XX. The Sun
“I illuminate all. I am the blaze of the soul, the source of all life, that death dare not approach!”
Among the Arcana, it is the Sun that glows brightest and burns fiercest. It is the glory of the Arcana, symbolizing the apex of realized human potential. From its most significant Cards come some of humanity’s most dazzling achievements. Unfortunately, the Arcana knows it.
The Sun Arcana considers itself to be the keeper of human virtue, though its detractors note that it seems the Sun has forgotten to include modesty to the list of virtues. Perhaps this is because they are unusual bearers of genius.
It’s because of this genius that the Sun considers death to be the ultimate insult of all. They, the great lights of humanity, were snuffed out before their prime. In a way, they are what the Chariot Arcana seeks to be, pinnacles of human success. Death topples these successes, and thus they seek to allay it when they can.
It has thus become the duty of the Sun Arcana to become the guardians of human achievement. They seek to destroy any threat that, should it be realized, may lessen the collective spirit of humanity.
This may sound noble, but most Sun Cards are supercilious about their innate superiority as a result. Because they’ve been the best, they consider themselves the best adjudicators of humankind. There is little truth to this corollary.
The current Dealer is an arrogant, though pragmatic professor named Keith Sa. Chinese by birth, he’s a true polymath, having skills of exceptional caliber in various arts and sciences. He has multiple Nobel Prizes, a Pulitzer, and an Olympic medal to his name.
All of these were for naught when a rare, wasting disease---or so he thought---ate away at his life, day by day. The disease was degenerative; his intelligence seeped out of him as he fought against it. When death came, the small part of him that remembered his brilliance sparked---and flared into the burning glory of his Arcana.
Today Sa is the exceptional exception, a Dealer blazing with more power than even the magnificence of his Cards. He strives to chase death away from the most gifted members of mankind, even as others try to hasten it for their own ends. It is his greatest frustration that even he has failed to save them all.
The Powers of the Sun
Sa prefers Cards with the same brilliance he shares. Dullards are not welcome. There are times he seriously questions those his Arcana would chose (not as brilliant as he, he thinks), but knowing that to question the Arcana is folly, he keeps his disagreeable opinions to himself.
Sun 1: Dazzling Brightness
Roll: Presence + Numen. 1 Numina.
The Sun-user unsheathes his brilliances in a powerful flash of blinding light.
Exceptional Failure: The power fails to function, and the Sun-user cannot use the ability for the rest of the day.
Failure: The power fails to function.
Success: A jarring flash (brighter than a photoflash) radiates from the Persona-user in a radius equal to his Numen rating x 5 meters. Beings that look at the Persona-user are blinded for a number of turns equal to the Persona-user’s Numen.
Exceptional Success: The flash is so jarring that the duration of blindness is doubled.
Sun 2: Solar Battery
Roll: Presence + Numen. (See below)
This ability allows the Persona-user to absorb Numina from the sun itself.
Exceptional Failure: The power fails, and cannot be used for another month.
Failure: The power fails to function.
Success: The Persona-user recharges Numina at an accelerated rate. Instead of regaining one Numina per day, the Persona-user regenerates Numina equal to the number of successes in his roll. He may use this power only once per week.
Exceptional Success: The power is so well controlled that he can use the power as much as he wants for a week.
Sun 3: Sun Bolt
Roll: Presence + Dexterity. 2 Numina per bolt, +1 per intensity of bolt.
This ability makes Sun-users the bane of vampires everywhere.
Exceptional Failure: The power fails to function, and cannot be used for another month.
Failure: The power fails to function.
Success: The Sun-user fires pulses (“bolts”) of pure solar energy at his targets. Should they hit, the target suffers 1 bashing damage and is affected by Dazzling Brightness. The Sun-user can intensify the heat of his bolts by adding 1 Numina to the cost of his attack (3 total cost of Numina for 1 lethal damage, 3 Numina for 1 aggravated.) A Sun-user can fire as many bolts as his Sun Arcana rank per round. He must still pay the costs for each bolt, however.
Vampires who are hit by sun bolts are affected by sunlight as per the rules, and have to roll for Rotshrek.
Exceptional Success: The bolts’ damage are raised by one level free of charge. If the Sun-user was already firing aggravated bolts, the bolts Stun the target as well.
Sun 4: Breaking through the Fog/Early Dawn
Roll: Presence + Resolve + Numen vs. Resolve + Numen. 3 Numina.
