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	Is the sweetest addiction I’ll ever know…&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	Is equal parts love and pain…coursing through my brain…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	Drives me up the wall…yet you never call…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	Will be the death…of…me….(Yeah…)&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Verse 2:'''&lt;br /&gt;
&amp;lt;br&amp;gt;	I am a fool…&lt;br /&gt;
&amp;lt;br&amp;gt;	To put myself in this place…&lt;br /&gt;
&amp;lt;br&amp;gt;	Lost without a trace of me…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	I try to be cool…&lt;br /&gt;
&amp;lt;br&amp;gt;	But I feel this burn deep inside…&lt;br /&gt;
&amp;lt;br&amp;gt;	Makes me lose my mind, lose my mind…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	Love, be my light…&lt;br /&gt;
&amp;lt;br&amp;gt;	When I cannot see the sun…&lt;br /&gt;
&amp;lt;br&amp;gt;	Baby, Shine for me, shine for me…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	Stay by my side…&lt;br /&gt;
&amp;lt;br&amp;gt;	Even if it’s a lie…&lt;br /&gt;
&amp;lt;br&amp;gt;	I can die with a lie like this,&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Bridge:'''&lt;br /&gt;
&amp;lt;br&amp;gt;	I came to see…&lt;br /&gt;
&amp;lt;br&amp;gt;	That I was blind…&lt;br /&gt;
&amp;lt;br&amp;gt;	When I came to feel…&lt;br /&gt;
&amp;lt;br&amp;gt;	So damn sublime…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	And I’m scared to find…&lt;br /&gt;
&amp;lt;br&amp;gt;	That this love is not mine…&lt;br /&gt;
&amp;lt;br&amp;gt;	But I’ll take it anyway….&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Chorus:'''&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	Is the sweetest addiction I’ll ever know…(oh…)&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	Is equal parts love and pain…coursing through my brain…&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	Drives me up the wall…yet you never call…(oh…)&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	Will be the death…of…me….&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Breakaway:'''&lt;br /&gt;
&amp;lt;br&amp;gt;	But I really must say…&lt;br /&gt;
&amp;lt;br&amp;gt;	This has been a fun ride…&lt;br /&gt;
&amp;lt;br&amp;gt;	And I have some regrets…&lt;br /&gt;
&amp;lt;br&amp;gt;	But I think I won’t mind…&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	If I lose my whole life…&lt;br /&gt;
&amp;lt;br&amp;gt;	Since I had this one time…&lt;br /&gt;
&amp;lt;br&amp;gt;	If it’s just a sweet lie…&lt;br /&gt;
&amp;lt;br&amp;gt;	Please…&lt;br /&gt;
&amp;lt;br&amp;gt;    Please…lie to me!&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
&amp;lt;br&amp;gt;	'''Chorus 2:'''&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	Is the sweetest addiction I’ll ever know…&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	Is better than love and hate…and all in between…&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	Makes up for these regrets…never will forget…&lt;br /&gt;
&amp;lt;br&amp;gt;	The taste of you…&lt;br /&gt;
&amp;lt;br&amp;gt;	It put the life…in…me….&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_Wands</id>
		<title>The Art of Wands</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_Wands"/>
				<updated>2008-01-25T05:42:19Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== South-Facing Compass (O) ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; within the Mirror, or places touched by its influence. &amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Wits + Composure + Wands &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant &lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The Summoner has stumbled into a truly deadly patch, and finds its center (usually alive, aware, and of varying gentleness) more &amp;quot;real&amp;quot; than the World. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' No successes are garnered, and it is difficult to know more than the vaguest sense that the World is 'out there' somewhere. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner succeeds in getting his bearings, and can chart a rough course towards his destination by instinct. &amp;lt;br&amp;gt;&lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spectral Analysis (OO) ==&lt;br /&gt;
The Three of Wands speaks of a goal, an ambition, or a journey. It speaks of a goal achieved, and to the Peasants, a goal achieved is knowledge won or stolen. And, more of than not, a little knowledge can get them a long way towards their aims. Spectral Analysis gives the Summoner an innate understanding of the traits, meanings, and threats of demons and Mirror things. It is far from encyclopedic, but in a pinch, sometimes knowing about a being's tendency to breathe fire and devour children may come in handy. &amp;lt;br&amp;gt;&lt;br /&gt;
With a moment's focus, the Summoner submits his own Ego to the impressions of his target, letting that power cast a shadow onto the canvas of his perceptions. From there, he can draw a mental shape, and gain impressions from it. A rare few Wand Peasants are rumored to be able to do soul paintings, artworks that reveal a great deal to those with the eyes to read them. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Intelligence + Investigation + Wands - Finesse &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The Summoner gets false impressions about the being he's scanning, beguiling lies written into the demon or location's nature. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Peasant stares really hard and might get a bit of eyestrain. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:'''The Summoner gains insight into the nature of the demon. He may ask one question per success, from the following: ''Is the demon more or less powerful than myself(Ego-wise)?  Roughly how much Power, Finesse, or Resistance does the demon have? What sort of Influences or Numina does the demon possess? What is one of its strengths? (Two successes) What is one of its weaknesses? What is its immediate goal?'' Questions towards more complicated things of Ego or more esoteric questions are left to Storyteller discretion. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with a normal success, except that the Summoner also may ignore up to his own Ego of the subject's Defense if events come to blows. He knows how the subject will react to his every move. &lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +2 ||  The demon's Arcanum matches one of the Summoner's affinities.&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 ||  The Summoner wields a prepared &amp;quot;Wand&amp;quot; of some sort, which must be at least vaguely blunt and stick-like&lt;br /&gt;
|-&lt;br /&gt;
| -2 ||  The Demon is currently in Twilight or possessing a person, animal, or object.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Man is an Island (OOO) ==&lt;br /&gt;
The Five of Wands speaks of challenges and competion, struggles to be overcome on the road to success. The Wand Peasants, though less fond of the card nomenclature than others with their Art, can take enough of a lesson from this card to put its power to use. Some battles must be fought, and it can be a hard road. But with perseverance, the day can be won. &amp;lt;br&amp;gt;&lt;br /&gt;
Channeling raw Ego through the symbol of a 'wand', though this symbol can truly vary, the Summoner creates a haze or heaviness about herself. In that place, they are more 'real' than reality, and everything else is somehow lessened. Mortals find it difficult to breathe, nauseating, and may suffer a single level of bashing damage should they fail a Resolve + Stamina roll. The true effect of this field is when supernatural dangers present themselves, however. &amp;lt;br&amp;gt;&lt;br /&gt;
The wave of being creates an island of stability, forcing supernatural effects to take heed. Against powers that seek to warp the body, control the emotions, or bend the mind of the Summoner, she gains a bonus equal to the successes on the power's activation as long as the aura is in effect. This bonus can apply either to contested rolls as a bonus to the Summoner, or to increase the penalties caused by a Resistance trait to an opponent's roll. &amp;lt;br&amp;gt;&lt;br /&gt;
This power remains for a single scene, or as long the Summoner continues to possess the 'wand' used, whichever is shorter. Using this power without such an implement costs a point of Willpower. The effective radius is equal to a number of yards equal to the Summoner's Ego + Wands. Physical powers than emanate from beyond the field are not diminished. Any offensive actions on the Summoner's part, or on the part of an Alter Self, ends the power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Resolve + Occult + Wands &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The character's Ego fails to exert itself, and tires. He loses a point of Willpower. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner cannot muster a strong enough aura to protect himself, but mortal are still uneasy and even sickened. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner creates an island of stability and self, protecting himself from outside harm. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' Not only is the defense strong, but mortals must succeed in a roll of Resolve + Stamina to remain conscious if caught for more than a round within the knee-buckling presence. This roll, once made, allows them to function, but at a -2 penalty to all rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Get Thee Behind (OOOO) ==&lt;br /&gt;
The biggest problem that a traveler can run into in the realms of the Mirror is a demon that they cannot escape. Perhaps as a reaction to this problem, this Art was developed. The Summoner makes a metaphorical and metaphysical 'strike' against the Ego of a troublesome demon or place, and forces it to flee or cow in (temporary) submission. Carnivorous lockers shut and shake. Demons flee as fast as their heels, pseudopodia, or broken wings can carry them. And the Peasant is usually running in the opposite direction, since the power is notoriously short-lived. &amp;lt;br&amp;gt;&lt;br /&gt;
By making a threatening gesture and a meaningful invocation or call, the Summoner gives the Ego of their subject an impression that they are inferior and small. Instincts override reason, and the subject is tempted to flee, if possible, and to avoid the Summoner if escape is not a choice. Only beings with some sort of supernatural presence can be so cowed, and the power gives them the impression that the Summoner is either a bearer or a personification of their particular bane. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Manipulation + Subterfuge + Wands - Composure&amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' Not only is the subject not afraid, the subject is ''angry''. They gain a +2 bonus to attacks against the Summoner for the scene. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner is unable to reach into the subject's Ego and send them running. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The power makes the subject break and run for a number of turns equal to the Summoner's successes. They will still retain their Defense and run with a degree of intelligence, however, and can easily turn around once the power fades. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' Something in the subject breaks. The subject will flee madly and blindly, without regard to anything but ''distance'' from the Summoner. Once the power fades, they will be exhausted, suffering a -2 to all rolls for the rest of the day. They also must roll their current Morality to avoid a mild derangement from the jolt.&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +1 ||  The Summoner is bearing their prepared &amp;quot;Wand&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +2 ||  The Summoner is intimately aware of and has access to their target's weakness or supernatural bane.&lt;br /&gt;
|-&lt;br /&gt;
| -2 ||  The Summoner is unfamiliar with the creature he is dealing with, or has no idea what the creature's weakness may be.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Through the Looking Glass (OOOOO) ==&lt;br /&gt;
Sometimes you just need to be somewhere else. Few facts are as true as when you find yourself in hostile territory and without friends, supplies, or rest: a position a Wand Peasant may find themselves in often. Their reputations as adventurers, travelers in strange climes, and occasionally, as cowards is perhaps earned by this Art, called the Eight of Wands by those who use such terms. &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoner casts Id into a nearby reflective surface, and dives into the Network, a constant stream that flows throughout the Mirror. Losing themselves briefly into the raw conduits of belief and doubt, they unmake themselves. Luckily, their point of reference, their 'wand', becomes the focal point of their Ego, allowing them to travel through this substance and out of another mirror. The Summoner may travel either to the nearest reflective surface outside of the Mirror's influence in that area, or if already in the World, they can travel up to their dots in the Art of Wands, multiplied by their Ego, in miles in an instant. &amp;lt;br&amp;gt;&lt;br /&gt;
Of course, this method of travel isn't without its dangers. If the Summoner fails the roll to enact this power, they do indeed enter the Network. The problem is that they leave parts of themselves behind. They lose all but their Identity rating in points of Id, lose any points of Willpower, and suffer a level of aggravated damage as they force their being into shape. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 2 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Stamina + Wands &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action: ''' Instant&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' As with failure, but the Summoner also must immediately roll Identity with three dice, risking degeneration as normal. Part of the soul may be lost. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner loses parts of her being to the ravaging force of the Network. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' Diving out of the unknown, the Summoner returns to somewhere else. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with a normal success, but the Summoner may pick up something...extra. He may heal a level of Health, regain a point of Willpower, or even a variable amount of Id. Depending on the circumstances, stranger things could occur...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Unconscious</id>
		<title>The Unconscious</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Unconscious"/>
				<updated>2008-01-25T04:45:32Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* ???????? (20 successes) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The power of a Summoner does not stem from Above, as with a Mage, or from Across, as the Wyrd of a Changeling flows. It is not born of the Blood of a Vampire, nor the Rage of the werewolves. The divine fire of the Prometheans is a fascinating mystery, but offers no insight into what makes a Summoner...a Summoner. &amp;lt;br&amp;gt;&lt;br /&gt;
The true headwaters of a Summoner's power lie within that Summoner's soul, in his dreaming place. Summoners call it the Unconscious, a kingdom of the self. Within, every possible permutation of a person exists, and indeed, many believe that every possible Alter Soul makes their place in the Unconscious, waiting to be called forth. It is a place that is not without its own dangers, but the Unconscious must be mastered for any Summoner who wishes to awaken a greater Ego, or to look within for a new Alter Self to define him. &amp;lt;br&amp;gt;&lt;br /&gt;
== Falling Asleep ==&lt;br /&gt;
Visiting the Unconscious can either be a difficult act of meditation...or a complete accident. A Summoner generally has a need or a desire to look inward when they seek out the Unconscious, and doing so simply requires them to focus on the truth of their being and descend further into their power source, their Ego. &amp;lt;br&amp;gt;&lt;br /&gt;
To willingly descend into the Unconscious, the Summoner meditates normally, rolling Composure + Wits. Every four successes draws the Summoner deeper within himself, first into a waking calm, to a dreaming meditation, and finally, at 12 successes into his Kingdom. Descending deeper is a dangerous ordeal, and should not be undertaken lightly. ''Refer to the table  in Mage: the Awakening (pg. 284) for more information on how to travel down in the Astral Realms.'' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At any point a character becomes unconscious, his Alter Self may choose to call him down into the throne room of his Kingdom, where they may speak freely. Regardless of the method, the character may immediately seek to free himself from the dream with a successful Resolve + Composure roll. An angry Alter Self can resist this roll with it's own Power + Resistance, to hold its master in place for another turn per success if they succeed. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What a Summoner finds within the Unconscious is another matter entirely... &amp;lt;br&amp;gt;&lt;br /&gt;
=== The Waking Dream (8 successes) ===&lt;br /&gt;
A place to speak to one's active Alter Selves, and to face any threats that have arisen from below to challenge the character.&lt;br /&gt;
A Summoner, over time, will either awaken, acquire, or bind other Alter Selves into his being. Here, in a waking dreamscape, he stands alone in a largely featureless place. Here, he is alone with his most prominent aspects, the Alter Selves. Within this waking dream, he can confer with them, explore their opinions on his path, and get a general sense of his own desires. A character that does so may be justified in gaining Identity, early(up to 3) stages of Ego, and further Commitment. &amp;lt;br&amp;gt;&lt;br /&gt;
Alter Selves can also be switches in primacy here, granting the Summoner a different Arcanum Boon. Doing so requires a Resolve + Composure roll, success binding the Summoner to his other Alter Self. Not only does a Summoner's primary Alter Self confer the Boon, it also becomes easier to Draw Out.&lt;br /&gt;
&lt;br /&gt;
=== The Kingdom (12 successes) ===&lt;br /&gt;
A Summoner's Kingdom is a place where his primary arcana rule supreme. It is a place populated and tended by masses of minds and souls, all reflections of aspects of the Summoner. Family members, friends, memorable strangers, forgotten folk...and in places of power, reflections of stages of the Summoner's own life and potential walk through the Kingdom as its Denizens. Alter Selves also walk this place, but always out of easy sight. Many rest as Alter Selves of Denizens, while others walk freely, but either do not consider the Summoner worth meeting, or avoid him out of fear. &amp;lt;br&amp;gt;&lt;br /&gt;
The appearance of a Kingdom varies vastly, depending on the subconscious nature of the Summoner. A few constants can be determined, however. The Summoner's Trump is always expressed in the general theme of the place. A King's home is rigid, as his Ego demands it fall into place. A Queen's place can seem almost normally, touched by every life she has encountered. A Knight's inner realm can be a confusing place, an allegory for the beliefs that define it. A Page's home ranges from the hellish to the simply exotic, representing struggles and obstacles aplenty. An Ace's realm is never the same twice, but often follows a theme for those who know how to understand it. &amp;lt;br&amp;gt;&lt;br /&gt;
Next, the Summoner's affinity Arcana shape and mold the features and politics of his Kingdom. For example, a King that favors Death, the Emperor, and the Sun may find a place of quickly shifting night and day. While the Sun is high in the sky, the Kingdom's lord is benevolent and a bastion of hope. His people love him. When night falls, the lord passes away and is replaced, and the people shake and mutate, rebuilt by the whims and needs of their replacement. The permutations are endless, and entirely up to the Summoner's point of view. &amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, the Summoner's Identity has a profound effect on the general tone of his or her Kingdom. The higher the character's Identity, the less threatening and monstrous the realm tends to be. Beyond that, it is difficult to say for certain. How a Summoner feels about his moral fiber, however, will truly define whether he is welcome within his own Kingdom. &amp;lt;br&amp;gt;&lt;br /&gt;
==== The Throne ====&lt;br /&gt;
At the heart of a Summoner's Kingdom, beyond the doubts and questions that place can represent, he finds a place of rest and contemplation. The shape of the Throne is a deeply personal thing, and should be discussed between the player and the Storyteller before being described. Here, the character should find comfort, solace, and two things: a mirror and a door. &amp;lt;br&amp;gt;&lt;br /&gt;
The mirror within the Throne always faces opposite of the sitting or resting place. It is where the Summoner may look upon himself (and his Alter Self) as truly as his Ego allows. And it is here where he may redefine his Alter Self if he so chooses. Doing so allows for the Alter Self to be rebuilt according to the Summoner's current Ego, and costs a ''dot'' of Willpower. The Summoner must then succeed on a roll of Resolve + Composure + Ego versus the two highest traits of the Alter Self. This roll is extended, with both sides aiming for the other's Willpower. Bonuses and penalties can be applied to the Summoner based on his Identity, events in the story that drive the redefinition, and on changes the character has undergone. &amp;lt;br&amp;gt;&lt;br /&gt;
The new Alter Self retains its Arcanum and any Commitment the Summoner grants it, and retains a common theme. Beyond that, however, the only limits lie between the player, the Storyteller, and the Summoner's ego. &amp;lt;br&amp;gt;&lt;br /&gt;
The door, however, leads further down, into places that all beings share. It is through this door that the Summoner may visit the Collective Unconscious (the Mage's Temenos). There are other doors that lead downward in the Summoner's Kingdom, but this is the only door he may open himself. The other doors are opened by creatures from beneath. That thought alone is enough to keep many far from their own Kingdoms without pressing business. To open the door, the Summoner must continue his meditations upon his throne, raising his total to 16 successes. The door then unlocks.&amp;lt;br&amp;gt;&lt;br /&gt;
=== Places Below (16 successes) ===&lt;br /&gt;
==== The Velvet Room ====&lt;br /&gt;
Where Facilitators ply their trade...&lt;br /&gt;
Behind the Door, one finds a small foyer. On one side is an inviting door, on the other a locked, barred door. The inviting door leads to what is called the Velvet Room by those who frequent such places. Here, beings known around the Estates as Facilitators ply their trades. &amp;lt;br&amp;gt;&lt;br /&gt;
For reasons unknown, Facilitators wander from dream to dream, offering a number of valuable services to a Summoner on the go. Potent users of the Arts, Facilitators can perform Fusions that far outpace those of normal Summoners, create Symbols from the raw cloth of Id, and forge ironclad Agreements with many benefits and unknown purpose. It is rumored that the originators of the Estates bargained for those Arts from the Facilitators, but such things are difficult to prove. A Facilitator gives no answer it does not want to. &amp;lt;br&amp;gt;&lt;br /&gt;
Anything gained from a Facilitator has a price, generally measured in Id for small favors, Willpower for moderate work, and Experience points for anything of permanent value. When they sell Alter Selves, dots of Willpower tend to be their common currency of trade. One Wand Peasant once theorized that there is a finite amount of potential, power, and consciousness in all beings, and that the Facilitators distribute these things according to a grand plan. The Facilitator he offered his theory to laughed for a solid hour, and then raised all of his prices. &amp;lt;br&amp;gt;&lt;br /&gt;
