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The King

"In the land of the blind, the one-eyed man is king." - Erasmus

In the darkness, he stood. He knew nothing. He was nothing. He felt nothing. That is, until he opened his eyes. Then, he saw. He knew. He felt. He was. And as he looked out, he named. This must be my power. This must be my strength. This must be my enemy. Come and see, for I am the Namer. I am the one who chooses. I am, because I define all else. I am the King.
The true nature of identity lies in dominion. If we are not control of how we view our world, then we are nothing, mere extensions of a higher Will. To become truly oneself, one must be a god of his own perspective. Such is the ideal of those who awaken to their Alter Self under the mask of the King. To them, one truth stands above the rest: “I become something greater by imposing my definition of my surroundings.”
The Kings are tyrants, rebels, and individualists at heart, though they can the full range from benevolent to outright monstrous in how they decide the world has to be. The key is that they have to decide how the world truly is.

Appearance: Kings tend to have a distinct presence, for better or worse. If they are at the forefront, they are the stand-out figure in the crowd, setting the pace and mood of their surroundings. When in the background, they come off as distinctly 'other', and can come off as having no interest in the concerns of others, as long as their work is not interrupted.
Kings are often noticable by how gladly they'll identify themselves by their allegiances or tendencies. A King who is a hobby fencer is rarely seen without his gym bag, whether he really needs it or not. Because to him, it is good to fence, and if he must, he will use fencing to achieve what he need to achieve. Uniforms, tattoos, and signature marks are common to them as a whole.
Background: The past of a King can vary greatly, though a common theme is a need to set rules. Perhaps some trauma in their lives led them to need the security of a clear-cut world. Maybe they just prefer to know what they're dealing with. Kings do not like surprises. Kings do not like riddles. A King is all about the answers. Character Creation: "Go forth and do" is the signature attitude of a King. For those who favor Physical Attributes and Skills, they are frequent competitors, out to win make sure everybody knows who the 'real winner' is. The more Social types are charismatic, convincing, and hate to concede a single point. Those with a Mental focus might consider physical or social pursuits to be 'beneath them', seeing the mind as the ultimate source of strength. Regardless, Kings tend to excel in their areas of interest, often leaving other areas ignored.
Boon: A King can receive a free Skill Specialty in one the following Skills: Politics, Weaponry, Intimidation, or Persuasion.
Burden: Those who identify with the King mentality rarely have time for the opinions of others. They do not reroll 10s on rolls of Empathy or Subterfuge.
Trump Art: Investiture
Concepts: Sports star, 'truthiness' advocate, internet debator, noble vigilante, educated gangbanger

Faces

The Magician: As Above, So Below - When a Magician spends Willpower, he also gains the 9 again rule for that roll. If 9 again is already in effect, he gains 8 again. If 8 again is already in effect, he gains an additional +1 die to the roll
The Emperor: Der Wille zur Macht - The Emperors are difficult to ignore. They may spend a point of Id to create a penalty to a single contested resistance roll equal to their Ego. Alternately, they may spend a point of Id to subtract 1 from a passive resistance for one roll. Either of these can only be done once per scene.
The Chariot: From the Gut - The Chariot will not be swayed by anything but his own demands. He or she may spend a point of Id to add their Ego to a single passive resistance or resistance roll per scene.
The Sun: This Too Shall Pass - Drawing on their boundless optimism, the Sun radiates with a positive energy that restores a single point of Willpower to himself and his allies. This costs a point of Id, and no one may benefit from this effect more than once per story.

The Queen

"The life I touch for good or ill will touch another life, and that in turn another, until who knows where the trembling stops or in what far place my touch will be felt." - Frederick Buechner

In the darkness, she stood. She was alone. She was weak. She was lost. That is, until she opened her eyes. Then she saw. She felt. She touched. She embraced. She was no longer alone, and through that touch...that grip, she dug in her nails and became the Binder. This was her flesh. This was her lover. This was her victim. Come and see, for I am the Binder. I am the one who loves and hates. I am, because you are all with me. I am the Queen


The true nature of identity lies in connection. If we could not find something, someone to interact with, how would we know ourselves or our limits? To become truly oneself, one must have desires and seek them out. Such is the ideal of those who awaken to their Alter Self under the mask of the Queen. To them, one truth stands above the rest: “I become something greater by my connection to my surroundings”
The Queens are parents, teachers, and open-minded people at heart, though it is a dangerous mistake to assume a Queen is kind. There is a connection between the mistress and the slave. Between the pain and the dagger or the whip. What defines a Queen is that she exults in those symbolic links, no matter how wonderful or terrible.