A Sun-user uses this power to penetrate the Fog and end the Dark Hour early in a target area.
Exceptional Failure: The Sun-user instead finds himself in the Dark Hour or the Fog for a longer duration.
Failure: The power fails to function.
Success: The Sun-user is able to force an area back to normalcy if it’s currently shrouded in the Mist or experiencing the Dark Hour. The length of the Hour/Fog is shortened by a number of relative hours equal to his Sun ranking.
Exceptional Success: The Dark Hour/Fog’s duration is shortened by doubled the Sun-user’s ranking in relative hours.
Sun 5: Aurora Victoria
Roll: Presence + Resolve + Numen. 4 Numina, +1 per additional target affected.
Sun-users use this ability to ensure victory against the toughest of foes.
Exceptional Failure: The Sun-user’s opponents benefit from the effects.
Failure: The power fails to function.
Success: For the next number of turns equal to half the Sun-user’s Arcana rank (rounded up), 3 successes are counted as exceptional successes rather than 5.
Exceptional Success: As Success.
Sunday, June 13, 2010
Saturday, June 5, 2010
Moon
XIX. Moon
“Life is the illusion before death.”
Aloof and mysterious, the Moon Arcana is the second of the so-called Arcana of Light, the parts of the Arcana that denote the successes of a being’s life in the karmic wheel. While the Star is the resolution and inspiration for the path towards excellence, and the Sun is the blazing end of a life full of achievement, the Moon in turn is the path itself.
Because such paths are often myriad, complex and twisting, the Moon Arcana is essentially an Arcana that delves into the random chances and makes the best of opportunities as they come. It will test those who strive for excellence, and marks those who dare its ways with power.
It thus behooves the Moon to choose Servitors who know the difference between lies and the truth. To be deceived is to walk off the path---and there are times that the Moon wishes this to be, if only to gain strength when one has righted oneself. In short, the Moon Arcana is a philosophy of waxing and waning, of biding one’s time, and of learning what is truly precious in a world where nothing is constant under the Moon’s shifting gaze.
Because the Moon’s powers ebb and increase with time, its Dealer has to work doubly hard to make sure that the Moon’s position within the Arcana is as constant as he could make it.
To this end no one knows who the Dealer of the Moon Arcana is, save that he can always be identified by the presence of the Moon in its current phase reflected in his eyes. To know the identity of the Moon Dealer would allow his rivals (of which he has none, but it pays to be cautious) the ability to counter his movements.
The Powers of the Moon
The Moon Dealer prefers Servitors who are perceptive and not easily misled by the machinations of others. He also prefers a streak of adventure that allows them to fearlessly wander the path that the Moon is. Unfortunately, this streak of adventurousness is yet another trait that can lead an overconfident Moon-user astray.
Moon 1: The Moon’s Gentle Fingertips
Roll: Stamina + Numen, Numina cost variable, see below.
This ability allows Moon-users to heal and strengthen those who would dare tread the paths of fate and destiny.
Exceptional Failure: As Failure.
Failure: The power fails to function.
Success: The Moon-user is able to heal 1 bashing damage for every Numina he spends on his target. He can choose to double this cost to heal lethal damage, and triple this to heal aggravated.
Exceptional Success: As Success.
Moon 2: Lunar Veil
Roll: Presence + Resolve vs Willpower. 1 Numina.
A shimmering veil hides the features of the Moon-user.
Exceptional Failure: The power fails to function and cannot be used for another day.
Failure: The power fails to function.
Success: The Moon-user is able to hide all his physical features and exchange them to render his face unrecognizable. This ability does not allow the imitation of another person’s face; instead, it just distorts his that it becomes unremarkable. Traits such as Striking Looks are negated while the power is in effect. The power cannot hide his Arcana, however.
Exceptional Success: The ability is so strong that the Moon-user is rendered invisible and cannot be seen unless an actively searching onlooker rolls a Wits + Investigation roll.
Moon 3: Induce Dream
Roll: Manipulation + Resolve + Numen vs Willpower. 2 Numina.
Moon-users use this ability to implant dreams and messages in their targets.
Exceptional Failure: The power fails to function and cannot be used for another week.
Failure: The power fails to function.
Success: The Moon-user can project and program a dream in a target; the dream can either be a soothing dream or a nightmare. Should it be a soothing dream, the target enjoys the benefits of the Fast Healer merit as he rests and sleeps. Should it be a nightmare, the target cannot rest (nor heal damage) without artificial aids. Either form of dream can be used to send messages to a target, but unless the target expects such a dream, the dream’s meaning could be lost or misinterpreted.