For rules on the natures of a Facilitator's bargains, consult [[The Art of Coins]], [[The Art of Alchemy]], [[Definitions]], and [[The Art of Investiture]]. Expect more on the powers these beings possess in later supplements.&lt;br /&gt;
&lt;br /&gt;
==== The Hall of Doors ====&lt;br /&gt;
To reach the mind of another is a dangerous there. There, another Ego rules.&lt;br /&gt;
=== ???????? (20 successes) ===&lt;br /&gt;
Not only humans dream...Mages find the so-called Dreamtime dangerous enough. But the ancient gods of this lowest part of the Collective Unconscious rarely brook beings of Ego in their midsts for long....More disturbing still, explorers have found themselves within the Mirror after getting lost in this nameless realm...&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_the_Mage</id>
		<title>The Art of the Mage</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_the_Mage"/>
				<updated>2008-01-25T01:12:57Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spiritual sister to the Art of the Warrior, the Art of the Mage enhances the use of Numina, either to harm or to heal, and gives a Summoner more versatile box of tools in their Drawing Out. These powers apply to any use of Numina, either with Alter Selves, invested cards, or other, stranger means.&lt;br /&gt;
&lt;br /&gt;
== Be My Spirit (O) ==&lt;br /&gt;
Using the burst of Id achieved by the Drawing Out, the Summoner enhances the use of a Numina. The successes rolled on the Drawing Out become bonus dice for the power's activation roll. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive &lt;br /&gt;
&lt;br /&gt;
== Be My Flesh (OO) ==&lt;br /&gt;
The Drawing Out can leave a Summoner exposed during a vital, dangerous moment, this power serves as an aura of force around the Summoner, deflecting blows and offering a degree of defense. Attacks against the Summoner suffer a penalty equal to the successes rolled on the Drawing Out. This penalty erodes by one for each attack the Summoner faces, and fades completely at the beginning of the Summoner's next action. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive&lt;br /&gt;
&lt;br /&gt;
== Be my Power (OOO) ==&lt;br /&gt;
By investing a portion of the Summoner's conviction and self into the Drawing Out, the use of Numina gain power and become deadlier or more potent in their ways. Fires burn hotter, and often with disturbing or awe-inspiring displays in their dancing pyres. Healing becomes more profound, and ecstatic to the touch. The exact nature of the display is colored by the Summoner, the Alter Self, and the Summoner's Identity. By spending a point of Willpower, the affect Numen gains the 9-again rule for that roll.&lt;br /&gt;
'''Cost:''' 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive&lt;br /&gt;
&lt;br /&gt;
== ...In For a Pound (OOOO) ==&lt;br /&gt;
It is not uncommon for a Summoner to face multiple foes, but most Numina are directed against a single foe, and have their own inherent limitations. This Art was designed to mitigate that somewhat, allowing an experienced or desperate Summoner to channel additional power into driving Numina towards multiple targets, for a variety of effects. The powers benefit from a medium burst for an additional point of Willpower, and a long burst for a point of Id and a point of Willpower. These autofire rules apply just as they would with an automatic weapon, but are not dependent on ammunition: the only real measure of a Summoner or Alter Self's capacity are their relevant traits. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Cost:''' 1 Willpower or 1 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive&lt;br /&gt;
&lt;br /&gt;
== Schadenfreude (OOOOO) ==&lt;br /&gt;
This power allows for the act of imposing one's own Ego onto another to reap sustenance. The roars of battle, the hushed silence of a healer's touch...these actions give strength to one's perspective and justifies their beliefs their action. As such, their Alter Self can harvest that reality into a store of Id. &amp;lt;br&amp;gt;&lt;br /&gt;
By successfully using one of an Alter Self's Numina on a target, the Summoner regains a single point of Id. On an exceptional success, they may regain either three points of Id or a point of Willpower. When powers that affect multiple targets are used, only the benefit for the most potent roll is reaped. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_the_Warrior</id>
		<title>The Art of the Warrior</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_the_Warrior"/>
				<updated>2008-01-24T16:22:16Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Art of the Warrior lacks much of the style, sophistication, and mystery of the Trump or Estate Arts...but few are willing to deny its effectiveness. Most Summoners who expect to engage in raw existential fisticuffs at least consider the Art for its ability to enhance an Alter Self's natural attacks through the act of bolstering the Drawing Out. These powers apply equally to translations or transformations done with those respective Arts, but if two Alter Selves are summoned, the powers must be paid for separately for either Alter Self, if both are to gain the benefits. &amp;lt;br&amp;gt;&lt;br /&gt;
== Fierce Blow (O) ==&lt;br /&gt;
This basic power allows the Summoner to apply any successes beyond the first on a Drawing Out towards the attack pool of an Alter Self that makes a simple strike at his opponent. The vigor and assertion with which the Summoner calls brings his other being forward with greater power and passion. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive&lt;br /&gt;
&lt;br /&gt;
== More Equal Than Others (OO) ==&lt;br /&gt;
Alter Selves are beings of raw concept and ephemera, and as such, may at times defy the rigid limits of steel and padding. By investing additonal Id into the form of his Alter Self, the Alter Self's attack gains the ability to bypass all but supernatural armor or Durability. It simply doesn't apply, allowing for mundane objects to be easily shattered and men in full riot gear to be left broken, slashed, or pierced through. This power remains a part of the Alter Self's being for the scene. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive&lt;br /&gt;
&lt;br /&gt;
== All My Might (OOO) ==&lt;br /&gt;
The Summoner channels some of his being directly into the force of his Alter Self, making its blow more real and true than any resistance. The strike is flawless, perfect, the very idea of violence. Though exhausting, the effects are rarely easy to ignore. The Drawing Out costs a point of Willpower in addition to any other costs, but the Alter Self gains the benefit of the 8-again rule on that single attack. &amp;lt;Br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive&lt;br /&gt;
&lt;br /&gt;
== In For a Penny... (OOOO) ==&lt;br /&gt;
One of the major drawbacks of fighting as a Summoner is that one's most potent power can only be focused upon a single target at once, often leaving the Summoner exposed. This power breaks that limitation, allowing for the Summoner to attack as if using a medium or long burst of autofire. The attack gains an additional +2 to all rolls for a medium burst and can target up to three targets, and the Drawing Out costs an additional point of Id. A long burst gains a +3 bonus to all rolls and applies to any target within the Alter Self's current range of movement, but the Drawing Out costs additional Id as well as a point of Willpower. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id or 1 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive&lt;br /&gt;
&lt;br /&gt;
== Leave Them Broken(OOOOO) ==&lt;br /&gt;
The Summoner now is able to channel their vital force into raw, punishing power for their Alter Self. Bones do not break; they shatter. Blood does not spill; it burns. Flesh is not cut; it is rended loose and left hanging. Regardless of the effect, it is both blatant and terrible to onlookers. The Alter Self's attack after being Drawn Out deals aggravated damage, leaving horrible wounds in its wake. Mortals also suffer from Devouring equal to the levels of damage inflicted. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_Coins</id>
		<title>The Art of Coins</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_Coins"/>
				<updated>2008-01-20T23:28:03Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Into My Office (O) ==&lt;br /&gt;
The Two of Coins represents control and balance regarding wealth. With the difficult and dangerous Art that Summoners of the Coin practice, control becomes the first, the last, and the most important watchword of their techniques. This power requires that a single coin be set onto the ground, establishing the heart of the power's radius. A demon attempting to enter or leave this threshold must defeat the Summoner's successes in creating this ward, rolling Resistance + Ego to do so. Each roll to break free costs an Id, past the first, and may only be attempted once per minute. When the Summoner prepares a space especially for this power, the activation an Extended action, though no more rolls may be made than the Summoner's Resolve + Ego. &amp;lt;br&amp;gt;&lt;br /&gt;
While by no means a perfect guard, the proper circumstances can make an area a viable environment for calling a demon from across the Mirror, or holding a troublemaker in place. It isn't permanent, however, and few Merchants rely on this power with absolute faith. &amp;lt;br&amp;gt;&lt;br /&gt;
The size of the created field is equal to the Summoner's Resolve + Ego in yards. He may have no more empowered coins than his Ego. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Resolve + Intimidation + Coins &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Intstant or Extended; each roll represents 15 minutes of preparation &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The coin retains the telling weight of power waiting to burst...but when the demon moves against the barrier, it collapses. The Summoner may find himself surprised, at Storyteller discretion. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The power fails to be invested, and the coin remains inert. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summmoner successfully casts part of his soul into the coin, creating a barrier to keep demons either in or out. Alternately, the Summoner gains successes towards strengthening the prepared area. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with normal success, but in addition to the difficulty to break free, a demon must also expend a point of Willpower to cross.&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +1 ||  The coin used is rare, unique, or of some sentimental value&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 to +3 || The Resources value of a prepared space, +1 for Resources 3 and so on&lt;br /&gt;
|-&lt;br /&gt;
| -2 || The coin used is of a low denomination, value, and are uncommon in purchases (pennies, nickels, and dimes, for example)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Agreement of Gifts (OO) ==&lt;br /&gt;
Negotiation is the key to success, and the masters of the Art of Coins know this better than most. The Three of Coins represents prosperity through collaboration, and has come to signify what is perhaps the Merchant's best-known power. This power allows for the Summoner to forge a supernatural agreement, sealed with wax and a point of Id. Both or all parties invest a point, allowing for agreed trades. The roll is extended to forge the agreement, and each roll takes up a minute of writing and negotiation time. A number of rolls may be made equal to the Summoner's Manipulation + Ego. A number of parties may be involed equal to the Summoner's dots in the Art of Coins.&amp;lt;br&amp;gt;&lt;br /&gt;
Either party can create an agreement to trade among the following items of roughly equal value: &amp;lt;br&amp;gt;&lt;br /&gt;
- Up to three points of Id (does not count towards expenditure limits). The party may only offer less if they possess less than three total points. &amp;lt;br&amp;gt;&lt;br /&gt;
- A point of Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
- Up to two boxes of Health/Corpus, for a scene. Has the same limits as exchanging Id. &amp;lt;br&amp;gt;&lt;br /&gt;
- A turn's use of Influence, costing up to three Id &amp;lt;br&amp;gt;&lt;br /&gt;
- A turn's use of an Art or Numina. The Numina of Alter Selves may be used. &amp;lt;br&amp;gt;&lt;br /&gt;
A number of exchanges may be done up to the successes rolled on the activation of the power. Either side can offer up one of the above, and the other party must offer something in return. Once the uses are fully expended, the agreeement's physical form bursts into flames. If the agreement itself is destroyed ahead of time, then the power immediately ceases. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id per party &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Manipulation + Politics + Coins &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended; each roll represents a minute of drafting or negotiation.&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The contract is tainted, and either side may take without paying a single time. Otherwise, the agreement seems to be in order. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The appropriate language cannot bind and redefine the concepts of the users. The Agreement fails to hold the invested Id yet. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner gains successes towards the agreement's proper forging. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' No additional benefit; a great number of successes are their own reward. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +1 to +3 ||  The Resources value of the materials used in the contract, +1 for Resources 3 and so on&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 || The Summoner is also versed in legal terminology (At least Academics 3)&lt;br /&gt;
|-&lt;br /&gt;
| +1 || The Summoner speaks Babel, the tongue of demons&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Agreement of Service (OOO) ==&lt;br /&gt;
The Six of Coins speaks of balance, and the rewards reaped from a relationship of give and take. Demons are able to travel in Twilight and are (generally) safe in their native Mirror. A Summoner has access to the resources of the World and their various Arts and Alter Selves. Both sides have something to offer, and both sides have something to gain. By forging a special agreement, parties involved can receive a boon as long as they honor their end of a bargain. The benefits match those available from the previous power, but no one has to pay to receive them as long as both parties maintain their end of the deal. &amp;lt;br&amp;gt;&lt;br /&gt;
For conditional agreements, where one or both parties must accomplish some task, the benefits are received at the conclusion of the task and last for single story. For duration-based agreements, where parties agree to either do or not do something for a period of time, the benefits last as long as those actions are continued. For reward-based agreements, each time the actions written up in the contract are performed, the party restores their access to the boon for a story. Each party can gain the benefits for the agreement for a number of times equal to the successes rolled on the agreement's forging. The Summoner may make a number of rolls equal to his Resolve + Ego, and may involve a number of parties equal to his dots in the Art of Coins. Each party must submit to some form of limitation which would be a significant inconvenience. &amp;lt;br&amp;gt;&lt;br /&gt;
For a general measure of appropriate terms and conditions, any task must cause some sort of inconvience that take up at least two hour's time per story, put the party at a reasonable risk of harm or death, or otherwise seriously inconvenience the party, to a cost of money, Id, Willpower, or a subordination of their Identity, Virtues, or Vices. &amp;lt;br&amp;gt;&lt;br /&gt;
A breach of agreement at any point immediately ends the power, revoking any benefit for either side. All parties involve know that the agreement was broken, and by whom. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Intelligence + Politics + Coins &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended; each roll represents ten minutes of drafting and negotiation &lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The agreement seems to continue functioning, but has become tainted. Even after the terms are met, only an illusion of the benefit appears. These illusory benefits dissapear if they would be used, providing no benefit. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner fails to make any progress on the agreement, garnering no successes. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner moves forward on forging the agreement, investing it with power and Ego. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' No additional benefit; extra successes are their own reward in this case.&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +1 to +3 ||  The Resources value of the materials used in the contract, +1 for Resources 3 and so on&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 || The Summoner is also versed in legal terminology (At least Academics 3)&lt;br /&gt;
|-&lt;br /&gt;
| +1 || The Summoner speaks Babel, the tongue of demons&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Immediate Results (OOOO) ==&lt;br /&gt;
Sometimes, a deal needs to be renegotiated. Sometimes the terms no longer apply, or situations change. The Seven of Coins speaks of a time of delay and reconsideration, and this Art creates an ideal environment for making a new deal. When used against a demon, it can call them across Twilight into the Summoner's presence, at their earliest convenience. On mortals or other Summoners, the power can unite or even haunt the subject's dreams. &amp;lt;br&amp;gt;&lt;br /&gt;
The power can be used on anyone the Merchant has held an agreement with in the past, or anyone for whom they can acquire an active agreement's physical form. By invoking the terms and consequences written into the Ego of the agreement itself, it calls forth all parties to meet. This call continues on until answered or shattered. &amp;lt;br&amp;gt;&lt;br /&gt;
The power is rolled once an hour as a contested and extended roll. The Summoner completes the calling once he achieves a number of successes equal to their subject's Willpower dots. The subject may resist with a roll of Composure + Ego, aiming for the Willpower dots of the Summoner. The power feels like a pulse on the subject's very being, drawing them away. In the case of demons, they can be physically drawn towards the contract at the speed of thought through Twilight, once defeated. Summoners and mortals have to use more natural means of transportation, but cannot ignore the call. &amp;lt;br&amp;gt;&lt;br /&gt;
Subjects must make a reasonable, but not an excessive effort to travel without allies as long as the Summoner waits alone for them to come and desires only business or no harm to the subject. The subject will know if the Summoner has violent intent, and may prepare accordingly during travel, including bringing allies. Nothing, however, will allow them to stop coming closer for more than five minutes per point of Willpower they spend. &amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, the subject has an instinctual awareness of who is calling them, but only on a subconscious level. The player may decide to willingly submit to the call, upon which time the character becomes aware of who they are heading towards. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Presence + Politics + Coins &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Contested and extended; each roll after the first represents an hour's calling or resistance&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' ''Summoner:'' The beckoning utterly fails, negating any current agreements with the subject. ''Subject:'' The subject is immediately called forth. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:'''  The Summoner or Subject fails to accrue any successes towards drawing in their target or escaping, respectively &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' ''Summoner:'' The Summoner gains successes towards bringing the subject into their presence. ''Subject:'' The subject develops a stronger resistance to the agreement's call. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' Additional successes are their own reward in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upon My Name (OOOOO) ==&lt;br /&gt;
The ultimate sign of prosperity is the setting of foundations and boundaries. One's position is secure, and they are left without want or worry. This is marked by the Ten of Coins, and it is perhaps telling of the viewpoint of many Coin Merchants that this final Art is often spoken of in terms of this card. &amp;lt;br&amp;gt;&lt;br /&gt;
By investing additional Id into any of the previous agreements, the Summoner now adds penalties to breaches of that concord. If given something that they cannot potentially use with The Agreement of Gifts or if the terms of the Agreement of Service are directly broken, the Summoner may invoke this additional consequence. The Summoner rolls a pool of Ego + Coins, dealing the successes in levels of aggravated damage as the signed party's very concept and being are cast into existential question. After the consequence is felt, the subject's name is burned and charred out of the wording of the agreement. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Ego + Coins &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The Summoner suffers a level of aggravated damage for his trouble. The agreement is broken. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The subject is lucky enough to escape justice for his breach of agreement, but the contract remains valid. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The subject is burned out of the agreement, dealing the successes in aggravated damage to the breaching party. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with a regular success, except the target also loses a ''dot'' of Willpower.&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +2 ||  The Summoner has suffered physical harm from the breach of contract&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Devouring</id>
		<title>Devouring</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Devouring"/>
				<updated>2008-01-19T04:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a demon comes into the World, it hungers. The Mirror is a place of raw thought and ideal, where that which might be, that which has been, and that which shall never be writhe and play against each other in a mockery of the World and other realms. When a demon enters the World, that roiling possibility is cut off, and they cannot remain even in Twilight indefinitely. They require sustenance, in the form of 'reality' or 'existential truth'. In essence, they need the spark that makes something truly real. &amp;lt;br&amp;gt;&lt;br /&gt;
All things possess a touch of reality. Matter, animals, and more than anything else, humans are made in part of the idea that they exist: Ego. A demon can consume this truth as easily as a mortal can eat a leg of lamb, and most consider it as satisfying a meal, depending on the person. Demons seek out mortals that resonate with their own natures and desires, an ideal meal to sustain their own incomplete forms. As the mortal indulges or is urged onward, slowly but surely, he is Devoured. &amp;lt;br&amp;gt;&lt;br /&gt;
=== The Feast ===&lt;br /&gt;
'''Roll:''' Power + Ego &amp;lt;br&amp;gt;&lt;br /&gt;
The demon incites an emotion or truth that resonate with their being. If they are powerful or terrible things, merely inciting fear can be enough. Beings of love or lust require a bit more effort, or at least to influence existing romances. These emotions feel both more and less than normal. Fear is sharper and more frantic. Passion is hotter, sweeter, and more desperate. Beneath it all, however, a hollowness begins to set in as the demon starts to feast. &amp;lt;br&amp;gt;&lt;br /&gt;