Appearance: Something about a Queen makes you want to touch them or at least get to know them. Anything from the irrestible playboy or seductress, to the meek, innocent girl can represent the unique energy around a Queen.
Queens often have a means of communication with them, anything from a simple cell phone to a musical instrument. Most have least a watch, something tying them to the rest of the world. Brands, logos, and fan swag also tend to slip into their wardrobes.
Background: Queens run a wide variety of lifestyles, but a common thread in many of their lives is either a constant wave of attention or a total lack of it. Queens are who they are because they yearn to be connected to someone or something...whether it is a comfortable feeling, or a hunger that's laid in their hearts throughout a lonely life.
Character Creation: Social Attributes and Skills are common, though by no means necessary to be a Queen. These means of building bonds do come as a second nature to them, but many start out as awkward, hungry things. Those who favor the Physical tend towards team sports or one-on-one competitions. Those with Mental talents often use them to reach out to people across the world or in their own community, for good or ill.
Boon: A Queen can receive a free Skill Specialty in one the following Skills: Empathy, Expression, Crafts, or Athletics.
Burden: Queens exult in their links to others, and have difficulty extricating themselves from the world. They do not reroll 10s on Stealth, and others, friend or foe, gain a +2 die bonus to rolls to seduce, intimidate, or otherwise build a 'connection' with a Queen, before all other bonuses and penalties.
Trump Art: Perception
Concepts: stunning socialite, neglected child, elementary school teacher, knight in shining armor, dominatrix

Faces

The High Priestess: An Ear to Listen - A Priestess can attune to an inner stillness, cutting away distractions, and as such gain a +2 bonus to Composure-based and Investigation rolls.
The Empress: Mother, May I? - An Empress may spend a point of Id to add dice to Presence, Expression, Persuasion, and Socialize-based rolls on a one-for-one basis. She may also spend a point of Id to use her Presence or Manipulate as her Defense for one attack.
The Lovers: A Sweet Embrace - Those of the Lovers may freely give or take points of Id between allies, as an instant action. They may exchange a number of points of Id at the same rate per turn as their spending limit.
Temperance: Balance In All - Temperance characters may spend a point of Id to seal away a Derangement for a single day, either for themselves or someone they touch. Also, Temperance understands and controls their Vices. Whenever they resist a significant opportunity to indulge a Vice, they gain a point of Willpower, as if they'd indulged. This can be done once per story.

The Knight

"Embrace nothing: If you meet the Buddha, kill the Buddha. If you meet your father, kill your father.Only live your life as it is, not bound to anything." - Buddha(paraphrased)

In the darkness, he stood. He understood nothing. He believe nothing. He was nothing. That is, until he opened his eyes. He saw. He wept. He laughed. He screamed. And then he knew, and became the Believer. This is his world. This is his spirit. This is his defiance. Come and see, for I am the Believer. I am the one who rules himself. There is no truth. There is only me.
The true nature of identity lies in belief. If we cannot draw what we are from within, then who are we once everything else crumbles to dust? To become truly oneself, one must look within oneself. It matters not what something else is called. It's secondary who they share their lives with, unless they decide otherwise. To them, one truth stands above the rest: “I become something greater by displaying my beliefs about my surroundings.”
The Knights are the protectors, faithful, and lone wolves of the world. They can be your savior, in defense of their creeds...or they can be the zealots that destroy you to prove something to themselves.