Exceptional Success: The dream is so potent that a suggestion can be implanted in the target. The suggestion must be in character for the target, and he will perform the suggestion but once.
Moon 4: Mirage
Roll: Manipulation + Craft + Numina vs. Wits + Investigation. 3 Numina.
Moon-users can create large-scale illusions with this ability.
Exceptional Failure: The power fails to function, and cannot be used for another month.
Failure: The power fails to function.
Success: Large scale illusions fill an area equal to the cubic volume of the Persona-user’s Numen rating. These can be as detailed as the Persona-user wants. Any sensations a target receives in this realm are real to him; damage is received, but dispels the Mirage. Food sustains the eater, but any inimical action within the Mirage dispels it. Moon-users sometimes use this ability to create safe zones in harsh environments where they would otherwise have none.
Exceptional Success: As Success.
Moon 5: Citadel of the Moon
Roll: Presence + Manipulation + Craft. 5 Numina.
This ability creates a structure made out of pure mental energy.
Exceptional Failure: The power fails to function, and the Moon-user cannot access any Moon powers for the duration of the month.
Failure: The power fails to function.
Success: A structure of pure energy surrounds the Moon-user, taking shape equal to a Mirage. Any being who tries to force entry into a Citadel finds himself receiving bashing damage equal to the Moon-user’s Numen rating. Unlike a Mirage, the Citadel creates a real environment where any action can occur within it and cannot be dispelled by the dangerous actions of others.
Exceptional Success: As Success.
“Life is the illusion before death.”
Aloof and mysterious, the Moon Arcana is the second of the so-called Arcana of Light, the parts of the Arcana that denote the successes of a being’s life in the karmic wheel. While the Star is the resolution and inspiration for the path towards excellence, and the Sun is the blazing end of a life full of achievement, the Moon in turn is the path itself.
Because such paths are often myriad, complex and twisting, the Moon Arcana is essentially an Arcana that delves into the random chances and makes the best of opportunities as they come. It will test those who strive for excellence, and marks those who dare its ways with power.
It thus behooves the Moon to choose Servitors who know the difference between lies and the truth. To be deceived is to walk off the path---and there are times that the Moon wishes this to be, if only to gain strength when one has righted oneself. In short, the Moon Arcana is a philosophy of waxing and waning, of biding one’s time, and of learning what is truly precious in a world where nothing is constant under the Moon’s shifting gaze.
Because the Moon’s powers ebb and increase with time, its Dealer has to work doubly hard to make sure that the Moon’s position within the Arcana is as constant as he could make it.
To this end no one knows who the Dealer of the Moon Arcana is, save that he can always be identified by the presence of the Moon in its current phase reflected in his eyes. To know the identity of the Moon Dealer would allow his rivals (of which he has none, but it pays to be cautious) the ability to counter his movements.
The Powers of the Moon
The Moon Dealer prefers Servitors who are perceptive and not easily misled by the machinations of others. He also prefers a streak of adventure that allows them to fearlessly wander the path that the Moon is. Unfortunately, this streak of adventurousness is yet another trait that can lead an overconfident Moon-user astray.
Moon 1: The Moon’s Gentle Fingertips
Roll: Stamina + Numen, Numina cost variable, see below.
This ability allows Moon-users to heal and strengthen those who would dare tread the paths of fate and destiny.
Exceptional Failure: As Failure.
Failure: The power fails to function.
Success: The Moon-user is able to heal 1 bashing damage for every Numina he spends on his target. He can choose to double this cost to heal lethal damage, and triple this to heal aggravated.
Exceptional Success: As Success.
Moon 2: Lunar Veil
Roll: Presence + Resolve vs Willpower. 1 Numina.
A shimmering veil hides the features of the Moon-user.
Exceptional Failure: The power fails to function and cannot be used for another day.
Failure: The power fails to function.
Success: The Moon-user is able to hide all his physical features and exchange them to render his face unrecognizable. This ability does not allow the imitation of another person’s face; instead, it just distorts his that it becomes unremarkable. Traits such as Striking Looks are negated while the power is in effect. The power cannot hide his Arcana, however.
Exceptional Success: The ability is so strong that the Moon-user is rendered invisible and cannot be seen unless an actively searching onlooker rolls a Wits + Investigation roll.
Moon 3: Induce Dream
Roll: Manipulation + Resolve + Numen vs Willpower. 2 Numina.