The Demon rolls Power + Ego, and each success allows that demon to consume a point of the subject's Willpower. Each point taken thus restores a point of Id to the demon. In rare cases, a demon will stave off taking too much, eating as the subject indulges a vice or bolsters a Virtue, to make sure they are not drained completely. More commonly, the demon's hunger is not sustained by a mortal's normal reserves. The demon can continue Devouring while the mortal goes on, tired but possibly unawares. &amp;lt;br&amp;gt;&lt;br /&gt;
Once the mortal is completely drained of Willpower, the demon can start to dine on the subject's Willpower dots, much like it did with the earlier points. These dots can only be eaten at a rate of one dot per turn, and this level of Devouring is plainly visible to any being with an awakened Ego as life energy flowing from the subject towards some hungry source. Dots lost in this manner can be restored with Experience, or with the aid of certain Arts, and should be marked with a cross over the lost Willpower dots. &amp;lt;br&amp;gt;&lt;br /&gt;
This process is devastating to the mortal mind, and they must immediately roll for a derangement, once for each lost dot. Instead of gaining a derangement, a minor one may evolve into something more severe. These derangements are not subject to the mortal's Morality, and are tied instead to the lost dots of Willpower. As long as the wounds from Devouring remain, the subject will be unstable. If a mortal is ever completely devoid of Willpower because of Devouring, they become a Shell: they lose their Morality track, cannot buy back lost Willpower dots, lack originality and unique motivation, and become highly suggestible to the influences of demons. Without being used in some manner, they are just as likely to sit and starve in their own filth. In a very real metaphysical sense, they no longer exist.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Appendix_1:_Archetypes</id>
		<title>Appendix 1: Archetypes</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Appendix_1:_Archetypes"/>
				<updated>2008-01-19T02:07:42Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Asura==&lt;br /&gt;
Masters of their own matter...but also slaves to it.&lt;br /&gt;
==Evokers==&lt;br /&gt;
Masters of Drawing Out, but reliant on external tools.&lt;br /&gt;
==Devil Summoner==&lt;br /&gt;
Able to maintain separation from the Alter Self, but not without cost.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_Swords</id>
		<title>The Art of Swords</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_Swords"/>
				<updated>2008-01-16T17:59:40Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Death of Reason (OOOOO) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Representing aggression, force, ambition, courage and misfortune, the minor arcanum of Swords is favored by the Nobility, not because of the powerful symbol of a sword, but for the adversity that the arcanum represents. By accepting those failings and shortcoming in themselves, they overcome them and find strength. By mastering adversity, struggle, reason, and will, they learn to exploit the weaknesses of their foes. If such a weakness isn't present, they'll just have to create one for their purposes.&lt;br /&gt;
== Finding Fault (O) ==&lt;br /&gt;
Through an appropriate focus, the Summoner gains insight into the psyche or Ego of her foe, and specifically to the places where it most concrete or left at the most open. Following the saber's edge or the pistol's sights, the clearest path becomes obvious. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Wits + Brawl, Firearms, or Weaponry + Swords - Resolve&amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' Not only is the sensation indistinct and unclear, but the Summoner may receive incorrect information. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The character cannot sense the chinks in their target's armor, nor the places where it strongest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:'''The character gains an understanding into the target's Ego. They may gain insight towards a single Strength or Weakness per success on the roll. To know the extent of a Strength requires an extra dedicated success. For example, to know that a Summoner is Defiant to flames, two successes would have to be rolled and used towards Strengths. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' The Summoner gains a full inventory of the subject's Strength and Weaknesses, and may negate a single point of the subject's Defense.&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +1 to +5 ||  The equipment bonus of the Summoner's favored weapon&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 || The Summoner possesses a relevant specialty in the skill for their favored form of combat&lt;br /&gt;
|-&lt;br /&gt;
| -2 || The subject is unable to wield their weapon of choice&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| -3 || Determining the Strengths or Weaknesses of creatures other than Summoners, Alter Selves, or demons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Retreat (OO) ==&lt;br /&gt;
The Four of Swords represents stillness and retreat, a temporary respite from struggles. This Art has a similar focus, bolstering a Summoner's defenses against a present threat, ideally long enough for them to either prevail or escape to lick their wounds. The power cannot be used if the harm is not clear, present, and known to the Summoner. The Summoner seems to parry or repel the oncoming danger with their weapon. &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoner may create a Strength from whole cloth, but it costs 1 point of Id to become Bolstered, 2 to become Adamant, 3 to become Defiant, and 5 to become Exultant. The base costs are assuming a Common type of Strength. To create a Mighty Strength, it costs 2 additional Id. It costs two more Id beyond ''that'' to create a Puissant Strength. The Id for this effect need not all be paid at once, but the Id must be spent on consecutive turns before the roll is finally made. &amp;lt;br&amp;gt;&lt;br /&gt;
To bolster an existing Strength requires no roll, but follows the same costs as above. If the Summoner has a Weakness to what they are attempting to defend against, the power costs a point of Willpower, but otherwise behaves as above.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' Varies &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Resolve + Brawl, Firearms, or Weaponry + Swords &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive, once the cost is paid&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The process fails, leaving the Summoner exposed. They gain or enhance the chosen source as a Weakness instead for the next two turns. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The baleful source is not resisted, and remains a clear and naked threat.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:'''The Summoner's Ego, channeled through their weapon or fighting style, gives them an added degree of resilience for a number of relevant attacks equal to the successes rolled. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with a normal success, but the power lasts for a scene. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +1 to +5 ||  The equipment bonus of the Summoner's favored weapon&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 || The Summoner possesses a relevant specialty in the skill for their favored form of combat&lt;br /&gt;
|-&lt;br /&gt;
| -2 || The subject is unable to wield their weapon of choice&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fear (OOO) ==&lt;br /&gt;
Fear makes us strong, but it can also make us weak. It can hone our senses, or it can dull our reason. By invoking this Art, the Sword Noble takes his own insecurities and casts them into his foe's spiritual foundations. By forcing his own weaknesses into his foe's heart, that source of strength flags and leaves an exposed point, ripe for one of the Vanguard to strike. &amp;lt;br&amp;gt;&lt;br /&gt;
This power reduces the effectiveness of a Strength by one degree per success on the activation roll. With three successes, a Noble can reduce an Exultant defense to a mere Bolstered one, and so on. This power cannot create a Weakness on its own. &amp;lt;br&amp;gt;&lt;br /&gt;
This power is potentially applicable against other supernatural defenses, at Storyteller discretion. Regardless, this unique application will cost a point of Willpower. A successful use of this power may negate a vampire's ability to take only bashing damage from bullets, may erode natural or mystical armors by one point per success, or inflict a -1 penalty to resistances that include the creature's supernatural power trait per success directed in that manner. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Presence + Brawl, Firearms, or Weaponry + Swords - Composure&amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' Your own insecurities rebound upon you, reducing one of your Strengths by one degree. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The weapon fails to appropriately channel insecurity, or the Summoner is unable to embrace them. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner infuses his own weakness into the foe, reducing strengths with their successes. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' Not only are the target's Strengths further eroded, he gains a Weakness to the Summoner's weapon, or the Summoner's bare attacks. Only the Summoner may gain the benefit of this scene-long Weakness.&lt;br /&gt;
&lt;br /&gt;
== Frailty (OOOO) ==&lt;br /&gt;
A true warrior knows his own shortcomings. An effective warrior learns those of his enemies. A truly effective warrior creates weakness where there is none. This Art draws on the Summoner's Ego, and his own defining flaws, and casts them directly into the core of an enemy. Channeled through the mastery of the combat arts, this weakness coalesces into a Weakness of the Summoner's choice, ripe for exploitation. &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoner only needs to succeed to achieve a Common Weakness, turn a Common Weakness to Flagging, or one specific to the weapon or bare hands he used to channel the effect. For more general weaknesses, additional Id must be spent, to a limit of their total successes. One additional point buys a Mighty Weakness. It costs 3 additional points to inflict a Puissant failing. One additional point of Id, after all other costs, allows for a Flagging Weakness to be created from nothing. This power can be used upon mortals or other supernatural creatures as well. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1+ Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Manipulation + Brawl, Firearms, or Weaponry + Swords; resisted by the subject's Composure + Ego. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Contested &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' ''Summoner:'' The power fails utterly, inflicting an additional Weakness to the specific blows and powers of his subject for the scene. ''Subject:'' The power strikes, and is treated as a Flagging Weakness at no cost. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner fails to gather enough successes, and nothing occurs. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Vanguard manages to overcome his foe, inflicting a Weakness of his choice. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' The Summoner succeeds, and rolls five or more successes. The Weakness is treated as Flagging at no additional cost, refunding Id if necessary. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death of Reason (OOOOO) ==&lt;br /&gt;
The Ten of Swords represents a broken being, overwhelmed by fears, insecurities, weaknesses, and stress. This is exactly the sort of enemy that a Noble would prefer to face. With this final Art, they can turn the World against their enemy in a dramatic, terrifying way. Phantom blows lance towards the Noble's opponent, cutting into their Ego and leaving bleeding spiritual wounds. The target is left exposed, open to harm. After that, it's just a matter of cleaning up. &amp;lt;br&amp;gt;&lt;br /&gt;
This power effectively drops the target's resistance to all things by one degree. A Strength may erode, a normal threat becomes a Weakness, and a Weakness becomes Flagging. While the target is subject to this effect, it needs to roll Stamina + Ego at the end of each scene or hour. Failure causes a level of bashing damage that will not heal until the effect has passed, as even their air and food fouls on their lips, failing to sustain them. Healing times double. &amp;lt;br&amp;gt;&lt;br /&gt;
Other supernatural creatures may be affected by this power. Their natural banes may become flagging, and their natural resiliences may erode. A vampire only needs to roll their Stamina + Blood Potency when feeding or spending blood. They still require twice the normal amount of blood to heal, however. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 2 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Intelligence + Brawl, Firearms, or Weaponry + Swords; resisted by Resolve + Ego. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Contested &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The Summoner not only fails to pierce his foe's Ego, he suffers a wound of his own. Any of the Summoner's Weaknesses become Flagging, and he suffers a point of Lethal damage. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Noble is unable to overcome his opponent's will, and there is no effect. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner overcomes his enemy, breaking his Ego significantly. The effect lasts for a number of days equal to the successes rolled. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As a normal success, but the foe is weakened by an additional degree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Identity</id>
		<title>Identity</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Identity"/>
				<updated>2008-01-12T23:13:23Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Idle Hands: 3 and less */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+  Identity Chart&lt;br /&gt;
|-&lt;br /&gt;
! Identity !! Sin &lt;br /&gt;
|-&lt;br /&gt;
| 10 || Selfish thoughts. Using Ego for unnecessary acts.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Minor selfish acts. Possessing multiple Alter Selves.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Injury to another. Venturing into the Mirror without immediate purpose.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Petty theft. Controlling thinking beings via Influence.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Grand theft. Making a pact with a demon.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Intential, mass property damage. Devouring a mortal's Id.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Impassioned crime. Releasing a demon into the World.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Planned crime. Devouring a mortal completely to a Shell.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Casual/callous crime. Willing submission to demonic possession.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Utter perversion, heinous act. Willingly breaking vast portions of the Mirror.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projection==&lt;br /&gt;
When Identity begins to flag and fail, it becomes more difficult for a Summoner to determine the line between themselves and the Alter Selves that represent them. Minute aspects of their souls take larger and larger parts in their behavior. In essence, they become less, as other possibilities are drowned out. As more and darker possibilities enter the soul, that energy surrenders control from the Summoner to his Alter Selves...who may begin to misbehave. &amp;lt;br&amp;gt; &lt;br /&gt;
=== Stirrings: 5 and 4 Identity ===&lt;br /&gt;
Once a Summoner falls below 6 Identity, projection effects can begin. The Summoner feels the call of his Alter Self's Virtue and Vice more acutely, though she gains no additional benefit. In a situation where the Summoner seeks to ignore an opportunity for that Alter Self's potential satisfaction, the player rolls Identity. On a failure, the Summoner must either submit to the desire, or suffer a -2 to actions for the scene as the Alter Self distracts and whispers to the Summoner.&lt;br /&gt;
=== Idle Hands: 3 and less ===&lt;br /&gt;
The Summoner is not truly in control of the relationship any longer. When awake, the Summoner still suffers from the effects of Stirrings, but begins to find their Alter Self drawing forth unbidden. When asleep, or while the Summoner indulges in the Alter Self's virtue, it may rise of its own accord. A small benefit is that there is no roll or necessary action for this involuntary activity, but the Alter Self, once out, seeks only its own desires. When these desires happen to align, the Alter Self may prove a vital ally. More often, the Summoner can become a pawn to his own personality if she is not careful...&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Drawing_Out</id>
		<title>Drawing Out</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Drawing_Out"/>
				<updated>2008-01-12T18:55:38Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Switching Selves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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. &amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
=== System === &lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Through the Inner Eye ===&lt;br /&gt;
Just because Alter Selves are usually invisible to mortal perceptions, this does not mean that mortals are unaware. In fact, when an Alter Self is drawn out, most mortals are put on edge or on guard, feeling as if the Summoner is 'doing something', though they are often at a loss to describe what. When fire rains, concrete cracks, or the world itself seems to warp, however, their lower (or perhaps higher) brain takes over and reacts appropriately. &amp;lt;br&amp;gt;&lt;br /&gt;
While mortals generally lack a means of harming Twilight beings, treat any interaction with the physical world as if the targets could perceive them normally. Their Defense still applies, and they may use a Dodge action if appropriate. They are rarely, if ever, surprised, unless an effect specifically causes surprise to be a factor or the subject is unaware of the Summoner's presence as well. &amp;lt;br&amp;gt;&lt;br /&gt;
The echoes of a Drawing Out are left on the minds of only the weakest wills. Ironically, it is those with the ''least'' Willpower who have the clearest view of the actions of a Summoner. When an Alter Self is drawn out, compare the Ego of the Summoner to the Willpower of the subject. If the Summoner's Ego is ''higher'', the subject can clearly see and remember the Alter Self. Those who have been Devoured are often keenly aware of an unnatural world, if the Mirror is roiling with danger. Those with a greater Willpower simply do not acknowledge the being, and are certain that any supernatural activity is the direct act of the Summoner. In a sense, this is true, after all. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Affinity===&lt;br /&gt;
A Summoner gains +2 to draw out any Alter Self with an Arcanum for which they share an affinity. &amp;lt;br&amp;gt;&lt;br /&gt;
More on [[The Alter Self|Alter Selves]]&lt;br /&gt;
&lt;br /&gt;
=== Switching Selves ===&lt;br /&gt;
A Summoner can only be fully attuned to a single Alter Self, gaining the Boon for that Alter Self's arcanum. 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. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
A Summoner cannot benefit from the Boon of an Alter Self they do not have an Affinity towards. As such, it is usually unnecessary to fully attune to one.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Wand_Peasantry</id>
		<title>The Wand Peasantry</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Wand_Peasantry"/>
				<updated>2008-01-12T06:31:42Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== The Science Clubs, The Alchemists, the Researchers, the Shudra ====&lt;br /&gt;
''He didn't ''know. ''His flesh burned. His eyes turned to dust. His tongue peeled away like an onion. He changed. And then he was done. From a distance, she watched. She recorded. She sighed. She looked where he looked, and she changed. Her flesh bronzed. Her eyes grew sharp. Her tongue spoke in every language. She'' knew. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
There is one need that must be met, before the Self can flourish: knowledge. By the oath of the Wand, the Alchemists must classify, categorize, and understand the Mirror. Only through understanding it does it gain any semblance of limit. Man became the Namer not to say what something is...he became the Namer to decide what it was NOT. The Mirror responds to human knowledge, and feeds on human ignorance. Not just for their own advancement, but for the World, the Peasants must ''know''. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The Wand Peasantry officially came into being during the Victorian Era, spreading around the world with the British Crown. Similar orders have risen and folded for centuries, however. The Peasants hardly seem to mind, and pay little interest to their own history. The Mirror is their true record, and if anyone is likely to be able to travel its depths and survive, it is one of the Researchers.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
On the topic of demons, as with everything, the Wand Peasants hotly debate. Some see themselves as a research and development think tank in a war against demonkind. Others fear that destroying Demons can only lead to the destruction of thought itself. What if every demon is an Alter Self yet uncalled? What if the Mirror represents a true Collective Unconscious left untended or driven mad by man's self-isolation? They simply don't ''know'' enough to draw a common conclusion. But they are just determined to find out. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
'''Membership:''' The Wand Peasantry is an eclectic bunch, to say the least. From intrepid dungeon delvers to bookish librarians, the Wand doesn't look to appearances much, if at all. The common truth of their membership is a thirst to know. Knowledge is the exercise of the mind, and while not every Peasant is smart, every one of thoughtful in their own unique way. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Icons:''' The Peasants are perhaps the least likely to express their affiliation. Walking sticks, extendable batons, or other symbols of the Estate are common travel tools, however. They are often carrying equipment of some manner, and when they do bother to show some symbols to other Summoners, it is something simple and clear, to better carry over the information in a uniform manner. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exams:''' The Wand Peasantry doesn't have exams, per se. Or at least it didn't. The more formalized branches of the Estate actually have a written exam circulating, that is graded by an elder member of the Researchers. The point is not the answers (which are invariably impossible to prove.) The point is the process and the reason displayed in their answers, and in the explanation they are expected to give when the failed exam is thrown in their face. Similar testing methods exist across the more liberal parts of the Estate as well. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Art:''' [[The Art of Wands]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stereotypes:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Sword Nobility:'' Huh? They want to do something ''now'', you say? Great. There's a month of work, and a real solution down the drain.&lt;br /&gt;