Appearance: Knights tend to stand out, if only because they rarely see much value in following the mold. If a Knight likes purple, he may wear purple leather boots, violet socks, and have lavender hair. Who cares, as long as it feels right? A more reserved Knight may eschew fashion altogether, grabbing whatever fits well enough to count. After all, what does it matter in the face of what's important?
Knights also have a tendency to wear their beliefs on their sleeves. Holy symbols, political buttons, or tattoos with lots of 'hidden meaning' are common, if not occasionally a tad towards the poseur.
Background: Knights often have childhoods where they felt like they were lacking something. Many Knights Draw the Fool upon finding something to believe in, whether it is faith, love, or punishing the world for their situation. Whatever is it, they BELIEVE. However, there are a few Knights who still aren't sure of their convictions...but they certainly believe that once they find those convictions, their life will more peaceful, if not complete.
Character Creation: High Willpower is a common trait of Knights, and for good reason. A Knight doesn't need to convince anyone of his beliefs, but when those beliefs are challenged, they are usually the first to defend them. Physically-minded Knights tends more towards practical skills and combat, sometimes picking up a martial art or some other form of discipline-reinforcing hobby. Social Knights tend towards the missionary, though a few are relaxed enough to simple 'live by example' in a meaningful way. Mentally-focused Knights take pride in their knowledge, and put it to good use for their pet causes and theories, often to the exclusion of all else for long periods.
Boon: A Knight can receive a free Skill Specialty in one the following Skills: Intimidation, Brawl, Investigation, or Persuasion.
Burden: Knights are rarely to be bothered with things that don't concern them. They suffer an additional -1 penalty to unskilled rolls.
Trump Art: Translation
Concepts: philosophical hero, conspiracy theorist, church volunteer, antisocial hero, sex ed instructor

Faces

The Hierophant: Teaching Holy Things - By Spending a point of Willpower, a Hierophant may impose his own Virtue on another subject. This temporarily replaces their natural virtue, and lasts for one story. An unwilling target must be touched for this power to work.
Strength: Inner Control - A master of Strength masters himself. He may spend a point of Id to ignore wound penalties for a scene, or to use his Composure or Resolve as his Defense for one attack.
The Hermit: Lighting the Way - A Hermit may spend a point of Id to gain +2 on an Identity/Morality roll, either for himself or for another. This requires a touch.
The Devil: Exulting in Chains - Devils may spend a point of Id to treat their Vice as a Virtue for the purposes of regaining Willpower, once per story.

The Page

"Life has meaning only in the struggle. Triumph or defeat is in the hands of the Gods. So let us celebrate the struggle!" - Swami Sivananda

In the darkness, she knelt. She had won nothing. She had lost nothing. She had nothing to win or lose. That is, until she opened her eyes. Her eyes burned at the light, wept at the wind, and cracked with dryness. But she saw. And as she struggled, she become the Adversary. This was her pain. This was her triumph. This was her blood, coursing through her veins and out of her skin. Come and see, for I am the Adversary. I am, because you cannot unmake me. I am the Page.
The true nature of identity lies in conflict. When two forces clash, there is a moment of clarity. I am not you. You are not me. That moment is both heaven and hell. To become truly oneself, one must faces all else with open arms. It is irrelevant what someone wants, hopes, believes, or understands...until it faces the test. To them, one truth stands above the rest: “I become something greater by facing the conflicts of my surroundings”
The Pages are the martyrs, competitors, and antagonistic minds of the world. Many mistake them as a pack of raving masochists, but just as much good can come from a contest than ill. Regardless, it defines you.

Appearance: Pages tend to beg for trouble, one way or another. Either by defying dress codes, wearing the colors of a rival team, or some other form of subtle rebellion, they ask to be challenged. And they normally have an answer just waiting.
Pages of the modern days have had an interesting tendency towards body art, piercing, and scarification. Others go the exact opposite route, maintaining an almost drab conservatism...at a metal concert. Whether subtle or overt, a Page is often where they're not supposed to be, and overdressed for the occasion.
Background: Pages tend to come in two flavors. Those who have been fighting their entire life...and those whose battles have just begun. Scars, derangements, and raw grit are common among the Pages, especially over time. One doesn't last long if they're not up to survive the challenges coming for them.
Character Creation: Stamina, Resolve, and Composure are the bread and butter of a page, as are Wits for quck reactions, Dexterity for grace under fire, and Strength...for when there is no need for diplomacy. Not all Pages take their challenges head on, and a Socially apt Page may circumvent every danger with a quick tongue and liberal use of Persuasion or Subterfuge. Investigation, Occult, and Medicine are also useful skills, for the obvious reasons.
Boon: A Page can receive a free Skill Specialty in one the following Skills: Medicine, Streetwise, Weaponry, or Subterfuge.
Burden: Pages are always at conflict within themselves as well as out, and these conflicts play out most poignantly when their morals are challenged. Pages suffer a -1 to degeneration rolls.
Trump Art: Influence
Concepts: trapped introvert, savvy defense lawyer, rock band rocker, renegade cop, game show host, l33t g4m3r