Moon-users use this ability to implant dreams and messages in their targets.
Exceptional Failure: The power fails to function and cannot be used for another week.
Failure: The power fails to function.
Success: The Moon-user can project and program a dream in a target; the dream can either be a soothing dream or a nightmare. Should it be a soothing dream, the target enjoys the benefits of the Fast Healer merit as he rests and sleeps. Should it be a nightmare, the target cannot rest (nor heal damage) without artificial aids. Either form of dream can be used to send messages to a target, but unless the target expects such a dream, the dream’s meaning could be lost or misinterpreted.
Exceptional Success: The dream is so potent that a suggestion can be implanted in the target. The suggestion must be in character for the target, and he will perform the suggestion but once.
Moon 4: Mirage
Roll: Manipulation + Craft + Numina vs. Wits + Investigation. 3 Numina.
Moon-users can create large-scale illusions with this ability.
Exceptional Failure: The power fails to function, and cannot be used for another month.
Failure: The power fails to function.
Success: Large scale illusions fill an area equal to the cubic volume of the Persona-user’s Numen rating. These can be as detailed as the Persona-user wants. Any sensations a target receives in this realm are real to him; damage is received, but dispels the Mirage. Food sustains the eater, but any inimical action within the Mirage dispels it. Moon-users sometimes use this ability to create safe zones in harsh environments where they would otherwise have none.
Exceptional Success: As Success.
Moon 5: Citadel of the Moon
Roll: Presence + Manipulation + Craft. 5 Numina.
This ability creates a structure made out of pure mental energy.
Exceptional Failure: The power fails to function, and the Moon-user cannot access any Moon powers for the duration of the month.
Failure: The power fails to function.
Success: A structure of pure energy surrounds the Moon-user, taking shape equal to a Mirage. Any being who tries to force entry into a Citadel finds himself receiving bashing damage equal to the Moon-user’s Numen rating. Unlike a Mirage, the Citadel creates a real environment where any action can occur within it and cannot be dispelled by the dangerous actions of others.
Exceptional Success: As Success.
Thursday, June 3, 2010
Star
XVIII.Star
“Life is judged by the excellence it provided.”
Persona-users have a mixed view of the Star Arcana. On one hand, they are the bearers of excellence, the muses of the arts. Stars are shimmering lights of inspiration in a darkened world.
On the other hand, do they have to be so darned…perky?
The Stars are who they are because they’re hardly victims. They viewed their deaths as just another great adventure, another thing to excel in. Their lives were often marked by extremely good fortune, and they always succeeded where others failed---and because of this, it gives them a cheery outlook on their borrowed lives.
It doesn’t help matters that most Stars are gorgeous and multi-talented. Striking Looks is a common merit for this Arcana to have. They’re personable, beautiful and excellent. What more can they ask for?
This is a question that is often answered by the current Dealer, the Lord Kerry. A staid English gentlemen, Lord Kerry knows that the way of Persona isn’t a game or venture for Stars to excel in. He prefers to see it philosophically, that the Stars are meant to illuminate all to a higher cause of power, in this case the Tarot of the various Arcana. Because of this, he is popular with the other Dealers as someone who is willing to help them with the own individual agendas.
The Lord Kerry sees others succeeding thanks to him as the mission of his Arcana, and he guides his Cards accordingly.
This mission is what makes the Stars….so annoying helpful. They want to do well so much that they overreach. It makes other Persona-users want to slit something, preferably a Star’s wrists.
Stars, however, are not always sweetness and light. They adapt very quickly to situations demanded of them---and if excellence requires a certain degree of ruthlessness, so be it.
The Powers of the Star
Lord Kerry prefers Servitors who are willing to take on challenges with aplomb. He would rather his Cards become catalysts for success. Stars who become impediments to the success of a given mission’s agenda would be wise to succeed as quickly as they can to avoid their Lord’s ire.
Star 1: Inner Radiance
Roll: Manipulation + Numen. 1 Numina.
This ability allows Stars to help others succeed where others could not.
Exceptional Failure: As Failure.
Failure: The power fails to function.
Success: For every success the Star-user rolls, he may add another die to a target’s die roll. For example, if the Star were to roll 4 successes, he would be able to bequeath 4 dice to an ally. All dice must be given, and all bonus dice must be spent in that given target’s next roll.
Exceptional Success: As Success.
Star 2: Pulse of the Tarot
Roll: Manipulation + Presence. 1 Numina per Arcana rank mimicked, see below.