''Cup Clergy:'' We need them as much as they need us. If only they realized that. &amp;lt;br&amp;gt;&lt;br /&gt;
''Coin Merchants:'' They give us money. We give them knowledge. And they think they're the ones paying too much for what we have to offer? &amp;lt;br&amp;gt;&lt;br /&gt;
''Vampires'': What a fascinating expression of the soul? Is there even a soul in there? I shall have to capture one. &amp;lt;br&amp;gt;&lt;br /&gt;
''Werewolves'': Their knowledge of their own frontiers is laudable. Too bad they're more like to snap than to share. &amp;lt;br&amp;gt; &lt;br /&gt;
''Mages'': I want one. No, I want two. The second to fix the first once when it breaks down. &amp;lt;br&amp;gt;&lt;br /&gt;
''Prometheans'': I'd love to harness whatever makes them tick... &amp;lt;br&amp;gt;&lt;br /&gt;
''Changelings'': They have so much to learn. A pity that they let the experiment control them instead.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Estates]], [[Chapter 2: Character Creation|Character Creation]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Coin_Merchants</id>
		<title>The Coin Merchants</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Coin_Merchants"/>
				<updated>2008-01-12T06:02:26Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== The Student Council, The Indulgence Men, the Purse, the Vaishya ====&lt;br /&gt;
''He walked into the darkness, and the darkness opened its eye. He was not afraid. The darkness howled and raged. He was not afraid. The darkness whispered truth and lies. He was not afraid. The darkness offered him gold and torment. He smiled at the gold, laughed at the torment. He opened his eyes. The darkness recoiled. So he took, and took, and took. '' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
There is one need that must be met, before the Self can flourish: comfort. By the oath of the Coin, the Indulgence Men take everything they can from the World and the Mirror, and try to shape it into something stable, not just for their own riches, but to enrich others as well. Many consider the material a distraction from the Self; the Coins scoff at this. We are beings made of matter. To transcend matter, we must first accept matter. To rise above a thirst, it must be met and examined. Fasting leads to enlightenment, but starvation leads to a premature death. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The Coin Merchants have traded between cultures since time beyond recording. They point to pharaohs and Babylonian god-kings, and see hints of themselves in their images and legends. They provide arms, safety, and protection to Summoners of other Estates, while cultivating contacts and wealth to better aid them in their personal quests. Possession isn't a sin to a Merchant; being ruled by mere possessions, however, either the having or the wanting, is a sign of unforgivable weakness. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The Mercantile take on demons is well-known and oft-reviled by many Summoners, but it is both more simple and more complicated than the stories say. To the Purse, the Mirror is a resource, a frontier full of rich treasures...and great dangers. Any venture that garners a profit for the cause of the Purse is to be commended. Any fool who wastes his life and wealth on a mad dream or the lies of demons beyond their power? She deserves what she gets. Better to cut losses and call the Cups and Swords to fix it, and the Wands to figure out useful externality to the chaos. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
'''Membership:''' Members of the Coin Merchants are invariably confident in something, even if not in themselves. To play the games of an Indulgence Man, it takes a bit of brass in the pants/pantsuit. Many members of the Coin are the rejects of other Estates, cast out for ineptitude or over-eagerness. The former make useful subordinates. The latter make for spectacular proteges...or object lessons. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Icons:''' The Coins bear the coin and the pentagram at all times, and are rare distant from some form of currency. Credit cards, checkbooks, and purses are common tools, and high fashion tend to show off a Merchant's place in the world. If you can't display your achievements in your garb, then what have you really achieved, after all? Not everyone is gaudy, preferring to display their mastery of the World in more subtle, but undeniably expensive ways. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exams:''' The test to join the Purse is simple: Bring something of value forth, and give it away. They often guide these tests towards assisting other Estates, if only as a way to get them off of their collective backs. The nature of the prize is highly negotiable, and a little cleverness can give someone an early leg up...and likely a quick pack of rivals. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Art:''' [[The Art of Coins]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stereotypes:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Sword Nobility:'' Their loyalty is to be commended. Their paranoia is to be ignored or put to work. &amp;lt;br&amp;gt;&lt;br /&gt;
''Cup Clergy:'' You don't get ahead by paying costs. You get ahead by making a profit. If they really cared, they'd step off of their pedestal and dig their hands in with us. &amp;lt;br&amp;gt;&lt;br /&gt;
''Wand Peasants:'' Keep two on hand. One to come up with something valuable. The other to defuse it once it explodes in someone else's face. Two rewards are better than one. &amp;lt;br&amp;gt;&lt;br /&gt;
''Vampires'': Their networks are a model to behold. Their slavery to avarice is an education in itself. &amp;lt;br&amp;gt;&lt;br /&gt;
''Werewolves'': Never have I seen so many, fight so hard, over so little... &amp;lt;br&amp;gt; &lt;br /&gt;
''Mages'': They understand, as we understand. For better and for worse. The price of power is written into the universe. &amp;lt;br&amp;gt;&lt;br /&gt;
''Prometheans'': Cowards. &amp;lt;br&amp;gt;&lt;br /&gt;
''Changelings'': To the ones who want their lives back, look again. To the ones who realize the gift they've been given, look behind you. Both of you are rather poor.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Estates]], [[Chapter 2: Character Creation|Character Creation]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Cup_Clergy</id>
		<title>The Cup Clergy</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Cup_Clergy"/>
				<updated>2008-01-12T05:29:42Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== The Art Clubs, The Healers, the Triage, the Brahman ====&lt;br /&gt;
''Before the mother, there was broken glass. Shattered cement. Sobbing children. Empty eyes. She wept for them, into a chalice, and her tears became as manna, and she cast it at her feet. In the wake of the mother, there were beautiful lights. Verdant grasses. Thankful lovers. Eyes that knew the truth. The mother smiled.'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
There is one need that must be met, before the Self can flourish: healing. By the oath of the Cup, the healers work hard to make sure that the damage both Summoners and demons cause is kept out of the World's eyes. Every shattered soul is one who will never awaken to Ego. Every unsolved mystery lends credence to the terrible rumors and memes that devour the fringes. A wound that does not heal, rots. A heart that does not heal, hates. Medicine is not just a mercy; it's survival. The Cup overflows, so that it will never empty. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The Cup Clergy claim a history as old as the Western Christ, and older in the East. To them, legends of the Grail Seekers and of bodhisattva speak of their ambitions, if not their ancestors. They are a selective order, who seek out those who don't just want to fix the damage, but who want to do it for the right reasons. The physician must also tend to the Self, and martyrs are uncommon to their number. They tend to be gently nudged towards the Swords, until they gain a wider perspective. Some call it heartless. The Healers think of it as tough love and cold medical reason. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The Cup Clergy have mixed opinions about demons. Some are the most ravenous zealots you are likely to meet, and after tending to enough hopeless Shells, it's no hard thing to understand. But there is a growing faction among the Clerics. Many of them are turning towards a 'middle road' of tolerance and even aid to wandering demons. &amp;quot;If we feed them, they will not hunt.&amp;quot; is their hope and ethos, and indeed, many demons can peacefully co-exist out of view of the World. This is, however, not the rule. Their experiment has mixed results, with enough questionable disappearances and sudden outbreaks to draw the attention of concerned Nobles and Peasants. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
'''Membership:''' The Clergy blend between field medics and chaplains in the nightly travails of Summoners. They run the gamut of religions, including a lack thereof, but they tend to believe in something, though not to a Knight's extremity. Many members of other Estates join the Cups later in life, usually to make peace with some trauma they caused or witnessed. A common rule among the Cups is not to ask questions a member isn't ready to answer. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Icons:''' Cups tend to always have some sort of drink holder on their person, if only to aid in their Arts. Nalgene bottles and sports canisters are growing in popularity, but coffee cups, beer cans, and stranger receptacles are always possible. Clothes that can be torn into bandages always help. Images to identify themselves tend to be subtle and subdued, but clear to someone who knows what to look for. A Cup rarely turns down help, but it can be dangerous to volunteer where one isn't truly needed. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exams:'''  To join the Cups, you have to prove your willingness to heal the wounds caused by intrusions from behind the Mirror. You must demonstrate some ability to do so, either through stopping the damage, helping the Shells, or hushing up potentially dangerous rumors. Ability isn't a raw prerequisite, but a quick mind and dedication are.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Art:''' [[The Art of Cups]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stereotypes:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Sword Nobles:'' All well and good, if you've a flair for the dramatic. We'll be waiting when they inevitably come home on their shields. &amp;lt;br&amp;gt;&lt;br /&gt;
''Coin Merchants:'' We have many stated goals in common. Our plans never seem to match up...Funny, that. &amp;lt;br&amp;gt;&lt;br /&gt;
''Wand Peasants:'' They understand the Mirror better than anyone. But what are they going to ''do'' with all that knowledge? Watch them... &amp;lt;br&amp;gt;&lt;br /&gt;
''Vampires'': What a tragic sort of Shell they are...and contagious? Maybe we can end this plague, somehow. &amp;lt;br&amp;gt;&lt;br /&gt;
''Werewolves'': So full of rage, they are. What wounds do they bear in their ancestry? And what terrible Alter Selves... &amp;lt;br&amp;gt; &lt;br /&gt;
''Mages'': I don't trust them, do you? For all their vaunted power, there are worse things than the Mirror, and they shatter the barriers with their very breath. &amp;lt;br&amp;gt;&lt;br /&gt;
''Prometheans'': Oh, dear...how are we going to clean ''this'' up, hmm? &amp;lt;br&amp;gt;&lt;br /&gt;
''Changelings'': Some of them understand. The worst of them are beyond saving. Quarantine as necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Estates]], [[Chapter 2: Character Creation|Character Creation]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Sword_Nobility</id>
		<title>The Sword Nobility</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Sword_Nobility"/>
				<updated>2008-01-12T04:16:48Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== The Athletics Club, The Inquisitors, the Vanguard, the Kshatriya ====&lt;br /&gt;
''He was running, bleeding. They followed. He was gasping, groaning. They followed. His arms were heavy, legs were heavy. They followed. He reached the safehouse...the lights were on. He cursed, he swore. They followed. He turned. They watched, they waited. He rose. They watched, they waited. He smiled. They watched, they waited. He drew...They advanced.'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
There is one need that must be met, before the Self can flourish: safety. By the oath of the Sword, the Inquisitors intend to ensure that safety not just for themselves, but for everyone they can. At their backs lie the World, and by necessity, they stand apart. Before them, the Mirror shatters. And they stand at the ready. The center will hold. The line will not break. The Sword cuts deeps as it defends.  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The Sword Nobility has existed in one way or another since the Dark Ages, though they've been fully wiped out at least three times. There is a strange habit of Sword clubs being formed as unsuspecting Summoners find a cache of weapons in a crisis. The Nobility works hard to make sure such caches exist, and it is rumored that they've even set up Safe Havens in the depths of the Mirror. When part of a group, the Sword is the one who makes sure everyone has a place to sleep, and that everyone knows where to never go alone. They protect, because they know the price of carelessness.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Nobles as a group tend to view demons as a threat to be banished first, and above all. To them, demons represent a basic truth: unfettered, selfish desire leads to the death of Ego. Scars, both physical and mental, stand as a constant testament. It's no wonder that they take the most time in preparation for a potential shatter. To them, it's not just a matter of secrecy or safety. To a Sword Noble, it's usually personal. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
'''Membership:''' Members of the Sword Nobility are often easy to make out. Usually within easy reach of a weapon or something that can be improvised. Most are members of a gym, dojo, school athletics club, or some other way to keep in shape. Scars, chains, and random bits of metal are the fashions the younger, more brash Swords favor, trying to look the part of night club warrior. Older Swords tend more towards reserved garb...that can conceal more serious firepower. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Icons:''' The Sword Nobility tends towards the obvious in their decor. Obvious emblazoning of their crest tend to mark their safehouses, clothing, armbands, communications...even their weapons, to the point of redundancy. The more clear their stance in battle, the easier it is to sort out of the fog of war. Weapons of all sorts are common imagery in their Alter Selves, as are banners, shields, mounts, and poses of glory and victory. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exams:''' If you can't protect yourself, you can't protect anyone else. A potential Noble is put through rigorous physical testing, and often tested in a 'live fire exercise' against a small outbreak of demons, before being allowed to wear Sword icons or claim membership in the estate. There are cases of the physically weak joining the Sword, but they always have other talents, such as Perception, to bring to the fore. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Art:''' [[The Art of Swords]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Stereotypes:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Cup Clergy:'' Someone has to clean up the mess. Collateral makes the next fight harder. Good for them, we could use the maid service. &amp;lt;br&amp;gt;&lt;br /&gt;
''Coin Merchants:'' Dance with the devil, and the devil don't dip. The devil will dip you... &amp;lt;br&amp;gt;&lt;br /&gt;
''Wand Peasants:'' Intel is a valuable thing...but be careful not to go native. By the way: we have enough enemies, y'know, without conjuring up new ones. &amp;lt;br&amp;gt;&lt;br /&gt;
''Vampires'': Why aren't they dead yet? No, I mean DOUBLE-dead. &amp;lt;br&amp;gt;&lt;br /&gt;
''Werewolves'': I hear they do a similar job. That's nice. As long as Fido can take a hint. &amp;lt;br&amp;gt; &lt;br /&gt;
''Mages'': What the f... &amp;lt;br&amp;gt;&lt;br /&gt;
''Prometheans'': Huh? ...sounds like a demon to me... &amp;lt;br&amp;gt;&lt;br /&gt;
''Changelings'': I can feel for the weirdos, and I'd have their back against these Fae. Sounds like a hell of a fight.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Estates]], [[Chapter 2: Character Creation|Character Creation]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Alter_Self</id>
		<title>The Alter Self</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Alter_Self"/>
				<updated>2008-01-11T18:56:48Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Strengths and Weaknesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Traits ==&lt;br /&gt;
These rules are a modification on the rules for spirits used in Werewolf: the Forsaken, Mage: the Awakening, and World of Darknes: Book of Spirits. Some basic information is recorded here to assist in character creation, but I hold no claim to any published White Wolf material. I highly recommend looking through those books for specific rules and inspirations for your game.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
An Alter Self's raw potence of being. This can be represented as an otherworldly might, a seeming prescience, or an awe-inspiring mien. Used for rolls that would involve Intelligence, Strength, or Presence&lt;br /&gt;
&lt;br /&gt;
=== Finesse ===&lt;br /&gt;
An Alter Self's ability to manipulate its Reality, either directly or through more subtle means. Used in rolls of Wits, Dexterity, or Manipulation.&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
The resilience with which an Alter Self maintains its self-definition. Used in rolls of Resolve, Stamina, and Composure.&lt;br /&gt;
&lt;br /&gt;
=== Corpus ===&lt;br /&gt;
The amount of damage the Self's Identity can take before losing itself into slumber. An Alter Self's equivalent to Health. Equal to Resistance + Size(normally 5).&lt;br /&gt;
&lt;br /&gt;
=== Other Traits ===&lt;br /&gt;
An Alter Self stems from a Summoner's Ego, and as such, shares Id with its source. However, Alter Selves tend to grow irritable as a Summoner's Id grows low, possibly even exerting their will without a call. &amp;lt;br&amp;gt;&lt;br /&gt;
Alter Selves have their own Willpower trait for purposes of effects used against them specifically, but otherwise will not spend points of Willpower outside of the Unconscious. &amp;lt;br&amp;gt;&lt;br /&gt;
Alter Selves possess their own Initiative, Speed, and Size as well. &amp;lt;br&amp;gt; &lt;br /&gt;
'''Initiative''' = Finesse + Resistance &amp;lt;br&amp;gt;&lt;br /&gt;
'''Defense''' = the ''higher'' of Power or Finesse. &amp;lt;br&amp;gt; &lt;br /&gt;
'''Speed''' = Power + Finesse + &amp;quot;species factor&amp;quot; (usually 5, with variation for 'base animal', 'inanimate', or 'abstract' types)&lt;br /&gt;
&lt;br /&gt;
=== Influences ===&lt;br /&gt;
Each Alter Self has a certain affinity with its own Arcana. It also can have Influences that are as ranged and varied as words to describe them. The concept must be distinct and easily definible. 'Things' is too general to apply, while 'my things' is too fluid to be a proper definition.&lt;br /&gt;
&lt;br /&gt;
Rules on Influence can be found in World of Darkness: Book of Spirits or Werewolf: the Forsaken. (Might be slightly illegal to copypasta whole sections...)&lt;br /&gt;
&lt;br /&gt;
=== Id ===&lt;br /&gt;
An Alter Self suborns its own Ego to become part of the Ego of its Summoner. Until freed, it has no Id of its own.&lt;br /&gt;
&lt;br /&gt;
=== Virtue and Vice ===&lt;br /&gt;
An Alter Self possesses a Virtue and a Vice, just as mortals do. By satisfying these urges, they can regain Id or Willpower interchangeably.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
== Appropriate Numina ==&lt;br /&gt;
=== World of Darkness: Book of Spirits ===&lt;br /&gt;
Any Numina that do not rely on discorporation or possession.&lt;br /&gt;
&lt;br /&gt;
=== Werewolf: the Forsaken ===&lt;br /&gt;
- Blast &amp;lt;br&amp;gt;&lt;br /&gt;
- Chorus &amp;lt;br&amp;gt;&lt;br /&gt;
- Harrow &amp;lt;br&amp;gt;&lt;br /&gt;
- Wilds Sense (Needs modification) &amp;lt;br&amp;gt;&lt;br /&gt;
==== Gifts as Numina ====&lt;br /&gt;
- Elemental Gifts &amp;lt;br&amp;gt;&lt;br /&gt;
- Weather Gifts &amp;lt;br&amp;gt;&lt;br /&gt;
- Iron Rending &amp;lt;br&amp;gt;&lt;br /&gt;
- Technology Gifts &amp;lt;br&amp;gt;&lt;br /&gt;
- Omen Gazing &amp;lt;br&amp;gt;&lt;br /&gt;
- Unspoken Communication &amp;lt;br&amp;gt;&lt;br /&gt;
- Fog of War &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== New Numina ====&lt;br /&gt;
Open Eyes: As with Material Vision, except that it allows an Alter Self or Summoner to peer into Twilight freely for one minute per successes on a Power + Finesse roll.&lt;br /&gt;
&lt;br /&gt;
== Alter Self Limits ==&lt;br /&gt;
Most truly powerful demons would overwhelm the Ego of even a truly powerful Summoner, and to get a feel for the relative power level of an Alter Self, see the chart in the [[Chapter 2: Character Creation|Character Creation]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Demons]] for more specific traits for unbound demons and their limits.&lt;br /&gt;
&lt;br /&gt;
== Granted Gifts ==&lt;br /&gt;
===Traits===&lt;br /&gt;
- '''Attributes(given):''' 10 points per dot. &amp;lt;br&amp;gt;&lt;br /&gt;
Example: ''Pucelle grants her master a single dot of Strength. This costs 10 bonus points, but is a permanent addition to his traits, even beyond his normal limits, as long as she is his primary Alter Self.''&amp;lt;br&amp;gt;&lt;br /&gt;
- '''Attributes(Boost):''' 7 points per dot. The Alter Self can bestow this bonus at the cost of one Id per dot to the Summoner and his nearby allies. These dots are active for one scene. These dots do not stack. &amp;lt;br&amp;gt;&lt;br /&gt;
Example: ''Erinye is granted Id by her master, and betwows unnatural beauty on him and his friends. For the scene, they gain a dot of Presence.'' &amp;lt;br&amp;gt;&lt;br /&gt;
- '''Attributes(category Boost):''' 15 points per dot. The Alter Self can bestow a bonus to either Power, Finesse, or Resistance Attributes at the cost of one Id per trio of dots per scene. It can only boost one category per purchase of this bonus. This does not stack with Boost, and may not exceed the purchased number of dots with repeated uses within a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: ''Minotaur grants not just raw strength, but also a strong mind and an imposing bearing. Category Boost purchased twice, he may grant 2 dots of Strength, Presence, and Intelligence to his Summoner and his allies for the scene, but no more.'' &amp;lt;br&amp;gt;&lt;br /&gt;
- '''Id:''' 1 point per point of Id. Id held in this manner 'belongs' to the Alter Self, and can be freely gifted to allies or to the Summoner. This pool refreshes between stories, barring some other restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: ''Pasiphae, wild with desire, gives freely of herself to those she wants. The Summoner or his allies may draw from her pool of Id, which refreshes each story.'' &amp;lt;br&amp;gt;&lt;br /&gt;
- '''Willpower(story):''' 2 points per point of Willpower. As with Id.&lt;br /&gt;
&lt;br /&gt;
=== Strengths and Weaknesses ===&lt;br /&gt;
Alter Selves grant great power to a Summoner, but by their nature are fractured, incomplete. This lack of total existence grants them a certain resilience. (How do you shoot something without a concept of being 'shot'?) These strangenesses are represented by Strengths and Weaknesses that manifest on the Alter Self. Every Alter Self begins with one free Strength and one automatic Weakness. This weakness can be removed, but it costs a total of 15 bonus points during Alter Self creation, making it unusual in the highest for a starting character to possess a 'flawless' Self. &amp;lt;br&amp;gt;&lt;br /&gt;