Faces

Justice: The Comfort of Rectitude - Followers of Justice receive a bonus die on Morality/Identity rolls. Also, they gain a free specialty in any one weapon, for situations where justice needs a more direct solution. The bonus die does nothing to help for degeneration rolls, should the character fail to maintain his moral base.
The Hanged Man: Strength by Sacrifice - A Hanged Man may spend a point of Id when receiving damage, to regain a number of points of Willpower equal to the levels of damage he suffered. This may be done once per scene.
The Moon: Masters of Deception - A Moon may hide many things behind layers of deceit and illusion. They gain the 9 again bonus to Stealth and Subterfuge rolls.
The Star: A Distant Guide - Under the Star lie answers, inspiration, and hope. Characters receive the 9-again benefit on rolls of Expression, and may add their Ego to their initiative in combat.

The Ace

"The important thing is this: To be able at any moment to sacrifice what we are for what we could become." - Charles Dubois

In the darkness, he fell. He was nothing. She was nothing. There was no she, nor he, nor it. There was nothing. That is, until two eyes were opened. He found the sky. She felt the earth. And more than that, the sky gave her wings, the earth gave him foundation. And when they blinked, it was all nothing again. And he was the Innovator. He was all things. He was nothing. Come and see, for I am the Innovator. I am, but just for now. Tomorrow, I shall be someone else. I am the Ace.
The true nature of identity lies in change. Something that remains static was. Something that redefines itself is. To remain stagnant is to truly die, but a natural death is just another transition. The Ace embraces the future, realizing that the past shall never be again. To them, one truth stands above the rest: “I become something greater by adapting myself to the events of my surroundings.”
The Aces are the revolutionaries, artists, and radical hopes of the world. Many mistake the desire for change for a desire to improve the world. The question is...for who?

Appearance: Aces are difficult to pin down...the first time you see them. Because the next time you see them, something has already changed. They often try either the latest fashions or the oldest, anything to break away from the dull and the everyday.
Aces tend to carry some form of bag with them, or at least some way to carry lots of things. Who can say what you need in a pinch, and an Ace strives to have it.
Background: An Ace is difficult to determine on their history, except that something has to give. Either they yearn for change or are already swept up in the storm. The repressed, the extreme, those who dabble in drugs or have been separated from authority figures...anyone can become an Ace, and that's what tends to worry other Summoners.
Character Creation: An Ace tends towards Finesse over other traits. Wits allows them to react to any situation. Dexterity keeps them on their feet when the ground falls out from under one of their schemes. Manipulation gets them through the door towards something new and exciting. They towards a broad variety of skills, and if anything could be said to be a common weakness, it would be a lack of focus in their interests.
Boon: A Page can receive a free Skill Specialty in one the following Skills: Computers, Empathy , Larceny, or Survival.
Burden: Aces are often swept up in the wind, and cannot benefit from 10-again on Composure or Resolve-based rolls.
Trump Art: Transformation
Concepts: avant-garde artist, ex-nerd makeover princess, juvenile delinquent, hostage negotiator, entrepreneur

Faces

Fortune: What I Meant To... - Fortune can grant a believer a boon. By spending a point of Id, a Fortune follower may reroll a single roll per day.
Death: The Reaper's Harvest - Death takes solace in the changes an ending or sacrifice can bring. By sacrificing a point of Health in lethal damage, he may regain 3 Willpower. This may go over their limit, but fades down to their maximum at the end of the scene. This may only be done once per story.
The Tower: Fall to Ruin - The Tower may spend a point of Id to ignore his Ego in points of Durability or Armor. He also gains +2 for Craft, Larceny, or Computer rolls to destroy or bypass a device or system.
Judgment: Sight of Sins - Those touched by Judgment can restore the flagging with a surge of new hope. By spending a point of Id, they may recover their Ego in Health, either for themselves or others. This may be done only once per scene.

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