This ability allows a Star-user to temporarily access the powers of another Arcana.
Exceptional Failure: The Star cannot use his own powers for the rest of the scene.
Failure: The power fails to function.
Success: The Star-user is able to copy the powers of another Arcana for one turn. He does not need to have a Social Link with the individual whose powers he is mimicking. Note however that this ability does not grant the Star-user familiarity with the powers of the other Arcana. He must also pay the additional costs of the power he is mimicking regardless if he knows it or not.
Exceptional Success: The Star-user does not need to pay the additional cost of the power he is mimicking.
Star 3: Iridescence
Roll: Manipulation + Presence + Numen. 1 or 2 Numina.
This ability allows the Persona-user to refract and change colors with his physical form.
Exceptional Failure: The Persona-user’s form is locked in a shifting color pattern for the duration of the scene.
Failure: The power fails to function.
Success: The Star-user’s body is covered in pulsing, changing lights. He may use this light to illuminate an area equal to sphere as large as his Numen rating in diameter (by feet.) This effect costs 1 Numen. If the Persona is in the Dark Hour or Fog, he can use this ability to “illuminate” that area and render it normal for the duration of a scene. No Shadow may enter an area illuminated with Iridescence.
Exceptional Success: As Success.
Star 4: Polaris
Roll: Resolve + Numen. 3 Numina.
This ability allows the Star-user to force a path open between the waking world and the Dark Hour.
Exceptional Failure: As Failure.
Failure: The power fizzles, signaling Shadows to a disturbance in that area.
Success: A channel of light is opened from the Persona-user to the waking world. Non-Persona-users who have stumbled into the Dark Hour can use this path to exit the Dark Hour. In addition, the Persona-user can use this ability to open gateways to the waking world regardless of what alternative dimension or realm he may currently be in. He must spend 3 extra Numina per being or person who wish to use his gateway to enter the waking world.
Exceptional Success: As Success.
Star 5: Supernova
Roll: Resolve + Presence + Numen. 5 Numina minimum, see below.
This ability allows the Star-user to channel his power into a burst of energy.
Exceptional Failure: The power fails to function, and the Persona-user takes points of bashing damage equal to his Numen rating.
Failure: The power fails to function.
Success: A sphere of energy as Iridescence surrounds the Star-user that explodes outward in a wave. Any being struck by this wave suffers the following effects, based on the amount of Numina spent:
5-All beings get struck for 5 bashing damage.
6-All beings get struck for 5 bashing damage and are flung back, stunned for a turn.
7-All beings are struck for 5 lethal damage and are stunned.
9-All beings are struck for 5 aggravated damage.
10-All beings are struck for 5 aggravated damage, and stunned.
11: As 10 Numina, and any beings not native to a particular plane or dimension as the one the Star-user is currently are banished to his native plane.
“Life is judged by the excellence it provided.”
Persona-users have a mixed view of the Star Arcana. On one hand, they are the bearers of excellence, the muses of the arts. Stars are shimmering lights of inspiration in a darkened world.
On the other hand, do they have to be so darned…perky?
The Stars are who they are because they’re hardly victims. They viewed their deaths as just another great adventure, another thing to excel in. Their lives were often marked by extremely good fortune, and they always succeeded where others failed---and because of this, it gives them a cheery outlook on their borrowed lives.
It doesn’t help matters that most Stars are gorgeous and multi-talented. Striking Looks is a common merit for this Arcana to have. They’re personable, beautiful and excellent. What more can they ask for?
This is a question that is often answered by the current Dealer, the Lord Kerry. A staid English gentlemen, Lord Kerry knows that the way of Persona isn’t a game or venture for Stars to excel in. He prefers to see it philosophically, that the Stars are meant to illuminate all to a higher cause of power, in this case the Tarot of the various Arcana. Because of this, he is popular with the other Dealers as someone who is willing to help them with the own individual agendas.
The Lord Kerry sees others succeeding thanks to him as the mission of his Arcana, and he guides his Cards accordingly.
This mission is what makes the Stars….so annoying helpful. They want to do well so much that they overreach. It makes other Persona-users want to slit something, preferably a Star’s wrists.
Stars, however, are not always sweetness and light. They adapt very quickly to situations demanded of them---and if excellence requires a certain degree of ruthlessness, so be it.