Strengths come in four types: Bolstered, Adamant, Defiant, Exultant. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Bolstered:''' Treat your resistance as if you had already spent a 'free' point of willpower. ''Cost:'' 7 points&amp;lt;br&amp;gt;&lt;br /&gt;
'''Adamant:''' In addition to the effects of bolstered, add the Alter Self's Resistance to Defense for attacks of that type. Subtract Reisistance from environment effects as well, potentially negating damage from things like fire or cold down to nothing. Add the Shadow's Resistance in dice to any opposed rolls as well. ''Cost:'' 10 points total, +3 from Bolstered &amp;lt;br&amp;gt;&lt;br /&gt;
'''Defiant:''' As Adamant, but the attack roll is applied to the source of the harm as well. Blasts are reflected upon themselves, traps may explode, etc. ''Cost:'' 15 points total, +8 from Bolstered&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exultant:''' Instead of other effects, all successes on such attacks heal instead of harm. This cannot expand Health past its usual limits. ''Cost:'' 20 points, +13 from Bolstered &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Additional Weaknesses:''' Worth 5 points. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Flagging''': This Weakness not only hurts more, but may disorient the subject. When struck by their bane, the subject must roll Resolve + Stamina, penalized by the damage done on the attack. If they fail, they are stunned and knocked prone for one round. They must spend an action to get up, but cannot be stunned again until they freely act at least once. Worth an additional 5 points.&lt;br /&gt;
==== Applicable Types ====&lt;br /&gt;
There are three types of applicable Strengths/Weaknesses: Common, Mighty, and Puissant. When applied to a weakness, bonus points become available. When applied to a Strength, the costs increase. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Common:''' Basic environmental sources of damage. Fire, cold, electricity, poisons. Very specific things at Storyteller discretion. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Mighty:''' General sources of damage: blunt trauma, slashes, firearms, a specific Arcanum of demons/Summoners. ''Additional Cost:'' 5 points &amp;lt;br&amp;gt;&lt;br /&gt;
'''Puissant:''' Broad categories of damage: physical attacks, Numina, Mental or Social controls. ''Additional Cost: 15 points''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Chapter 3: Special Rules and Systems|Rules and Systems]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Chapter_3:_Special_Rules_and_Systems</id>
		<title>Chapter 3: Special Rules and Systems</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Chapter_3:_Special_Rules_and_Systems"/>
				<updated>2008-01-11T18:13:48Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [[The Alter Self]] ==&lt;br /&gt;
Traits and rules for how these beings function.&lt;br /&gt;
=== [[Drawing Out]] ===&lt;br /&gt;
Bringing what is within, without.&lt;br /&gt;
== [[Identity]] ==&lt;br /&gt;
One must not only maintain one's conscience...one must maintain one's being.&lt;br /&gt;
== Demons ==&lt;br /&gt;
Rules for making unbound Demons, and their differing limits of power. For now, refer to World of Darkness: Book of Spirits or Werewolf: the Forsaken for methods of making these spirits. They are immune to the Spirit Arcanum, but are, oddly enough, vulnerable to Mind, subject to Rotes and Improvised magic as if they ''were'' spirits being affected by the Spirit arcanum. It's enough to give a Mage a migraine...&lt;br /&gt;
=== [[Devouring]] ===&lt;br /&gt;
When demons and mortals meet, it is rarely a happy meeting, and rarer still without its scars...&lt;br /&gt;
&lt;br /&gt;
== [[The Mirror]]==&lt;br /&gt;
The world of demons, the Vast Network, and unique rules about the nature of this realm.&lt;br /&gt;
== [[Fractures]] ==&lt;br /&gt;
Places in between, their power, and the dangers inherent to such locations.&lt;br /&gt;
== [[The Unconscious]] ==&lt;br /&gt;
What mages call the Oneiros, but both more and less, as Ego reigns supreme...&lt;br /&gt;
== [[Symbols]] ==&lt;br /&gt;
Items cursed by identities, but made potent by their roles.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_Perception</id>
		<title>The Art of Perception</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_Perception"/>
				<updated>2008-01-10T18:19:09Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Come And See (OOOO) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A Still Pond (O) ==&lt;br /&gt;
Demons often wander, unnoticed in Twilight. The first key to awakening one's senses to the flows of identity and the World is to sense when those natural flows are being disturbed. By attaining an inner stillness, a Summoner awakens his ears, eyes, and nerves to the sensations of hidden demons, and even Alter Selves. While this power is active, the character gains the benefits of the Unseen Sense Merit for the presence of Summoners and demons. Furthermore, with the expenditure of a point of Id, the Summoner has a chance to perceive such being as they truly are, when seen through a reflective surface. These benefits last for a scene. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Wits + Empathy + Perception; if opposed, subtract Finesse. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The Summoner sees something in the reflective surface, but it is not something in the World, it is something distasteful or unsettling within themselves. They suffer a -2 penalty to their next roll from the disorientation. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The character fails to perceive the exact nature of the nearby beings, but is still unsettled in whatever signature manner they normally are. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner gains a glimpse of the demon, and may determine its description to a varying degree. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' Not only does the character gain a clear view of the demon, she may detect a hazy outline of it's presence for the scene or until it leaves her presence.&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +2 ||  The Summoner has a compact or hand mirror, a clear personal reflective surface&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| -2 || The Summoner looks through broken mirrors, disturbed water, or other unclear reflectives&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flowing Waters Stilled (OO) ==&lt;br /&gt;
While the Queens are not generally adept at stealth, an understanding of the Art of Perception can grant them a degree of safety from danger, be it from a rather mundane bully or from a fire-breathing beast of an imagined hell. By retreating within herself, the Summoner lays aside her connections to the World. The feeling can be jarring, enough to trigger certain derangements, as the character becomes categorically and totally 'alone' in a metaphysical sense. However, by doing so, perceiving the character becomes much more difficult. This power lasts until the Summoner meaningfully interacts with the World, or until they fall asleep. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Manipulation + Subterfuge + Perception &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The character is convinced that they are hidden well, and may be surprised by evidence to the contrary...like an ambush. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The character fails to mute their interaction with the World, remaining plainly visible. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner distances herself from the World, applying her successes as a penalty to any rolls to perceive her. Demons in Twilight cannot perceive her at all without a roll of Finesse + Resistance, penalized by her successes. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' The character severs herself completely from the World's perceptions. Until she significantly interacts with the World in some way, she remains entirely invisible. However, spending more than a scene in this state may trigger a derangement roll, at Storyteller discretion, as the weight of being 'disconnected' bears down on the Summoner's mind. Even once she interacts with the World, her successes stand as a penalty, to a maximum of -5.&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +1 ||  The Summoner is drably dressed, unlikely to stand out&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| -1 || The Summoner is garishly dressed, or wearing the clothes of someone to notice, like an authority figure&lt;br /&gt;
|-&lt;br /&gt;
| -2 || The Summoner is the focus of attention&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== A Ripple Spreads (OOO) ==&lt;br /&gt;
The Summoner retreats inward for a moment, and then lets his consciousness expands for as far as her Ego can stretch. Resonating with the great, vibrant, and terrible ''many'' that is the World, the Summoner gains insight into the location and emotional state of a target. This process requires focus and leaves the character momentarily exposed. While searching, the Summoner has no Defense, and suffers a -2 to all rolls to perceive her present surroundings. &amp;lt;br&amp;gt;&lt;br /&gt;
Instead of seeking out a specific person, the Summoner can also seek out general information on others. When used in that manner, the Summoner may continue making rolls to seek out their target, but must accumulate a number of successes equal to that target's Resistance to pick out vague presences of someone or some''thing'' with Ego. She suffers a penalty equal to the highest Resistance or Composure out of targets that deeply desire to hide, and a general penalty depending on the range she searches. &amp;lt;br&amp;gt;&lt;br /&gt;
In the case that A Ripple Spreads conflicts with a form of supernatural stealth, treat this as a clash of wills, the defender contesting the roll (without a Composure/Resistance penalty) with their activation successes for the defensive power. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Composure + Empathy + Perception - Resistance or Composure&amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant or Extended; requires successes equal to the target's Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The character is jarred by the overwhelming stream of conscious beings, and loses the connections. She suffers a -2 penalty to rolls related to perception, both supernatural and mundane, until she's had eight hours rest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The character fails to gain a solid bead on her target, or makes no progress towards detecting supernatural presences in the area. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner finds the rough location of her target, with clarity based on her successes. Alternately, she discovers the rough presence of multiple beings within her successes' range of Composure/Resistance + Ego. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' The Summoner gains a full mental picture of her target's location and mental state, as well as a rough idea of how to get there safely. When scanning a broad area, there is no additional benefit to an exceptional success.&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
(Table to come) &amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +2 ||  The Summoner has access to a map of some sort as a focus&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 || The subject possesses a means of broad communication, like a cell phone&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +7 || Each point of Ego the subject has beyond 3&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot;&lt;br /&gt;
| -3 || The Summoner is in an unfamiliar area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Come And See (OOOO) ==&lt;br /&gt;
Perception can be both a blessing and a curse, as its students are often quick to remind those who come to rely on their abilities. With training, this lesson can become direct and immediate. With a reaching of minds, the Summoner digs into the raw perceptions of another being and then rips away the barriers in one great shunt of thought, emotion, consciousness, and a glimpse into the concept that the subject is just one small mote of everything he ''could'' be, and in fact, only a small part of a universal being. &amp;lt;br&amp;gt;&lt;br /&gt;
This sort of epiphany is rarely healthy. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Manipulation + Empathy + Perception versus subject's Composure + Ego &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Contested; resistance is reflexive&amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The character's digging opens up mental doors the character herself was not ready for. For a week, she suffers an appopriate mild derangement as something in the World or within herself cracks her sense of self.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The character fails to tear away the subject's barriers, a wasted effort. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner tears away the walls and comforts of the target's limited point of view. The target remains stunned, unable to act offensively for a number of turns equal to the successes rolled by the Summoner. Their overwhelming desire is to ''get away'' to somewhere isolated of depth or meaning, and they will continue towards that goal for a scene. They suffer a mild derangement for a number of days equal to the Summoner's successes. If appropriate, a mild derangement may evolve into a more severe one for that time. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' The Summoner tears apart the Summoner's boundaries. They immediately suffer a level of lethal damage and fall into a terrifying, nightmarish coma, which will last for a single full night unless disturbed. They will awaken with a severe derangement, up to Storyteller discretion. This is permanent unless stated otherwise. &amp;lt;br&amp;gt;&lt;br /&gt;
Once the power is used on a subject, it cannot be used again on them for the scene.&lt;br /&gt;
&lt;br /&gt;
== The Greatest Lie (OOOOO) ==&lt;br /&gt;
An old saying goes, &amp;quot;The greatest lie the Devil ever told was convincing the world that he didn't exist.&amp;quot; The highest mastery of Perception allows for a lie on this scope, removing a being from the view of the World for a period of time.&lt;br /&gt;
Use of this power can easily be a sin of Identity if used with baleful intent, and is distinctly unpleasant to the Ego. By utterly denying a being, he ceases to be, and cannot be targeted by any person for any rolled or unrolled effect. He cannot be seen, because the target fails to notice them. He cannot hurt someone who does not see him, as their identities never interact. For all intents and purposes, the subject is floating in another plane, unbound by matter, gravity, or physics. Only the original user The Greatest Lie can see the subject, but is otherwise equally safe from any interaction. The Summoner can use this power on himself, but instinctually resists it. &amp;lt;br&amp;gt;&lt;br /&gt;
This power can also be used against other Summoners and upon demons, but works differently. banishing the target's Alter Self into the recesses of the World. The Summoner cannot use that Alter Self for a scene in that case. When used on a demon, if successful, it suffers a number of points of aggravated damage equal to the Summoner's successes, as these being are defined by raw Ego and perspective. If this is enough to destroy the demon, it utterly ceases to be, forever cut off from the World. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 2 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Presence + Subterfuge + Perception versus subject's Resolve + Ego&amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Contested; resistance is reflexive &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The power cannot be used again for a single night. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner is unable to rip the target from his moorings in the World, leaving him in touch with everything. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner removes the target from the World for a number of hours equal to his successes, if mortal or otherwise supernatural. They suffer a mild derangement for a number of days equal to the successes rolled for the power. If a Summoner, one of their Alter Selves, whichever is currently in use, is cast out of them for the scene. A demon suffers aggravated damage equal to the Summoner's successes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' The Summoner wins the contest and rolled 5 or more successes. A mortal is removed until such time as the Summoner wishes for them to return, or one month, whichever is sooner. They permanently gain a severe derangement. If hiding them self, the Summoner suffers no such penalty and may smoothly fade back into the World at their whim. A targeted Summoner loses the ability to Draw Out for the scene. A demon simply suffers more damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_Influence</id>
		<title>The Art of Influence</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_Influence"/>
				<updated>2008-01-10T17:59:23Z</updated>
		
		<summary type="html">&lt;p&gt;Nacht:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Within My Domain (O) ==&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Draw Upright (OO) ==&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Presence + Empathy + Influence &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner fails to catalyze the slumbering personality. Nothing happens. &amp;lt;br&amp;gt;&lt;br /&gt;
'''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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' The spirit ignites, shining brightly. As with a success, except that the bonus lasts for the scene.&lt;br /&gt;
===Suggested Modifiers===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +2 ||  The subject possesses the relevant Influence&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 || The subject thematically matches with the Influence&lt;br /&gt;
|-&lt;br /&gt;
| -2 || The subject feels no connection to the Influence&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot;&lt;br /&gt;
| -5 || The subject is in opposition to the themes of the Influence&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behind the Throne (OOO) ==&lt;br /&gt;
Dipping further into their Ego, a Summoner enhances the reach of their Alter Self, temporarily expanding the realms of their Influence. The Summoner reduces the cost of all uses of Influence by one. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Permanent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Draw Reversed (OOOO) ==&lt;br /&gt;
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 &amp;quot;Face it, you suck!&amp;quot; to &amp;quot;By the blades of Kali, your confidence shall know demise&amp;quot;, 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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Manipulation + Subterfuge + Influence vs. Composure + Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant &amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' One Scene&amp;lt;br&amp;gt;&lt;br /&gt;
===Roll Results===&lt;br /&gt;
'''Dramatic Failure:''' The curse rebounds, inflicting a -3 penalty on relevant rolls for the scene. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The curse lays on deaf ears, refusing the cow the ego of the target. &amp;lt;br&amp;gt;&lt;br /&gt;
'''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. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Succcess:''' As with a normal success, except all failures by the cursed one are treated as dramatic failures instead. &amp;lt;br&amp;gt;&lt;br /&gt;
===Suggested Modifiers===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +2 ||  The subject is in opposition with the themes of the stated Influence&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 || The curse is situationally appropriate&lt;br /&gt;
|-&lt;br /&gt;
| -2 || The subject feels no connection to the Influence&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot;&lt;br /&gt;
| -4 || The subject cannot hear the curse&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knows Its Maker (OOOOO) ==&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Special ''(see text)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_Investiture</id>
		<title>The Art of Investiture</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_Investiture"/>
				<updated>2008-01-10T17:58:03Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Suggested Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== King's Crest (O) ==&lt;br /&gt;
The Summoner invests a small portion of his Id into a mundane object, strengthening all or part of its concept. A sword will have more 'sharp', a gun will have more 'shoot', and all in all, the item will seem to be of greater quality or importance. Each point of Id invested into an object gives it a +1 bonus to rolls that suit its nature, or to impress. Any one item can offer no more than a total +5 bonus from this power. A Summoner may choose either Crafts or Persuasion as the Skill that ties in with this power, at the time of purchase. Where one King knows the object and enhances its craftsmanship, another coaxes glory out of the item. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id per bonus die &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Intelligence + Crafts ''or'' Persuasion + Investiture &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant &amp;lt;br&amp;gt;&lt;br /&gt;
===Roll Results===&lt;br /&gt;
'''Dramatic Failure:''' The device consumes the Id and instead of being enforced, it is perversed. It suffers a penalty equal to the Id devoured, until a day has passed. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Id fails to linger within the concept of the object, and nothing occurs. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The object resounds with Id, lingering in the perceptions of others and improving in function. This lasts for a number of rolls equal to the successes of the activation of King's Crest. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with standard success, but the device refuses to fail in its purpose. Treat all dramatic failures as simple failures. &amp;lt;br&amp;gt;&lt;br /&gt;
===Suggested modifiers===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +2 ||  The object is unique in some way or made by Summoner himself&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| -1 || The Summoner has never used the object before.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blessed Elixir (OO) ==&lt;br /&gt;
Taking the Art of Investiture to the next step, the King puts some of his Id into the object to grant it potent, but temporary effects of legendary proportion. Such grandeur takes a toll on the invested object, however, rendering it inert and useless once its potency has expired. Medicinal objects designed to treat a disease send it into abeyance, if not completely healing non-chronic illnesses. Those designed to staunch bleeding can go so far as to heal a wound. &amp;lt;br&amp;gt;&lt;br /&gt;
Other, stranger effects should be left to the Storyteller's discretion, but however potent, do not forget that the object cannot survive this potent investment. Any item has a maximum number of uses equal to the user's dots of Investiture, or the natural usability of the item. (A potion, once drank, is fully expended.) &amp;lt;br&amp;gt;&lt;br /&gt;
