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Role playing a Tarot mage can be quite fun. On one hand, there is an element of chance involved, which can make using Tarot summoning in combat rather interesting. On the other hand, a mage committed to the Tarot can play up being mysterious and enigmatic, blaming any strange reaction to circumstances as “this is just what I have seen in the cards …” As often as the mage can reference the Tarot or offer odd bits of wisdom or advice to other players or NPCs, the better! Further, being able to use the Sixth World Tarot deck as a prop and role-playing tool in-game allows one more level of immersion.
TAROT SUMMONING
Use the following chart to see what kind of spirit is summoned when a card is drawn.
The different suits of the Arcana correspond to different spirit types—the Suit of Blades aligns with air, Coins with earth, Batons with fire, and Cups with water. When a card from any of these suits is drawn, the summoned spirit matches the corresponding type. The number on the card will be the Force of the spirit summoned. Aces count as 1. This means that if the Tarot mage declares they are using Tarot Summoning, then draws the Five of Batons card, a Force 5 fire spirit will be summoned, and the mage may immediately give the spirit a command.
The exceptions to this are the face cards (King, Queen, Knight, and Page) and the Major Arcana (cards that do not correspond to Blades, Coins, Batons, or Cups). When a face card is drawn, the spirit summoned will still be of the type corresponding to the suit drawn, but with the following differences:
• Spirits summoned by Page cards will always be Force 9 and will immediately use their Guard power on the summoner’s entire team. If summoned outside of combat, the spirit continues to guard the summoner and allies until either dawn or dusk arrives, or until it prevents an accident or glitch. The spirit then returns home.
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• Spirits summoned by Knight cards will always be Force 10 and will immediately materialize and use one elemental attack power against an enemy. If summoned outside of combat, the spirit returns to its home.
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• Spirits summoned by Queen cards will always be Force 11 and will immediately materialize and use Magical Guard on the summoner and allies until the end of combat. If summoned outside of combat, the spirit instead offers a single use of its Divining ability. It then returns home.
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• Spirits summoned by King cards will always be Force 12 and will immediately materialize and use the Engulf power on whoever the spirit deems the largest threat to the summoner (gamemaster discretion). The spirit will remain until the enemy is subdued and combat is over. If summoned outside of combat, the spirit instead offers a single use of its Divining ability. It then returns home.
Whenever a card from the Major Arcana is drawn, an unknown spirit grants the following effect (treat as a Mentor Spirit advantage/ disadvantage). If in combat, the effect lasts until combat ends. If summoned outside of combat, the effect lasts five minutes.
• The Bastard: All enemies gain +2 to dice rolls against summoner.
• The Matrix: Summoner and allies gain +2 dice on Matrix- related tests.
• The High Priestess: Summoner gains +2 dice to Conjuring skill group.
• Aes Sidhe Banrigh: Summoner may immediately draw 2 more cards, summoning or applying both.
• The Chief Executive: Summoner may make an immediate Intimidation test against an enemy with a +4 dice pool bonus. • The Higher Power: Summoner gains 1 free point of Edge until
the end of combat.
• The Avatars: Summoner gains +2 to attack rolls and +2 to Spellcasting tests.
• The Ride: Summoner gains an immediate +2D6 to their initiative score (max 5D6).
• Discipline: Summoner gains +2 to all limits.
• The Hermit: Summoner gains +4 to all dice rolls, everyone else within 5 meters suffers –2 to all dice rolls.
• The Wheel of Fortune: Roll 1D6. On a 1, 3, or 5, the summoner gains +3 to all rolls. On a 2, 4, or 6, summoner experiences a –3 penalty on all rolls.
• The Vigilante: A Force 12 spirit of man is summoned and may immediately be given one command.
• The Hanged Man: Summoner receives a –3 dice pool penalty to all defense rolls.
• …404…: The Edge value of the summoner is reduced to 1 until the end of combat.
• Threshold: Summoner may immediately choose a card from the minor arcana and summon that spirit.
• The Dragon: A nearby dragon is alerted to your presence on the astral plane. (Gamemaster chooses what this means for the summoner.)
• The Tower: Summoner gains +4 to armor and ignores wound penalties.
• The Comet: Summoner gains +4 to Spellcasting rolls. • The Shadows: Summoner gains +4 to defense rolls. • The Eclipse: Enemies are at –4 to hit summoner.
• Karma: Summoner immediately gains a temporary point of Edge. After combat is over, summoner loses 1 Karma. • The Awakened World: Summoner and allies gain +3 to
ENCHANTING
Tarot mages practice skills in the Enchanting skill group normally.
NOTABLE FEATURE
Tarot mages rely on Tarot decks for their access to magic. Truthfully speaking, it is the symbolism on the deck that is important, so in a pinch, a Tar- ot mage could get by using scraps of paper with scribbles on them, as long as the mage has had time to bond with the deck.
TAROT MAGE RULES
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Initiates of the Tarot Tradition must take Divination for their first metamagic.•
At the second grade of initiation, Tarot mages may take the Tarot Summoning metamagic.NOTABLE TEACHERS
Karmen Na’ib is the current head of the Arcane
Tarot Guild. While she rarely accepts new stu- dents, many of her pupils teach newer initiates on her behalf. The Arcane Tarot Guild is not par- ticularly hierarchical, so there is not much harm in joining the guild and beginning to network with other Tarot mages.
Alternatively, Jasper Dejong is a Tarot mage who broke off from the Arcane Tarot Guild in its earliest incarnations. He has the reputation of be- ing harsh and often using the Arcana for personal gain, yet he eagerly accepts new students.
Professor Stuart Bronswick is a member of
the Oracle Society who actually practices the Tarot as well as studies it academically. He operates out of Elemental Hall as part of the University of Chi- cago’s Magical Studies program and works closely with the Astral Space Preservation Society there. He’s a busy guy, but if he thinks you can help him research the Tarot, he’ll teach you what he knows in exchange for field research.