The Powers of the Star
Lord Kerry prefers Servitors who are willing to take on challenges with aplomb. He would rather his Cards become catalysts for success. Stars who become impediments to the success of a given mission’s agenda would be wise to succeed as quickly as they can to avoid their Lord’s ire.
Star 1: Inner Radiance
Roll: Manipulation + Numen. 1 Numina.
This ability allows Stars to help others succeed where others could not.
Exceptional Failure: As Failure.
Failure: The power fails to function.
Success: For every success the Star-user rolls, he may add another die to a target’s die roll. For example, if the Star were to roll 4 successes, he would be able to bequeath 4 dice to an ally. All dice must be given, and all bonus dice must be spent in that given target’s next roll.
Exceptional Success: As Success.
Star 2: Pulse of the Tarot
Roll: Manipulation + Presence. 1 Numina per Arcana rank mimicked, see below.
This ability allows a Star-user to temporarily access the powers of another Arcana.
Exceptional Failure: The Star cannot use his own powers for the rest of the scene.
Failure: The power fails to function.
Success: The Star-user is able to copy the powers of another Arcana for one turn. He does not need to have a Social Link with the individual whose powers he is mimicking. Note however that this ability does not grant the Star-user familiarity with the powers of the other Arcana. He must also pay the additional costs of the power he is mimicking regardless if he knows it or not.
Exceptional Success: The Star-user does not need to pay the additional cost of the power he is mimicking.
Star 3: Iridescence
Roll: Manipulation + Presence + Numen. 1 or 2 Numina.
This ability allows the Persona-user to refract and change colors with his physical form.
Exceptional Failure: The Persona-user’s form is locked in a shifting color pattern for the duration of the scene.
Failure: The power fails to function.
Success: The Star-user’s body is covered in pulsing, changing lights. He may use this light to illuminate an area equal to sphere as large as his Numen rating in diameter (by feet.) This effect costs 1 Numen. If the Persona is in the Dark Hour or Fog, he can use this ability to “illuminate” that area and render it normal for the duration of a scene. No Shadow may enter an area illuminated with Iridescence.
Exceptional Success: As Success.
Star 4: Polaris
Roll: Resolve + Numen. 3 Numina.
This ability allows the Star-user to force a path open between the waking world and the Dark Hour.
Exceptional Failure: As Failure.
Failure: The power fizzles, signaling Shadows to a disturbance in that area.
Success: A channel of light is opened from the Persona-user to the waking world. Non-Persona-users who have stumbled into the Dark Hour can use this path to exit the Dark Hour. In addition, the Persona-user can use this ability to open gateways to the waking world regardless of what alternative dimension or realm he may currently be in. He must spend 3 extra Numina per being or person who wish to use his gateway to enter the waking world.
Exceptional Success: As Success.
Star 5: Supernova
Roll: Resolve + Presence + Numen. 5 Numina minimum, see below.
This ability allows the Star-user to channel his power into a burst of energy.
Exceptional Failure: The power fails to function, and the Persona-user takes points of bashing damage equal to his Numen rating.
Failure: The power fails to function.
Success: A sphere of energy as Iridescence surrounds the Star-user that explodes outward in a wave. Any being struck by this wave suffers the following effects, based on the amount of Numina spent:
5-All beings get struck for 5 bashing damage.
6-All beings get struck for 5 bashing damage and are flung back, stunned for a turn.
7-All beings are struck for 5 lethal damage and are stunned.
9-All beings are struck for 5 aggravated damage.
10-All beings are struck for 5 aggravated damage, and stunned.
11: As 10 Numina, and any beings not native to a particular plane or dimension as the one the Star-user is currently are banished to his native plane.
Wednesday, June 2, 2010
Tower
XVII. Tower
“No place but down.”
Human beings are very fond of blaming others for their failures. Usually this is attributed to the bitterness of failing. Sometimes however, they are right.
The Tower Arcana is the Arcana of failure. In a way, they’re quite the opposite of the Chariots and the Stars. Where the two strive for excellence, the Tower Arcana strives for the failure of others. The three often clash, and woe betide those who are caught in between their conflicts!
The Tower Arcana believes that human beings are best served by surviving conditions of adversity. They believe that the human spirit is prone to complacency when resting on their laurels, so they see it fit to takes these laurels away. In short they see satisfaction as a deterrent to ambition.
Towers are born from death when the cause of their death is the result of another’s error. Because they died and were awakened to the mysteries of Persona, they often lose their chance at happiness, living a borrowed life unfulfilled. Most Tower Cards are the victims of botched surgeries, car accidents and other events that could have been avoided if people were simply more competent and responsible.