While Occult is the proper skill for any use of Blessed Elixir, Crafts or Medicine may be applied towards appropriate uses of the power. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 2 Id per 'dose'&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Presence + Occult + Investiture &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended; 5-15 successes, each roll represents one minute. For each point of Health a potion can heal, it requires 5 successes of effort. For each 'unit of value', follow that general rubric. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' Something has gone terribly wrong in the infusion. All previous work is lost. Usually, that's the only problem...usually.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' No progress is made, but the potion or enchantment is still viable with a bit more work. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' You make progress towards completing the elixir or item. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:'''You make significant progress, but no other benefits...usually. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +2 ||  The object was created by the investing Summoner&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 || The object is of high quality or exceptional cost&lt;br /&gt;
|-&lt;br /&gt;
| -2 || The object is generic or of inferior quality&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amass the Hoard (OOO) ==&lt;br /&gt;
Instead of investing Id into an object's state of being, the Summoner now possesses the finesse to turn Id into concrete matter, in the form of an oddly glossy Tarot card. With a ritual gesture of some sort, the card seems to appear as if part of a sleight of hand trick. The card can be either a blank, or if the Summoner wishes, can bear an image of their current Alter Self. &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoner does not have to use his own Id on the invocation. By performing the trick for another, they may invest Id into the card by 'buying into' the trick. If taken from another Summoner, the card always bears their current Alter Self as its image. If a demon, it shows a stylized version of their arcanum. Demons of Rank 5 or better may still show a personal image, to display their exceptional power and Ego. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Resolve + Occult + Investiture &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' Not only does the investiture fail, the Summoner loses up to 3 points of Id.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The calling fails, leaving a dramatic, but empty-handed flourish. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' You succeed in creating the card, storing up to your successes in Id on it. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' Raw personality and nature flow easily from the Summoner's fingertips. The Willpower cost is refunded. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
(Table to follow)&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +1 to +3 ||  Also trained in Larceny (+1 for 1,+2 for 3,+3 for 5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vassal's Boon (OOOO) ==&lt;br /&gt;
The Summoner takes the basic mastery of Id developed earlier, and learns how to store more specialized expressions of Id: Numina. When this power is invoked with a willing demon or Summoner, he may store a single use of a single Numina as an extended action, requiring a number of successes equal to the demon's Rank. Each roll represents a minute of focused conjuration. This costs a single point of Id from both contributors.&amp;lt;br&amp;gt;&lt;br /&gt;
This power can also be used in combat, but not without risks. When subject to a harmful Numina, the Summoner may attempt to 'capture' the use. To capture an incoming threat, however, requires a point of Willpower. If you simply match the demon's successes, the Numina is negated, but the card is useless and bursts into harmless blue flame, leaving only dust.&amp;lt;br&amp;gt;&lt;br /&gt;
In either case, with a use of an Id, any Summoner may activate the card, using the Numina with the original spirit's full dice pool. Afterwards, the card dissapears in a flicker of blue flame. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Presence + Intimidation + Investiture &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended, when willing; Contested otherwise, versus the Numina's activation or attack roll. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' Not only does the investiture fail, the Numina backfires onto the Summoner. If capturing, the Summoner loses any Defense or Resistance against the blow. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The binding makes no progress, but you may continue. On capturing, the Numina goes through without any hindrance. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' You accumulate successes towards creating the card. When capturing, you exceed the demon's successes, and capture a full use fo the Numina. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with a regular success. Extra successes are their own reward. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +2 ||  The Summoner is trying to catch a Numina he already possesses&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 || The Summoner has witnessed the demon perform the Numina before&lt;br /&gt;
|-&lt;br /&gt;
| -2 || The Summoner has already lost part or all of his Defense&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  The Gilded Cage (OOOOO) ==&lt;br /&gt;
At this level, the Summoner may invest not only Id, but even the very Ego of beings created entirely of thought and definition: demons. By invoking this Art, the Summoner begins to glow to those with Twilight perceptions, as waves and tendrils of Id seem to flow from the demon into the Summoner's hand. A struggle begins, between the presence of power the Summoner can present and the demon's natural resilience. If the Summoner prevails, the demon is bound into a card unique in appearance to that demon. If the demon succeeds, he is merely irritated at the attempted caging, and is likely to get hostile in a hurry. &amp;lt;br&amp;gt;&lt;br /&gt;
While bound, the Summoner has many options. As long as the demon's traits do not exceed the limits of the Summoner's Ego, he may use it as an Alter Soul for a number of days equal to his his successes on the final roll to activate the power, regardless of the number of Souls he already possesses. Any other Summoner may try to use the card, but must immediately make a contested roll of Presence + Intimidation + Investiture vs. the demon's Resistance + Ego. If they succeed, they may use the card freely for the duration of the power. If the demon succeeds, however, it is freed...and more than likely perturbed at the insult of being bound. If the demon's power exceeds that of the Summoner, each time he tries to the demon's power, he must make the roll to maintain control. Failure at any point frees the demon immediately. &amp;lt;br&amp;gt;&lt;br /&gt;
If the power reaches the end of its duration, the demon is released, discorporated into the Mirror, via Twilight and the nearest reflective surface. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 2 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Presence + Intimidation + Investiture &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended and Contested; the Summoner must take an instant action each turn, but the demon resists reflexively with Resistance+Ego. Each roll represents one turn. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' ''Summoner:'' the Art fails utterly, and the Summoner must roll Ego. If he fails, he loses the ability to Draw Out until he's rested for at least 8 hours. ''Demon:'' The demon lapses in control and is immediately bound. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner makes no progress towards binding his target. Alternately, the demon gains no ground in bucking free from the Art. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' ''Summoner:''You accumulate successes towards creating the card. ''Demon:'' You grow closer to freeing yourself from the power's gravity. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with a regular success. Extra successes simply speed up the process. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Suggested Modifiers ===&lt;br /&gt;
(Table to follow)&lt;br /&gt;
{| border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier !! Situation &lt;br /&gt;
|-&lt;br /&gt;
| +2 ||  Summoner: The Summoner and demon share an Arcanum&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot; &lt;br /&gt;
| +1 || Both: Knowledge of their opponent's Virtue or Vice&lt;br /&gt;
|-&lt;br /&gt;
| -2 || Summoner: The Summoner has already acquired their maximum number of Souls.&lt;br /&gt;
|- style=&amp;quot;background:silver&amp;quot;&lt;br /&gt;
| -2 || Demon: The demon is starved of Id&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_Transformation</id>
		<title>The Art of Transformation</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_Transformation"/>
				<updated>2008-01-10T17:53:48Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Gestalt (OOOOO) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Hands (O) ==&lt;br /&gt;
The Art of Transformation, unlike even the other Trump Arts, is more instinctual than practiced. The first step towards mastery of the Art is to allow a certain quicksilver quality to the flesh. Flesh submits to Ego, and the Ego gives the Alter Self form. The first truth of Transformation is that the self is mutable. Matter flows into the Alter Self, while numinous Corpus replaces what is lost. Through this, the Summoner changes. He may sprout claws, perhaps darken his skin to attain a better camoflague, any reasonable advantage from the shape of his Alter Self. Unarmed attacks can made to do lethal damage, or can gain a +1 bonus to rolls, but not both. Any change should not create a bonus larger than the Alter Self's relevant Trait or the Summoner's dots in Transformation, whichever is lower. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost: '''1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Iron Masque (OO) ==&lt;br /&gt;
Flesh fades to Corpus, Corpus becomes flesh. Human flesh is not so tough a substance, and may be cut by blades, pierced by bullets, burned by flames. A demon's form and substance are often of hardier stuff, raw Ego given form. By becoming a being of Ego over flesh, one denies harm by sheer gravity of being. This power is rather obvious to an attentive observer, as anything from hard plates to an ephemeral wrap around the Summoner's skin...or replace it completely. Even almost-mundane Alter Selves surrender parts of their being, leaving sleeves of vastly different clothing on a Summoner's warddrobe, or a steel breastplate in the case of a knight of the Emperor arcanum. The final description is between the player and the Storyteller to decide, and need not always be the same. &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoner gains a point of Armor per success on the roll, but may gain no more Armor than their dots in Transformation. As part of their flesh and moving with them, it confers no penalties, but does not stack with any other sources of Armor. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Stamina + Survival + Ego &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant&lt;br /&gt;
===Roll Results===&lt;br /&gt;
'''Dramatic Failure:''' The power fails, and the Summoner inflicts a level of bashing damage on themselves. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner fails to harden their flesh against attack. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' Flesh molds into hardier stuff of Ego, granting a point of all-purpose armor per success. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Succcess:''' As with a normal success, except the armor qualifies with a BP rating equal to the Summoner's Ego. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Becoming the Beast (OOO) ==&lt;br /&gt;
The signature expression of Transformation, Becoming the Beast allows for a Summoner to shape his own flesh into the material form for his Alter Self. By shapeshifting in this manner, it becomes far less of an immediate drain to maintain the Self's presence in the World, as they are simply one being. The transformation can be as seamless as a flash of light, or as gruesome as the reworking and ripping of flesh and bone...there are theories that one's manner of transformation indicates a great deal about a Summoner's nature and mental health. &amp;lt;br&amp;gt;&lt;br /&gt;
While so transformed, the Summoner acts entirely as an Alter Self, though he may substitute his Skills for a second Attribute in certain rolls, but must use the appropriate Attribute from his Alter Self. (i.e. Power + Brawl to bite, instead of Power + Finesse. Finesse + Brawl would not be valid.) He may also spend Id as a demon does to enhance rolls, heal, or power Numina, within the normal limits of his Ego. &amp;lt;br&amp;gt;&lt;br /&gt;
This transformation lasts a number of rounds equal to the Summoner's unmodified Transformation + Ego. This can be extended by a single turn with a successful Transformation + Ego roll, but inflicts a single level of bashing damage. The number of rounds the Summoner may remain transformed refreshes each scene. The change can also be performed or maintained without a roll, reflexively, at the cost of one point of Id. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' None or 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Stamina + Survival + Ego &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant or Reflexive&lt;br /&gt;
===Roll Results===&lt;br /&gt;
'''Dramatic Failure:''' The transformation fails abruptly and painfully. Bones break or flesh tears. The Summoner suffers a level of lethal damage. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The transformation fails, but no other negative effect. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner succeeds, ceding his own flesh into the form of his Alter Self. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with a normal success, but the change is reflexive.&lt;br /&gt;
&lt;br /&gt;
== Devour and Purify (OOOO) ==&lt;br /&gt;
Flesh, Corpus, Id...they are all transmutations of the same universal truth. By internalizing this truth, the Summmoner alights a flame of Ego in their belly. From this point forward, they can devour the Corpus of a demon or even human flesh, and use it to recover Id. Of course, eating human flesh is almost certainly a sin of Identity, but sometimes there are desperate times or callous souls. Demons, however, tend to be fair game. &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoner may do this in their mortal form, but doing so may require a Stamina + Resolve roll to stomach the human or monstrous flesh, as it must be eaten raw. The Summoner may devour a single Health or Corpus in human form, though any bonus dice from My Hands may extend this at the rate of one additional point per die. &amp;lt;br&amp;gt;&lt;br /&gt;
While transformed, however, the Summoner may spend a point of Willpower to make a consuming blow. Any damage done on that attack reaps Id equal to the levels of Health or Corpus damage inflicted. Otherwise, the Alter Self must bite the target and swallow to reap Id during combat. They may devour a fallen mortal at a rate of one Id per point of Power. Since demons discorporate when beaten, it is difficult to eat them. They must be harvested, as above. However, if the last damage they suffer is being Devoured, then they do not discorporate: they die. Alter Selves cannot be destroyed in this way, but discorporate normally. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' None or 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive&lt;br /&gt;
&lt;br /&gt;
== Gestalt (OOOOO) ==&lt;br /&gt;
Flesh can become Corpus. Id can become Corpus or flesh. All are one, and all things are possible with Ego. The Summoner merges with the Alter Self, becoming more than either could have been alone. The change is usually recognizable as containing both the Summoner and his primary Alter Self. The face, though human, may have a distended, open maw, or shining eyes. Arms may extend unnaturally, only to sprout an Alter Self's signature wicked blades. &amp;lt;br&amp;gt;&lt;br /&gt;
While sharing one form, the two identites are one. They possess both Virtues and both Vices, and may freely use each other's abilities. The two are a single entity for powers, and only take one action. Their thoughts and voice become as one, interlapping into a beautiful or terrible chorus. When there is a conflict between the two personalities, make a contested roll of the Summoner's Resolve + Composure vs. the Alter Self's Power + Resistance. The victor determines their feelings on the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
Once in the Gestalt form, the two beings also share strength. Apply half of the other party's relevant Attribute to the greater of the two in that category. For example, a Summoner with Strength 4 with an Alter Self of Power 6 has a total strength of 7 for the duration of the power. He rolls Attribute + Skill for rolls. The powers and natural abilities of both forms can be freely used within the Gestalt. &amp;lt;br&amp;gt;&lt;br /&gt;
Use of this power is a level 4 sin against Identity. It tears down the boundaries of self and fills in all questions with one overriding truth. If a derangement is gained, it should reflect the focused, incomplete nature of the Alter Self.  &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 2 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Resolve + Empathy + Transformation &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended; requires a total of five successes to transform, each roll represents a turn of focus. The Summoner may still apply his Defense during this period, but may take no other action. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The merging fails, and painfully. The Summoner suffers a point of lethal damage, gains a mild derangement, and cannot Draw Out or transform for a single night. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner fails to accumulate successes, and must continue focusing or abandon the merger. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner gathers successes towards achieving the Gestalt. Once he has accumulated 5 successes, the Gestalt form arises. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with a regular success. It merely speeds up the change. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_Translation</id>
		<title>The Art of Translation</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_Translation"/>
				<updated>2008-01-10T17:53:06Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Shadow Self(OOO) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Within Me (O) ==&lt;br /&gt;
The first step in the Art of Translation is in learning how to understand the barriers between Twilight and the World. In that place of dreams and nightmares, our darker selves and secret heroes reside. By seeking to master Translation, you seek to master that barrier and open it at will. Within Me allows for that barrier to be opened and for an item to be stored within a Summoner's unconscious until needed. The object may have a Size no greater than the Summoner's Translation + Ego. Living beings cannot be stored, as their own Ego will not merge into that of the Summoner. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cracking the Whip (OO) ==&lt;br /&gt;
By coaxing away the barriers between Twilight and the World, the Summoner gains power over beings that hide there. With a use of Id to weaken the boundaries, the Summoner gains the ability to touch and interact freely with Twilight entities (though he may need another power to see them.) This interaction lasts for a scene, and is not without danger. While the Summoner can touch Twilight beings...the beings may have weapons of their own. &amp;lt;br&amp;gt;&lt;br /&gt;
Also, this power allows for the Alter Soul to enact Numina from across the boundary, though not without cost. Aside from the normal cost of the Numina, the Summoner must spend a point of Willpower. However, the attack may come as a surprise, or from an unexpected direction, removing suspicion from the Summoner himself. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id or 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shadow Self(OOO) ==&lt;br /&gt;
By expanding on his mastery of Translation, the Summoner gains increased control over the power of Drawing Out. The process can be done as a method of coaxing free the boundaries with occult whispers or a meaningful call. The Alter Self responds by materializing, and can remain for a number of rounds equal to the Summoner's Translation + Ego. For it to stay any longer, the Summoner must activate the power again on his next action. &amp;lt;br&amp;gt;&lt;br /&gt;
The power may be used reflexively at the cost of a point of 1 Id, but otherwise is free. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' None or 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Presence + Persuasion + Translation &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant or Reflexive &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The Summoner is spurned, and loses a point of Id. If he has no further Id, he loses a point of Willpower. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The power fails, and the Alter Soul is not called into the World. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner successfully beckons his Alter Self, bringing it into being as guardian or assassin. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with a regular success, but the being is called reflexively, and remains for additional rounds equal to the Summoner's Resolve.&lt;br /&gt;
&lt;br /&gt;
== The Master's Whip (OOOO) ==&lt;br /&gt;
With a vocal call to victory, the Summoner bolsters his Alter Self's abilities. The Summoner might crack a whip, give a direct command, or taunt his foes. Regardless of the gesture, it resonates with his connection to the Alter Self, and gives them strength. &amp;lt;br&amp;gt;&lt;br /&gt;
For the cost of a point of Id, the Summoner may bolster his Alter Self's next action, giving them a number of bonus dice equal to their successess on the activation. Alternately, he may strengthen the pressure of the barrier between the World and Twilight, making an enemy hazy and indistinct. In this case, the power's successes serve as a penalty to that subject's rolls for the scene. An enemy cannot have a total penalty from this power greater than the Summoner's dots of Translation. When bolstering an Alter Self, either Persuasion or Animal Ken may be used. When seeking to weaken a foe, use Intimidation instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Presence + Persuasion, Animal Ken, or Intimidation + Translation, when opposed, - Composure &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The power not only fails, but cannot be used again for the scene. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The power has no effect on an ally or enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The power succeeds, bolstering the Alter Self. If used on an enemy, they are cowed into weakness. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' The power resounds, granting the Alter Self the 9-again rule on the enhanced roll. For an attack, the subject does not re-roll 10s for the scene.&lt;br /&gt;
&lt;br /&gt;
== A Second Shadow (OOOOO) ==&lt;br /&gt;
The nature of being a Summoner is an act of expression, of an aspect of the self, and through it, of one's inner being, one's Ego. By truly mastering Translation, the Summoner comes to understand the separations define us...and with that power, they can separate their Ego into two portions. While Summoners tend towards a greater variety of options once their Ego expands, this power breaks one of the cardinal rules of Drawing Out: one at a time. &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoner must reach within himself to manage the act, and it is not without costs, but once done, he treats these callings the same as The Shadow Self &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 2 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Presence + Persuasion + Translation; this &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended; five successes, each roll represents one turn's concentration. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The Summoner is extended too thin, and suffers three points of bashing damage. He suffers a mild derangement for a week, though this may evolve an existing derangement into a severe one for that time. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner fails to make any progress, but may continue or abandon his efforts. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner successfully makes progress towards the dual beckoning. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with a regular success, but the pair are called reflexively, and remains for additional rounds equal to the Summoner's Resolve.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Appendix_3:_Random_Design_Notes</id>
