Wednesday, January 6, 2010

Hermit

VIII. The Hermit

“Leave me alone!”

Some people just want to be left alone and get away from it all. Some people just want get away from it all---forever. Such is the fate of those dealt under the hand of the Hermit. They are the Cards that died to escape from the real world.

Because they continue living, Hermits find their survival a form of punishment. They wanted to be left alone for a reason---to escape the mortal world because it was getting too much, too difficult, too perverse. Most Hermits are those who almost died due to drug or alcohol overdosing: drugging themselves to insensibility until the world was unrecognizable.

There are those Hermits as well who died in an attempt to cross the border between the material and the mystical, death being another great adventure to be conquered only now delayed. In this sense it the Arcana most similar to the Magician Arcana. Both tried to dabble with forces beyond the mortal ken. But the Hermit is not a curious being; he examines the mystical because it offers more than what the encroaching world could offer.

Most Hermits are intelligent; they kind of have to be, to enjoy the life of self-sufficiency that they so crave. This intelligence manifests in being able to jury-rig scraps into something. Resourcefulness is very much a hallmark trait of the Hermit Arcana.

The Dealer of the Hermit Arcana is Douglas Laramie, a scientist assigned to the infamous Manhattan Project. Guilty for having helped create one of mankind’s most destructive weapons, he retreated to parts unknown to hide his forbidden knowledge, content to disappear from the rest of the world.

Unfortunately, the world was not content to lose him---particularly rival nations who wanted Laramie for their own research. Rather than join them, he took the quickest alternative at the end of a serrated knife.

The end he wanted did not come with his own death. Instead, Laramie found himself instilled with the power of Persona.

He has since used his abilities to keep himself hidden, revealing himself only to those deigned fit to be his Servitors. He’d rather not show himself at all if possible.

The Powers of the Hermit

Laramie prefers Servitors who are like him: intelligent, aware of the dangers of their intelligence, and thus can be trusted to be discreet. Still, he is aware of his duty as Dealer and has mentored every Hermit who comes his way.

Increasingly many Hermits are social burn out cases. Laramie has been forced to sober up the various Hermits who found their power at the end of a needle, or poisoned silly with mescaline. He does not find this aspect of his duty the least bit amusing.

Hermit 1: Fade from Sight
Roll: Wits + Dexterity + Numina. 1 Numen.
Hermits use this ability to hide from the world.

Exceptional Failure: A bright glow surrounds the Hermit; instead of fading away, he blazes with an aura of light, making him very conspicuous indeed.

Failure: The power fails to function.

Success: The Hermit fades away, leaving a faint blur of his location as he moves. He is effectively invisible for the duration of one turn per Numina.

Exceptional Success: The Hermit can stay invisible for a number of days equal to his Numina. Canceling this power means he has to pay the cost and roll again if he wants to reactivate his invisibility.

Hermit 2: Nothing’s Here
Roll: Wits + Manipulation + Numina, 1 Numen. Contested vs. Wits + Numina against those actively searching for the Hermit and know of his whereabouts.
Hermits use this ability to render their hideouts and homes secret.

Exceptional Failure: The power fails to function and cannot be used to hide a location for one day.

Failure: The power fails to function.

Success: The Hermit renders his home forgettable; people will know of his home (mail can be dropped there), but no one will know who lives there. They’ll be aware if it’s occupied, but they will be compelled to ignore what’s happening there. Landlords forget the property exists, the neighbors who move in will always be the least intrusive. The power lasts for one day/Numina.

Exceptional Success: The power lasts one week per Numina.

Hermit 3: Blind Senses
Roll: Wits + Dexterity + Numina. 1 Numina. Reflexive, touch needed.
Hermits use this power to assault the senses, handicapping those who dare intrude on their silence.

Exceptional Failure: The power backfires, shutting down all of the Hermit’s five senses for the duration of the power.

Failure: The power fails to function.

Success: All senses of the victim of this ability are shut down; he cannot see, taste, smell, touch or hear anything for the duration of 1 minute per Numina the Hermit possess. While numbed to the world, the targets suffers a -3 to all Defense and rolls unless he has a sixth sense (like precognition) that allows him to function without his other senses.

Exceptional Success: the target’s senses are sealed for the rest of the scene.

Hermit 4: Antipathy
Roll: Wits + Intimidation + Numina vs. Resolve + Numina if Contested. 2 Numina/day.
This power creates a psychic negative zone in a small location of the Hermit’s choice that affects all beings save other Hermits. The zone makes people feel uncomfortable, squeamish and displeased to be near it, and thus avoid it entirely. People chasing after Hermits into an Antipathetic zone contest the roll (see above); they cannot suppress their revulsion if they fail.

Hermit 5: Forbidding
Roll: Wits + Intimidation + Numina vs Resolve + Numina. 3 Numina.
This ability creates a safe zone for the Hermit.

Exceptional Failure: The power backfires, striking the Hermit for 2 points of lethal damage.

Failure: The power fails to function.

Success: The ability seals an area as exclusively the Hermit’s. If an unwanted visitor arrives in the area, the Hermit enjoys a +2 to all dice to any rolls that have to do with ejecting the person from his space. In addition, the area itself will reject the intruder, hurling knives, crockery, furniture, etc at the intruder until he finally leaves. The area uses the attack dice of the Hermit.

Exceptional Success: The seal is so strong that any who tries to intrude in a Forbidden area are cursed with an Antipathetic effect on their own homes targeted towards them.

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