As a result Tower Cards are often seen as a dour lot, the party-poopers of the Arcana. They resent most of humanity for hurting them (since it was human error that got them into this mess in the first.) They try to cut people down, knowing that those who have the inner strength to survive their own misery will become great for it. They see it as returning the favor for whatever mistakes human beings had done to them. It earns them few friends.
Because they work so hard at making others fail (so as to make room for successes later on), Tower Cards are also seen as bullies in conventional settings. The office bully is often an ideal candidate for the Tower Card. There’s nothing like resentment to fuel the driving ambition to surpass the person who makes you miserable.
The current Dealer of the Tower Arcana is an art critic named Penelope Brantley. Penelope’s cutting pen has ruined the careers of many an aspiring artist. She however, knows when to relate success when it is properly deserved.
The conditions of her own death are a mystery, and she likes to keep it that way. Rumor is she’s the result of a botched suicide and that when she Awoke, she was originally dealt under the Arcana of the Hanged Man. Whatever she did to exit that service is still something hotly debated by members of the Awakened community. When interrogated by anyone rude enough to ask, the Dealer simply shrugs. Misfortune is then sure to follow.
The Powers of the Tower
Tower 1: It Sucks to Be You
Roll: Presence + Manipulation. Reflexive. 1 Numen.
This ability drains successes from the Tower’s target.
Exceptional Failure: The power backfires. The next roll of the Tower is automatically contested by It Sucks to Be You. Should the next roll being contested, It Sucks to Be You dice is added in the dice pool against the Tower’s own roll.
Failure: The power fails to function.
Success: Every success rolled on the part of the Tower can be stored and used against the target’s success and will be converted into failure.
Exceptional Success: As Success.
Tower 2: Crashing Around Your Ears
Roll: Presence + Manipulation + Numina vs. Presence + Numina. 1 Numen
This ability creates a psychic resonance around the target that drives others against him.
Exceptional Failure: The power backfires and strikes the Tower.
Failure: The power fails to function.
Success: The target is struck with a disgusting aura. He becomes an object to avoid. His aura is off-putting and distances others from him. All Social Rolls are penalized by a value equal to the Tower’s Presence divided by 2, rounded up.
Exceptional Success: All Social Rolls are penalized equal to his Presence.
Tower 3: Fall of Jericho
Roll: Presence + Stamina + Numina vs. Presence + Numina. 1 Numina + 1 per level of intended damage.
This ability uses the Persona-user’s mental energies to thrust out at solid objects, rendering them unstable.
Exceptional Failure: The power shoves the Persona-user back, inflicting half of the damage he intended on his target.
Failure: The power fails to function.
Success: A telekinetic bolt (akin to a battering ram) shoots of his mind, damaging his target for 1 bashing damage per Numen spent. He can choose to spend 2 Numen per damage to make it lethal, and 3 Numen per damage to make it aggravated.
Exceptional Success: As Success.
Tower 4: Foundation of Sand
Roll: Presence + Strength. 3 Numen.
This ability erodes the efficacy of the target’s abilities.
Exceptional Failure: As Failure.
Failure: The power fails to function.
Success: A Persona-user can undermine his target’s abilities with this power by overriding his target’s control over his own powers. Any supernatural ability used by the target will need to spend 1 Willpower point in addition to any other costs he may have to pay in order for the power to function.
Exceptional Success: As Success.
Tower 5: Edifice of Light
Roll: Presence + Intelligence + Numen. 3 Numina or 1 Willpower point.
This ability allows the Tower to create a psionic gestalt of his powers into a single structure.
Exceptional Failure: The power fails to function.
Failure: The power fails to function.
Success: The Tower must designate two of his Persona abilities to link into a gestalt. When he activates this ability, those 2 powers will always operate simultaneously. The cost of the gestalt abilities is the higher cost between the two abilities. A Tower may use Edifice of Light to create several gestalts but he must pay for each gestalt.
Exceptional Success: As Success.
“No place but down.”
Human beings are very fond of blaming others for their failures. Usually this is attributed to the bitterness of failing. Sometimes however, they are right.
The Tower Arcana is the Arcana of failure. In a way, they’re quite the opposite of the Chariots and the Stars. Where the two strive for excellence, the Tower Arcana strives for the failure of others. The three often clash, and woe betide those who are caught in between their conflicts!