		<title>Appendix 3: Random Design Notes</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Appendix_3:_Random_Design_Notes"/>
				<updated>2008-01-09T23:58:58Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Design Notes =&lt;br /&gt;
- It would be wicked awesome if I could get splat-art... &amp;lt;br&amp;gt;&lt;br /&gt;
- http://tarotcard-meanings.blogspot.com/ Best link ever for minor arcana quickref. &amp;lt;br&amp;gt;&lt;br /&gt;
- Completely unrelated link [[Saint's Above]] &amp;lt;br&amp;gt;&lt;br /&gt;
- Another completely unrelated link: [[Crown Prince]] &amp;lt;br&amp;gt;&lt;br /&gt;
- Yet another completely unrelated link: [[Trevor &amp;quot;Herald&amp;quot; Conrad]] &amp;lt;br&amp;gt;&lt;br /&gt;
- Oh, and ANOTHER complete unrelated link: [[The Deserter from the Battlefield]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Focus]]&lt;br /&gt;
== Theoretical Art Ideas==&lt;br /&gt;
=== Trumps ===&lt;br /&gt;
==== King====&lt;br /&gt;
A soldier in a dress uniform, proudly gazing left into a mirror. An Alter Self of flame and armor gazing through the mirror on the right.&lt;br /&gt;
==== Queen ====&lt;br /&gt;
A woman, small and gentle, being embraced by an Alter Self, powerful and sensual.&lt;br /&gt;
==== Knight ====&lt;br /&gt;
Someone holding a long chain, tied around his/her arm, to an Alter Self like a hound.&lt;br /&gt;
==== Page ====&lt;br /&gt;
A conservative 'looking' woman, unless you look closely. Hints of tattoos, piercing, etc. Her Alter Self is distinctly Giger/Digital Devil Saga-ish, blades and maws.&lt;br /&gt;
==== Ace ====&lt;br /&gt;
An androgene with their alter self intertwined and flowing 'through' them. An arm going through the front of his/her chest to caress his/her cheek.&lt;br /&gt;
=== Estates ===&lt;br /&gt;
==== The Sword ====&lt;br /&gt;
Someone with lots of sword symbols on their clothing/accessories, with a nice, big gun and attitude.&lt;br /&gt;
==== The Cup ====&lt;br /&gt;
Someone with an open-handed gesture, bandaged wrists, ecstatic eyes.&lt;br /&gt;
==== The Coin ====&lt;br /&gt;
Mephistopheles in a goddamn business suit and a grin...pentagrams on the backs of his/her gloves.&lt;br /&gt;
==== The Wand ====&lt;br /&gt;
Geeky student with a distinctly otherworldly book in one hand, and a cell phone in the other.&lt;br /&gt;
&lt;br /&gt;
=Wiki Notes=&lt;br /&gt;
==First Steps==&lt;br /&gt;
The username and password for the administrative account is '''admin''', '''admin'''. &lt;br /&gt;
#&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Important:&amp;lt;/font&amp;gt;  [[Special:Userlogin|Log in]] as admin and go to [[Special:Preferences|Preferences]] to change your password! &lt;br /&gt;
#Write down your password.&lt;br /&gt;
#On this page: [[image_logo_url]] put just the url for the logo that you want in the upper left corner of your wiki.&lt;br /&gt;
&lt;br /&gt;
==Other optional things to do==&lt;br /&gt;
*Control the rights of anonymous and logged in users through the [[Control Panel]] (which can be found in the toolbox on the left side of this page).&lt;br /&gt;
*Add the url for your wiki to the [http://www.editthis.info/wiki/index.php/Categorized_Wiki_List Categorized wiki list]. Simply edit that page and put your wiki under the appropriate category.&lt;br /&gt;
*To increase the amount of space you have for uploads, add links to http://editthis.info from external sites, and go to the [http://editthis.info/wiki/index.php/Link_Quota_Page Link Quota Page] to increase your uploads quota.&lt;br /&gt;
*Edit [[MediaWiki:Sidebar]] to change the navigation menu&lt;br /&gt;
*Add this wiki to some external wiki index:&lt;br /&gt;
#[http://en.wikipedia.org/wiki/List_of_wiki Wikipedia list of wikis]&lt;br /&gt;
#[http://www.wikiindex.com/Add_a_Wiki WikiIndex]&amp;lt;br&amp;gt;&lt;br /&gt;
*If you are feeling adventurous and know a little about web design you can edit the  javascript and css to the [[Header]] to change the look of your wiki. &lt;br /&gt;
**You must log as admin to do this&lt;br /&gt;
**Whatever you enter in this page will be added to the html in the header after the standard style sheet, so you can override styles.&lt;br /&gt;
*Read the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for other usage and configuration help.&lt;br /&gt;
*Add your wiki to the [http://editthis.info/wiki/index.php/Map_of_wikis map of wikis]&lt;br /&gt;
*Add a message to the [http://www.editthis.info/wiki/index.php/Feedback Feedback Page] if you see anything that could be improved.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/The_Art_of_Cups</id>
		<title>The Art of Cups</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/The_Art_of_Cups"/>
				<updated>2008-01-08T20:30:59Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* Restoring Self (OOOOO) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Needful Things (O) ==&lt;br /&gt;
The minor arcanum of cups represents emotion and fulfillment, and as such, grants insight and eventual entry into the hearts of others. But the first step in understanding the Cup is understanding what it means for a cup to be empty. This Art opens the Summoner's awareness to those who lack their normal spiritual strength. Not only can they sense the rough amount of Id a Summoner possesses, they also gain insight into the ravages of Devouring upon mortal souls. A soul that would instinctually wish to hide their heart gains a normal resistance to this power, otherwise the roll alone applies. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Wits + Empathy + Cups, - Resolve if contested &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The Summoner loses an Id, spreading her Ego too thinly. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The impressions of fulfillment or lack thereof are too vague to muddle through. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' The Summoner gains insight into their target. If they are suffering from Devouring, the Summoner knows how much they have lost, and any derangements tied to the loss. In the case of a Summoner, they know a rough percentage of the Summoner's remaining Id. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' The Summoner gains a keen insight into their target, gaining a +2 bonus to rolls of Empathy, Persuasion, Subterfuge, or Socialize with their subject.&lt;br /&gt;
&lt;br /&gt;
== Eros (OO) ==&lt;br /&gt;
The Four of Cups addresses grand opportunities offered from another. The Cup Clergy are sworn to restore the losses from incursions of the Mirror, and this power is one of their greatest weapons in that cause. Using some sort of vessel, from a water bottle to a golden chalice, they can pass on some of their own being to an Ego that is flagging and sputtering. &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoner focuses some of their Id into a liquid form, and pours it into the mouth of their charge. The flavor and substance of the liquid varies among Cup users, but the drink's nature should reflect the Summoner's Ego, Identity, or personality in some way. (A Page with a low identity may have a sharp, bloody-tasting concoction, while an easygoing Queen with the Gluttony flaw may create a sweet, wine-like beverage. &amp;lt;br&amp;gt;&lt;br /&gt;
When a mortal drinks the substance, it heals any Devouring they may suffer, at a cost of one Id per lost Willpower dot. Any associated derangements fade immediately. When gifted to a being who can use Id, they gain the points normally if there is no Devouring damage on their souls. It has no effect, aside from nourishment and taste, to a mortal or other supernatural being without Devouring upon them. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id per swallow &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Instant&lt;br /&gt;
&lt;br /&gt;
== Anteros (OOO) ==&lt;br /&gt;
''Steal Id from Demons...or do a bit of Devouring of your own.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Id is the energy that flows through a being, allowing it to 'do'. Some scholars, taking from psychoanalysis, call the positive nature of Id Eros, or life energy. With the Art of Cups, this Eros can be freely given. But what can be given, can then be taken away. Named as an allusion to the legends of Cupid's arrows, Anteros is a reversal of its predecessor, and a power many Cup Clergy prefer to avoid using...though some see it as a valuable tool in their work. The Five of Cups is often used as another nickname for the power, since it speaks of disappointment, misfortune, and regret, common emotions that flow in to replace the stolen Id.&amp;lt;br&amp;gt;&lt;br /&gt;
Anteros requires a touch, but once that is established, the Summoner may sap the Id from a target. As long as the touch is maintained (which will likely require a grapple), the theft can be continued, at a rate equal to the Summoner's normal ability to spend Id. The subject ''knows'' that something important is being taken from them. Mortals feel a deep, spiritual hollowness. A Summoner knows when his Ego is being sapped, and will likely be unhappy about it. &amp;lt;br&amp;gt;&lt;br /&gt;
Stealing Id counts towards the total amount of Id that can spend for that turn. If a being they drain is mortal and has no Id, they can instead engage in Devouring (to be explained in the Rules and Systems section). Such an act is a sin against Identity, and can leave terrible wounds in its wake. However, when a witness will not be silent, the psychological trauma of Devouring can be an effective means of discredit. A Summoner cannot be Devoured with this power.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Willpower per scene &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' None &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thanatos (OOOO) ==&lt;br /&gt;
Id turned towards destruction is called Thanatos, or death energy, by Freudian psychoanalysts. While the concept is not as well regarded in academic circles, the Cup Clergy consider it an apt enough description of the nature of Id, when turned from a bulwark of definition into existential doubt and malice. The Seven of Cups speaks of directionlessness and loss of focus. Such a state is fatal to demons, and even a Summoner is not safe from a blow directly to their Ego. &amp;lt;br&amp;gt;&lt;br /&gt;
Requiring a full turn's touch(which will almost certainly require a grapple in combat), the Summoner turns Id into Thanatos, effectively burning the power out of a demon or Summoner. Lacking a strong enough definition of self, mortals suffer Devouring from this power. A being with Id, however, feels their very Ego turned upon itself with barbs and vitriol, poisoned from within. They suffer a point of lethal damage per point of Id so transformed. A demon slain by this power does not discorporate. It simply ceases to be. Alter Selves discorporate as normal, however. &amp;lt;br&amp;gt;&lt;br /&gt;
This power can also be used to poison a drink, but only retains its deadly potency for a single day. If convinced or tricked into drinking the substance, the power takes effect a turn after the drink is consumed. The activation roll is made when the poison is prepared.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Id, 1 Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Manipulation + Subterfuge + Cups - Composure &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Reflexive. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The baleful Art rebounds on its mastering, poisoning her Id. The Summoner will suffer a point of lethal damage each time they spend a point of Id, until they've had a night's rest and meditation. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The power fails to take hold, unable to overcome the subject's will. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:'''The subject's Id becomes tainted. A mortal immediately suffers the Summoner's successes in points of Devouring. A Summoner or demon loses that many points of Id and suffers that many points of lethal damage. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' As with a normal success, except the damage becomes aggravated, tearing the soul apart. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Restoring Self (OOOOO) ==&lt;br /&gt;
The Cup Clergy, despite their own sometimes shady work and the constant background whispers, are primarily an order that seeks to heal the World. The Ten of Cups is a card that speaks of lasting happiness, fulfillment, and wholeness. It speaks of the contentment of love and friendship, and this power soothes a subject's being, filling them both in body and spirit. &amp;lt;br&amp;gt;&lt;br /&gt;
The primary use of this power is to heal the wounds that demons do to the World. With a touch or an offered drink, the master of the Cup can heal broken beings, restoring them to a platonic definition. Wounds, diseases, weariness, or harm to a broken object - all things can be restored. Lost Health or Corpus can be restored at a rate of one point of bashing damage per success, one point to convert lethal to bashing, and three points to convert aggravated wounds into lethal ones. Restoring Willpower costs three success per point. Restoring lost points of Structure only cost a single success per point. Devouring, likewise, only takes one success per point. A Summoner can only use this power on themselves to heal lost Health, and cannot heal their own aggravated wounds. &amp;lt;br&amp;gt;&lt;br /&gt;
It has been rumored that this power can be used to restore lost Identity, or to reverse harmful supernatural powers. Those are best left to Storyteller discretion, and should surely be a difficult act to perform, and not without some cost, be it in Id, Willpower, Health or mental trauma from the strain. &amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, a potion can be made, storing a number of successes equal to the Summoner's Ego, multiplied by their dots in the Art of Cups. However, to create such a drink an hour per roll. The brewing can be delayed for a night's rest, but little else. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1 Willpower, plus 1 Id per roll &amp;lt;br&amp;gt;&lt;br /&gt;
'''Dice Pool:''' Presence + Medicine + Cups &amp;lt;br&amp;gt;&lt;br /&gt;
'''Action:''' Extended; each roll takes up one turn's focus. If brewing a point, each roll represent's an hour's meditative alchemy. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Roll Results ===&lt;br /&gt;
'''Dramatic Failure:''' The power fails to function, and cannot be used again for a day. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Failure:''' The Summoner fails to gather successes, but the point of Id is still lost. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Success:''' Eros flows from the Summoner's flask, lips, or fingertips, sending restorative ideas and perspectives into the subject. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Exceptional Success:''' No additional benefit. A great number of successes are their own reward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]], [[Arts]], [[Trumps]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Estates</id>
		<title>Estates</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Estates"/>
				<updated>2008-01-08T19:44:00Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== [[The Sword Nobility]] ==&lt;br /&gt;
The warrior caste, the first line of defense against all threats.&lt;br /&gt;
&lt;br /&gt;
== [[The Cup Clergy]] ==&lt;br /&gt;
The healer class, offering wisdom and aid to all in need, whether they want it or not.&lt;br /&gt;
&lt;br /&gt;
== [[The Coin Merchants]] ==&lt;br /&gt;
The merchant class, bartering with the devil for more valuable things.&lt;br /&gt;
&lt;br /&gt;
== [[The Wand Peasantry]] ==&lt;br /&gt;
The peasant class, looking where they shouldn't for things everyone needs to know.&lt;br /&gt;
&lt;br /&gt;
Back to [[Chapter 2: Character Creation|Character Creation]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Chapter_1:_The_Evil_Genius</id>
		<title>Chapter 1: The Evil Genius</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Chapter_1:_The_Evil_Genius"/>
				<updated>2008-01-08T08:43:18Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;&lt;/p&gt;
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&lt;div&gt;== The Blank World ==&lt;br /&gt;
What if the world is nothing more than a thought? What if everything we know, everything we perceive, is only such because we think it to be so? Why, then, do we live in a World of Darkness, where the shadows are deep and rarely empty? Do we wish this to be so? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Or is something else at work? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Rene Descartes, in his Meditations, considered the nature of existence. What can we know, beyond suspicion? Our friends can lie to us, as can our loved ones. Our religions could be fabrications. Our own senses can lie, with mirages and hallucinations. What can we believe, if everything we know could be an illusion, perhaps some grand fantasy crafted by an evil genius? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Many walk through the world, ignorant of this uncertainty. Some, however, feel an itching in their hearts, a doubt, or a need for an absolute truth. Descartes felt a similar drive, which drove him to his question: What can I know to be true? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
His answer is the resounding truth of those who call themselves Summoners. ''Cogito, ergo sum''. I think, therefore I am. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
This truth awakens an inner mutability in the souls, spirits, consciousness...in the ''whatever'' of certain people, and opens their perspective to a new world. When looking back, the rest of the world seems oddly oblivious. They just don't ''know''. To most of them, they wouldn't ''want'' to know if they could. There's a certain comfort in taking one's existence for granted. However, this leaves them vulnerable to many forces, defenseless when the hungry things from behind the Mirror find a way out. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Those called Summoners are not defenseless. By knowing themselves, they can bring to bear their own inner heroes and demons, legends and monsters, and turn them into a weapon to assert their point of view onto the blank slate of the world. They can deny the soul hunger of the Demons with a battle cry and their Arts. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
They define their own world, on their terms. The road of Ego, however, can be as much of a prison as the Blank World ever was...&lt;br /&gt;
&lt;br /&gt;
== Drawing the Fool ==&lt;br /&gt;
The difference between any other person and a Summoner is Ego. Not to be mistaken with egotism (though you'll certainly find it among many Summoners), Ego in this case represents consciousness. A Summoner, by nature, is aware of himself, and of the world around him. Ego serves as a mediator between the Self and Reality, and that sense of identity is what eventually gives birth to the Alter Self, an ideal abstraction of one part of a Summoner's psyche. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
=== Cutting the Deck ===&lt;br /&gt;
The first step to awakening Ego is to realize that something is amiss. Many walk through this world with the potential to realize their Ego, but never do so. They tend towards looking for answers, either through organized religions, scientific enquiry, cults, drugs, or more unusual explorations of their limits and boundaries. Many forget that uncertainty and return calmly to their sleep. Others, continually disturbed, seek out the answers with renewed vigor. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
What, then, triggers the change? Many forces can contribute to the shift. More often than not, a brush with the supernatural can set someone along the road to an awakened Ego. Many suffer terrifying and beautiful nightmares. Others receive a more direct shock, as demons seek out their simmering Id as a rather delicious meal. Most confusing, others are visited by beings of the Mirror, who mentally prepare them for the transition. These last draw the most interest and suspicion from other Summoners. Who is out there, awakening Summoners, and for what purpose? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Regardless of the method, someone with a wakeful Ego but is otherwise normal makes for a shining beacon to Summoners and free Demons. It is usually a race to see if they are found by those with friendly intentions, Devoured into empty husks of matter, or awaken to their power on their own. Most often, it is a close dash between the latter two. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Alter Self ==&lt;br /&gt;
The Alter Self, called the Persona by some, is an outward manifestation of the Ego, and a powerful one at that. The Alter Self is a need, a desire, or a behavior given shape and truth. Someone who, in Drawing the Fool, had the need to protect and preserve a loved one might call out an Alter Self with great gleaming armor, a shield, or even a 'living shield', riddled with hardened bones and scarred flesh. The imagery can range from platonic perfection to a terror Giger would conceive. It all depends on the psyche and Ego that draws the spirit out. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The first time a Persona is called, it represents the full awakening from simply a being with Ego to a true Summoner. Demons grow wary, or attack outright. The Blank World recoils and warps from the pressure of an awakened spirit. The event is felt by anyone with the proper sensitivity, and in rare cases, even other supernaturals may grow aware of a particularly traumatic or powerful Alter Self's ascension to the fore. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Alter Selves tend towards the mythological, and can sometimes surprise even the Summoner, being based on knowledge they never had about stories they've never heard. This phenomenon has many, especially the Wand Peasantry, convinced of some sort of link between the Ego, a Summoner's personal Unconscious, and the deeper wonders and perspectives of the Mirror. Regardless, the Alter Soul resounds with the truth of an Ego's needs, and takes on an arcanum best suited to what it is meant to represent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Unconscious ===&lt;br /&gt;
The primary method of communication between a Summoner and his Alter Self is through dreams. In a realm all his own, he may converse freely with his various masks, learning more about himself. To change or create a new Alter Self, he ''must'' delve into this Realm, the Unconscious, and shape and mold his inner shadows into a more concrete form. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
There are many common threads that delve into the Unconscious, most startling of all being the Psychopomp...or Psychopomps. Wanderers among the dreams of Summoners, these beings are servants of higher forces, and are normally sworn to bring no unrequested harm to a Summoner. They bring their own pocket homes into the realms of the Unconscious, and some even have potent powers to create paths to the Unconscious within the World. However, despite their neutrality, these beings can offer a variety of useful tools, and assist regularly in the shaping and even the Fusion of Alter Selves. Their ultimate goals are a mystery, or even if they truly exist. Many Peasants theorize that they are simply a common symbol, a need within the human soul for guidance in a difficult self-realization. Others find it to be too much of a coincidence... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demons ==&lt;br /&gt;
Carl Jung describes the shadow as unexpressed aspects of the human psyche. Demons are manifestations of these desires given shape within the Mirror. Normally, these forces are largely harmless, occasionally influencing places to tease unaccustomed actions from a sensitive mind. However, in places where the Mirror is cracked, these Demons can take true shape, weaned on the Id that all beings contain. Once they grow powerful enough, they can even take shape within the World...where they often begin to feast. Alien in mind and concept, they are rarely merciful. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Despite their name, not all demons are evil. There are perhaps just as many unexpressed kindnesses in the collective of man as there are hidden lusts and rages. Each demon can be classified by Arcanum, Virtue, and Vice. The interections between the major arcana or 'Trumps' of the tarot are a mystery to the Summoners, and while they're fairly certain that Summoners predate most modern tarot decks, it is difficult to determine whether the cards were inspired by the Summoners, or vice versa. The only single truth that runs across all demons is that they desire Id to grow and maintain their forms. How far they are willing to go, however...that can depend. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
There is often an interesting level of delicate politics between demons and Summoners. For every zealous or murderous demon, there's another who just couldn't be bothered, and is more than willing to trade for whatever their alien minds desire. Certain Arts allow for the exchange of Id, and even for the binding of demons into tarot cards, both willing and unwilling. Perhaps most concerning of all, many demons can be expressed as new Alter Selves with the proper work in the Unconscious...and many show a disturbing similarity to Alter Selves in general, both in nature and appearance. In fact, the only real difference that can be proven is that demons come from without, while a true Alter Self invariably comes from within the Summoner's own psyche.&lt;br /&gt;
=== The Language of Legend ===&lt;br /&gt;
Both demons and Alter Selves tend to draw from lore, legend, and myth in their themes and names. While some, especially Alter Selves, break from this tradition, it is the usual case that one can learn a fair amount about the likely temperament and behaviors of a demon through the proper academic or occult study of its themes. The reason for this is one more mystery of the Mirror, but some theories point towards collective human experience. Demons come from a place where all of mankind's conceptions, both real and imagined, run free and wild. Perhaps demons are 'born' when enough Id wraps around a solid human concept. It is more difficult to assert, &amp;quot;I am lust, desire, and chaos, unbound and bountiful&amp;quot; than to simply say, &amp;quot;Behold, I am Bacchus.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Not all demons follow the common story to the legends they hail from. Medieval knights could carry chainsaws or rifles or stranger things, sometimes integrated into the whole of their form like a body part. Some become monstrous caricatures of the name they carry, only meaningful to those who know where to look for symbolism. A rare few hide their legendary status entirely...until you are too close or too well-played to escape. While many demons proudly shout their names and natures as a challenge against reality, the subtle rule more often than the brash in the realms of the Mirror.&lt;br /&gt;
&lt;br /&gt;
== The Mirror ==&lt;br /&gt;
Few Summoners willingly venture into the natural home of demons, and fewer still return unchanged by their experiences. The Mirror is a place of forgotten concepts, of things long left behind. Where the ''Shadow'' is a place that lives, breathes, and interacts with the World, the Mirror is a junkyard of ideas, where the forgotten, the unloved, and the too dangerous wander free. It is realm of thought, and of the not-yet-imagined. Some offer theories that the place only takes a shape at all because it is shaped by being perceived. Really, the Mirror is one of many mysteries, and changes just often enough to invalidate most solid research into its nature. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The Mirror is most easily perceived at the cracks. Otherwise, it is difficult to perceive at all, and nearly impossible to reach. But when some event creates a fracture in the fabric that kepts the worlds apart, the World is changed. Buildings warp and take on new dimensions. Doors go to places they never did, or to nowhere at all. People can share or exchange thoughts at random, or find themselves caught up as puppets in the games and hunts of Demons. It is usually more a nightmare than a dream, as benevolent shadows rarely surge first through the breach. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Within the Mirror itself are various ley lines in a vast network of nodes, which some Summoners try to exploit for power or rapid travel. This is at best a dangerous exercise, and at worse an act of hubris that could unravel part of the World, if not worse. Demons course through these places of power like tides, and some rarer, more dangerous demons claim this network as their domain. Some claim that the network itself is made out of lost or Devoured souls...others still claim it is the Hindu or Buddhic path of reincarnation given form as a flowing, endlessly branching river. In the end, the network is as much a mystery to those born of the World as anything else that is part of the Mirror. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
=== A Bending of Minds ===    &lt;br /&gt;
Some Mages note the interesting anomalies in spacial relations that Mirror breaches can cause, as well as the deleterious effects they can have on the human mind. Is this place Pandemonium, with a Watchtower far into its depths? That is a question that interests the few mages who deal with Summoners, but one left as of yet unanswered.&lt;br /&gt;
&lt;br /&gt;
== The Undefined ==&lt;br /&gt;
What happens to a normal mortal who gets caught up in the business of demons and clashing Ego? Rarely something good. There are a rare few who retain perceptions of the Mirror and its denizens, but most people are not so lucky. Most are simply Devoured, and are left as hollow remains of who they once were. Without a proper soul, they come selfish, irrational, and prone to both sweeping acts of Virtue and terrible lows of Vice, with very little middle ground. One who has been fully Devoured feels nothing at all. There's nothing left to feel. A few of their bodies may continue to function in a dull, vegetative rut, but in the deepest truth, they just ''aren't''. Eventually, they collapse into a coma, never to rise, until not just any Id, but ''their'' Id is restored. Most never rise, even then.&lt;br /&gt;
&lt;br /&gt;
=== Shells ===&lt;br /&gt;
'' Here are the hollow men, the straw men...'' &amp;lt;br&amp;gt;&lt;br /&gt;
Shells are the most common kind of Undefined, and often make perfect servants for a demon's Influences. They are mindless, painless entities, hunks of meat and bone who are highly suggestible. They are fodder for possession, manipulation, and useful shock troops against Summoners, especially the faint of heart. While they retain whatever Attributes or Skills they previously possessed, they are incapable of creativity or reason but that which is given to them by a puppetmaster. There is rarely any salvation for them, because the fight's already been lost. All they have left are to bend to the Ego of others.&lt;br /&gt;
&lt;br /&gt;
=== Memes ===&lt;br /&gt;
'' Anonymous is powerful, because Anonymous is no one...but Anonymous becomes oneself, and then there is no self...there is only Anonymous. And Anonymous does not forgive.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Some demons do not take physical bodies, preferring to remain in Twilight and to play their games of Influence to better harvest Id from their victims. They use compelling rumors, internet fads, text messaging scams, and spam e-mails to draw in willing thralls. The process is slower, but much broader-reaching than simple Devouring. And what is left isn't a normal Shell. Instead of being without will, they simply ''become'' the Influence. Nothing else matters. Nothing else ever did. They will seek out their desires without morality, but with a full and wicked cunning. They quickly devolve into gibbering madness, but that only serves the purposes of the Meme. They'll bring others...and the Meme will expand through them all, like choking vines through a once-healthy forest.&lt;br /&gt;
&lt;br /&gt;
=== Phantoms ===&lt;br /&gt;
''Everyone knows the story...everyone knows the word on the street. And even if it wasn't true...rumors have a way of seeping into the empty places...and taking root.'' &amp;lt;br&amp;gt;&lt;br /&gt;
Everyone, even the most dull and self-blind fool, leaves a ripple on his surroundings. Laws and reason are, in part, a matter of consensus, some Peasants claim. And Phantom Syndrome, as they call it, is an example of what happens when a lot of small powers combine to create a real thing from whatever bits of matter are about...people already drained of Id and susceptible to influence. &amp;lt;br&amp;gt;&lt;br /&gt;
Freddy might walk down any Elm Streets in a city. A serial killer may strike again and again, in newer and wilder ways, even after being killed by the police. Vigilante heroes and famous personalities writ large may be born into the World as Phantoms, raw shells imprinted by the collective Unconscious. Some demons take particular joy in cultivating these figures, and some Phantoms even retain a part of themselves and take the fight to the demons. However, many of these see Summoners as demon worshippers or worse, leading to rather gruesome misunderstandings. After all, not all Summoners are saints, and more than one has personally researched the Phantom phenomenon with their various Arts and Definitions.&lt;br /&gt;
&lt;br /&gt;
== Life as a Summoner ==&lt;br /&gt;
Summoners have been at least vaguely aware of themselves and each other since at least the cultural exchange that occured across the Mediterranean. Other bands and traditions found themselves and each other through the Aryan migration. (More to come once I read some history books.) Regardless of which, they found themselves with many things in common, and reasons for both peaceful exchange and outright shadow warfare. &amp;lt;br&amp;gt;&lt;br /&gt;
Since then, only the universal establishment of the Estates has really changed. The traditions have been somewhat codified by these groups, but Summoners are notoriously individualistic at times, and as such, knowing that someone is a King of Swords may mean very little about their personality, perspective, or likely course of action. &lt;br /&gt;
=== Walking With Open Eyes ===&lt;br /&gt;
On the surface, very little is distinguishable between any other human being and a Summoner. They tend to have jobs, eat food, indulge in personal activities and petty vices, and build relationships with the people around them. The difference, however, becomes more apparent when the Mirror's presence makes itself known. Most are unaware when strange rumors of serial killings appear to have no source and no sign of stopping. Few bat an eye at an unusual shape in the corner of their eye. Indeed, if they looked, it would vanish. People convince themselves that their memories are at fault when hallways seem longer than they were in the past, and the shadows seem deeper. A Summoner knows. And for better or for worse, that knowledge often begs an answer. &amp;lt;br&amp;gt;&lt;br /&gt;
Summoners tend to deal with the problems with the Mirror as much out of necessity as they do out of any sense of responsibility. Quite frankly, demons tend to seek out stimulation or Shatters, both to gain what sustains them. A Summoner makes for poth a potential threat and a possible feast. If the Summoner does not seek out the demons, often the demons find them. As such, most Summoners stay in contact either with their Estate or with a few other Summoners, for the sake of safety and rapid response to dangers. Besides, who else could understand?&lt;br /&gt;
=== [[Estates]] ===&lt;br /&gt;
Across the world, the Estates exist. Rumor, myth, and legend - all very real forces in the Mirror and the World that Summoners walk- speak of powerful Summoners delving deep into the Unconscious, and wresting truths from the collective dreams of the world. Existential truth. Consensual reality. Brahman. Many concepts and ideals are attributed to this long-forgotten act, but the only verifiable result of this delve are the Estate Arts. Built around the concepts of the minor arcana, the Estates have built up orders and goals around them. &amp;lt;br&amp;gt;&lt;br /&gt;
Not all Summoners are members of Estates, though most at least pay lip service to one creed or another. Those without an Estate gain no benefit from membership, but at least feel no obligations of service. In truth, most Estates ask little of their members. Do as you claim to believe. Shelter fellow members. See the Mirror in the ways that suit our interests. Occasionally, do little jobs for us. See to the needs of the other Estates in our name. Some consider these 'little favors' to be likely to grow into large ones, and keep to themselves. There is little social stigma, however, to being Untouchable. Individual opinions may vary, but with Summoner society, they always do anyway.&lt;br /&gt;
=== Jokers ===&lt;br /&gt;
Not all Summoners take part in the Estates. In fact, some find the idea of banding together against the intrusions of the Mirror to be naive at best, and ''counter-productive'' at worst. These few Summoners consider the benefits of having ready access to the Mirror world's bounties to be more than worth the costs. In fact, many of them seek out their own enlightenment by attempting to tear down the rigid barriers of the World. These few have chosen the world of demons and distortion over the world of definitions and solid truth. These Summoners are referred to as the Jokers, but rarely by themselves. And few, if any, Estate members find them to be funny. &amp;lt;br&amp;gt;&lt;br /&gt;
While Summoner versus Summoner conflict is as common, if not more so, than any other human competition, when it comes to the Jokers, the choice is usually clear. Join or die. Powerful demons either serve or are outright ruled by the Jokers, and they are rumors to possess their own, potent Arts...though the costs to use them may be sanity itself. Regardless of the truth, when a Summoner becomes a Joker, they become more a Mirror entity than one of the World, and their Alter Selves take primacy...in essence, the mortal flesh becomes a small part of the Summoner's Ego, rather than the guiding core. Few Jokers maintain Identity for long. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Conception ===&lt;br /&gt;
What does it mean to possess a stronger Ego? Why do the Alter Selves become more powerful, and why are more of them able to reside within the Summoner's dreams? What would happen if the Ego developed to a complete level? Some theorize that all facets of a personality would express themselves. The number of potential selves would become mutable and innumerable. The self of flesh may fade into something truly greater, an infinite possibility. Some call this potential pinnacle Drawing the World. Others simply call it Conception. &amp;lt;br&amp;gt;&lt;br /&gt;
Only a legend among the Estates, some believe that Conception grants a Summoner power over the very laws of the World. The limits of Trump would either fade or become conduits to rewrite reality as the Summoner sees fit. The World itself would buckle to the perceptions of a masterful being. In essence, one would become a god. &amp;lt;br&amp;gt;&lt;br /&gt;
Others believe that Conception is an ultimate divorce from self. The limits of the Unconscious are burned away, and the Summoner becomes a part of the concept of all things. A separation from selfish want, the Summoner communes with the divinity of all things, and becomes one with all things. Whether he or she remains aware enough to guide others is a mystery. Some factions among the Summoners believe that this break from the chain of life and death has already happened numerous times, and is a possibility of all enlightened souls. Others consider this theory arrogant or mad. &amp;lt;br&amp;gt;&lt;br /&gt;
In the end, as with many mysteries of the World, no one knows the absolute truth...expect perhaps the lords of the deepest parts of the Mirror, or the darkest depths of the Unconscious.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
		<id>http://editthis.info/summoner/Introduction</id>
		<title>Introduction</title>
		<link rel="alternate" type="text/html" href="http://editthis.info/summoner/Introduction"/>
				<updated>2008-01-08T08:32:38Z</updated>
		
		<summary type="html">&lt;p&gt;Admin:&amp;#32;/* How to Use This Wiki */&lt;/p&gt;
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&lt;div&gt;''Do I contradict myself?'' &amp;lt;br&amp;gt;&lt;br /&gt;
''Very well then I contradict myself.'' &amp;lt;br&amp;gt;&lt;br /&gt;
''(I am large, I contain multitudes.)'' &amp;lt;br&amp;gt;&lt;br /&gt;
''~Walt Whitman, Leaves of Grass, 1892'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What do we see when we look into the mirror? Of all of the frontiers and shadowy places humanity has explored, the search within himself has offered no concrete answers. Within us is a wilderness, without maps or boundaries. Within, there are many beautiful things...as well as beasts that stalk the corners of our thoughts. Who are we? What is good? What is evil? The search for answers is an adventure within itself. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Demons. Creatures of terror and vice, every culture has created their own spirits to possess and beguile those who misbehave or stray too far from safety. Creatures that cackle and torture, hungry for flesh and blood and bone. Beings of indescribable beauty, leaving empty, hollow shells of men and women in their wake...or worse. Demons both terrify and fascinate us, metaphors for drives and fears all too human. What, then, if demons are not a thing of fiction? What if they are a part of us all?&lt;br /&gt;
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== A Game of Self-Discovery and Deception ==&lt;br /&gt;
'''Summoner: the Conception''' is a game designed to tell stories of fantasy, horror, and identity in a world of soul-devouring demons and everyday setbacks. A summoner has been exposed to an occult subculture with access to potent forces of their own, and most importantly, he has unlocked a doorway within himself, and something has stepped out: the Alter Self. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
To be a Summoner is to take a long, hard look within, and to draw out something tangible. To some, this experience is liberating and life-affirming. To more, it is a source of confusion, doubt, and conflict. To others...it is evidence that their deepest wants are justified, and they are justified in taking them, by whatever means they deem fit. A Summoner is defined by Ego, the affirmation of Self and Reality, the arbiter between the two, and the source of his Alter Selves. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
As much as Ego, the Alter Self defines a Summoner, because an Alter Self is ''an expression of part of that Summoner's soul''. By looking upon it, you see his Truth, or at least a small part of it. Bound up in imagery of the Tarot, each Alter Self represents an aspect towards a great path...from the open, hopeful Fool, unto the World. Towards Conception. Most Summoners discard Conception as a rumor or a myth. That said, rumors and myths hold more power than you think in their nightly activities. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
And Summoners are often busy. There is another world behind a barrier, not of flesh or spirit, but of thought. And the beings of that realm, known only as Demons among the Summoners and between themselves, have one common Truth: they hunger. Their meal of choice is consciousness, and they consume hearts and souls to grow stronger and dig roots into the reality of the world. Many Summoners come into being as a reaction a demonic attack, and a constant war of borders goes on between the two. This isn't because of some holy crusade on the Summoner's part: it is because when demons walk free, reality itself begins to warp and buckle. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The Summoners walk the fringes, from quiet cybercafes to dive bars, odd occult magazines to small-time casinos. In places no one else looks, hunting rumors no one admits in believing, they walk through a world of illusions and deception, finding power and most important, finding out who they truly are. That is what it means to be a Summoner: to look into the mirror, and to know what you see.&lt;br /&gt;
&lt;br /&gt;
== Theme and Mood ==&lt;br /&gt;
Every game has its own, unique feel, but certain ideas and feelings should be common to any Summoner: the Conception chronicle.&lt;br /&gt;
=== Theme ===&lt;br /&gt;
The general theme that runs through a Summoner story is a dangerous conflict between identities and incomplete, rapacious demons. The game itself can be an allegory for introspection, as we wrestle to maintain ourselves against a world full of advertisements, demands, and judgments, not to mention our own distracting or darker wants. It is a story of Ego, but Ego doesn't translate in this case to egocentrism. It certainly can, but the juggling game between defining oneself and being a tyrant of ideas should make for a compelling drama. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Mood ===&lt;br /&gt;
The mood of a Summoner story can be manic-depressive at times. The heady heights of power and self discovery are match by the terrible sight of a hollowed husk of a person, freshly supped upon by a demon. A person can awaken a part of themselves by overcoming a childhood fear. Another might sacrifice whatever mercy is left in their hearts, to better feed their demonic second soul. The mood is truly defined by how the characters choose to react to the experiences the Storyteller can conjure. But never should it all be fun and games...the World of Darkness is not so kind as that.&lt;br /&gt;
=== How to Use This Wiki ===&lt;br /&gt;
This [[Introduction]] is a borderline-plagiarist means of introducing you to the feel and nature of a Summoner: the Conception chronicle. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Chapter 1: The Evil Genius|Chapter 1]] gives an overview of the world of the Summoners. It covers their lifestyle, world, beliefs, and dangers. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Chapter 2: Character Creation|Chapter 2]] goes over character creation both for a Summoner and his first Alter Self, and the unique Arts that a Summoner can perform. &amp;lt;br&amp;gt;&lt;br /&gt;
Deeper mechanics are explored in [[Chapter 3: Special Rules and System|Chapter 3]]. These systems allow for exploration within and without the Summoner's personal existence. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Chapter 4: Storytelling|Chapter 4]] goes over advice on how to be a Storyteller for a Summoner adventure, as well unique antagonists. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
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(Placeholder)&lt;br /&gt;
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== How to Use This Wiki ==&lt;br /&gt;
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== Sources and Inspiration ==&lt;br /&gt;
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== Lexicon ==&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

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