The Tower Arcana believes that human beings are best served by surviving conditions of adversity. They believe that the human spirit is prone to complacency when resting on their laurels, so they see it fit to takes these laurels away. In short they see satisfaction as a deterrent to ambition.
Towers are born from death when the cause of their death is the result of another’s error. Because they died and were awakened to the mysteries of Persona, they often lose their chance at happiness, living a borrowed life unfulfilled. Most Tower Cards are the victims of botched surgeries, car accidents and other events that could have been avoided if people were simply more competent and responsible.
As a result Tower Cards are often seen as a dour lot, the party-poopers of the Arcana. They resent most of humanity for hurting them (since it was human error that got them into this mess in the first.) They try to cut people down, knowing that those who have the inner strength to survive their own misery will become great for it. They see it as returning the favor for whatever mistakes human beings had done to them. It earns them few friends.
Because they work so hard at making others fail (so as to make room for successes later on), Tower Cards are also seen as bullies in conventional settings. The office bully is often an ideal candidate for the Tower Card. There’s nothing like resentment to fuel the driving ambition to surpass the person who makes you miserable.
The current Dealer of the Tower Arcana is an art critic named Penelope Brantley. Penelope’s cutting pen has ruined the careers of many an aspiring artist. She however, knows when to relate success when it is properly deserved.
The conditions of her own death are a mystery, and she likes to keep it that way. Rumor is she’s the result of a botched suicide and that when she Awoke, she was originally dealt under the Arcana of the Hanged Man. Whatever she did to exit that service is still something hotly debated by members of the Awakened community. When interrogated by anyone rude enough to ask, the Dealer simply shrugs. Misfortune is then sure to follow.
The Powers of the Tower
Tower 1: It Sucks to Be You
Roll: Presence + Manipulation. Reflexive. 1 Numen.
This ability drains successes from the Tower’s target.
Exceptional Failure: The power backfires. The next roll of the Tower is automatically contested by It Sucks to Be You. Should the next roll being contested, It Sucks to Be You dice is added in the dice pool against the Tower’s own roll.
Failure: The power fails to function.
Success: Every success rolled on the part of the Tower can be stored and used against the target’s success and will be converted into failure.
Exceptional Success: As Success.
Tower 2: Crashing Around Your Ears
Roll: Presence + Manipulation + Numina vs. Presence + Numina. 1 Numen
This ability creates a psychic resonance around the target that drives others against him.
Exceptional Failure: The power backfires and strikes the Tower.
Failure: The power fails to function.
Success: The target is struck with a disgusting aura. He becomes an object to avoid. His aura is off-putting and distances others from him. All Social Rolls are penalized by a value equal to the Tower’s Presence divided by 2, rounded up.
Exceptional Success: All Social Rolls are penalized equal to his Presence.
Tower 3: Fall of Jericho
Roll: Presence + Stamina + Numina vs. Presence + Numina. 1 Numina + 1 per level of intended damage.
This ability uses the Persona-user’s mental energies to thrust out at solid objects, rendering them unstable.
Exceptional Failure: The power shoves the Persona-user back, inflicting half of the damage he intended on his target.
Failure: The power fails to function.
Success: A telekinetic bolt (akin to a battering ram) shoots of his mind, damaging his target for 1 bashing damage per Numen spent. He can choose to spend 2 Numen per damage to make it lethal, and 3 Numen per damage to make it aggravated.
Exceptional Success: As Success.
Tower 4: Foundation of Sand
Roll: Presence + Strength. 3 Numen.
This ability erodes the efficacy of the target’s abilities.
Exceptional Failure: As Failure.
Failure: The power fails to function.
Success: A Persona-user can undermine his target’s abilities with this power by overriding his target’s control over his own powers. Any supernatural ability used by the target will need to spend 1 Willpower point in addition to any other costs he may have to pay in order for the power to function.
Exceptional Success: As Success.
Tower 5: Edifice of Light
Roll: Presence + Intelligence + Numen. 3 Numina or 1 Willpower point.
This ability allows the Tower to create a psionic gestalt of his powers into a single structure.
Exceptional Failure: The power fails to function.
Failure: The power fails to function.
Success: The Tower must designate two of his Persona abilities to link into a gestalt. When he activates this ability, those 2 powers will always operate simultaneously. The cost of the gestalt abilities is the higher cost between the two abilities. A Tower may use Edifice of Light to create several gestalts but he must pay for each gestalt.
Exceptional Success: As Success.
Subscribe to:
Posts (Atom)