Connection: We have 1 level of connection with the Order of Makers.
Ephemera Use: We can safely possess four ephemera at any given time, but only two of these can be incantations.
Spell: We learn one general spell that we have enough Sorcery to cast.
Special Skill: We have 1 level of skill with anything having to do with understanding, assessing, or identifying materials.
Skill: We have 1 level in crafting jewelry.
Crafting Magic: We have the ability to create objects of power and ephemera—any item imbued with magical energies. We can use the Maker’s Matrix to create items if we have the proper materials and ingredients, up to level 4. We start the game with two level 1 materials and one level 1 ingredient.
Kindled Items: We can make kindled items if we have the proper materials and at least 2 levels in a skill that is appropriate to the item (leatherworking for leather items, sewing for cloth items, and so on). The materials usually cost half of the cost of the given item. It takes two to five days to make the item, depending on the item. We do not use the Maker’s Matrix when making kindled items.
Crafted Object: We begin with one object of power (level 1 or 2) of our choosing that we have created.
Ephemera Bag (Level 2)
Signature Object: We possess a single object of high quality that we have fashioned ourselves. Only we can use this item—it is a useless bit of junk in the hands of anyone else. While we can have only one signature object at a time, if it were ever destroyed, we can invest 1 Crux and a month’s worth of time to create a new one. In this case, we don’t need to create the same object or imbue it with the same properties.
Our signature object does not count toward the total number of objects of power we can safely handle at once.
We can use the Crafting Magic ability to give our signature item powers once play begins, but to start with, our signature object has one of the following properties:
Desmond Ring
✦✦ Asset: The item adds +1 to the action it is associated with. A rope is easier to climb. A lockpick makes picking locks easier. A jaunty hat improves persuasion. We cannot imbue this property in weapons, nor can we imbue this property more than once in a given object.
(From PC Bond: Need to be within long range of Harold to cast)
Level: 3
I create a functional level 1 object of my heart - a mirror, clock, blade or (blank) book. I cannot control the size, shape, or final form of the memento. In additional to convention use, the memento offers me or anyone else of the same heart 2 bene in any stat pool of my choosing.
Depletion: Ends automatically when the sun next sets
Color: Silver
Level: 5 (+1 die)
The next time a creature with a soul of at least level 2 dies near me, their soul is absorbed into an object of their level or higher. This can be used as a power source for a magical item, a bartering chip for a summoned demon, or whatever else I wish.
Color: Pale
Facet: Death
Level: 3 (+1 die)
I conjure a crown made of woven chain links that cannot be removed from my head until the spell depletes. As an action, I can cause the chains to extend from the crown to do one of four things.
Attack a close target with a lash, inflicting damage equal to the spell’s level.
Grasp a close, unsecured inanimate object that I could lift with one hand and bring it to me (grasping it with my hand is part of the action).
Wrap around a close secured object to anchor myself (the chain can hold my weight).
Attempt to grasp a close being and hold them fast, as if I were grabbing them with my own arms (using my Physicality if needed).
Depletion: 0 (check each round)
Color: Silver
DISCARDED CANDLES IN THE DARK (Level: 6) - You name a single mundane item that you can hold in one hand, and one such object appears in your hand, as well as in the hands of up to six others within short range. Color: Silver
FLAME CONSUMES BOTH TREASURE AND TRASH (Level: 6 (+1 die)) - You create an explosion of heat and fire within very long range that inflicts 4 points of damage to all within a small area. Color: Red
EVIL KNOWLEDGE IN THE BLOOD (Level: 4) - You grow a twisting black horn from your forehead. It can be used as a level 4 medium melee weapon that inflicts +4 damage on angels. Depletion: Ends automatically when the sun next rises Color: Gold
STARS SING SONGS OF CRISP HEARTBREAK (Level: 6) - You destroy an object of power of level 6 or less that you hold and absorb its power, not only restoring all your Qualia pools to full but also granting yourself 2 bene in all of those pools. Color: Red
Secret Name (Level 0):
Pay Your Due: Using the Noösphere, you pay someone from your account to theirs (assuming both parties have access to such). You can also transfer physical orb currency into your Noösphere account. (Not yet learned)
Hex name:
Charm name:
Silver Tattoo (Level 7): Inscribed on Desmond's flesh are multiple prominent symbols of birth, beginnings, and creation. While the active Sooth card is on the Silver Sun, the tattooed being gains +1 to actions involving creation, including using Silver magic. If the tattoos are covered up, the bonus is negated. Color: Silver
ENSORCEL ITEM (ENCHANTMENT)
Level: 6
Requirements:
✦✦ A fully constructed item made with materials of a level equal to the working
✦✦ Ten ingredients of a level equal to the working
✦✦ 6 leaves of emotions appropriate to the item (cost: 150 crystal orbs)
✦✦ Two hours preparation, and ten hours performance
The practitioner enchants an item with a random ability of a level equal to the level of the working. If the vislae knows a particular spell they would like to enchant into the item instead, they can attempt to use that, with two caveats:
1. The practitioner must succeed at an additional challenge based on the level of the spell.
2. The exact parameters of how that spell functions as an enchantment for the item is not up to the vislae, but up to fate and logic (the GM). The spell merely suggests the general concept of the item. Thus, an offensive fire spell creates an offensive fire item, a healing spell creates a healing item, and so on. This includes final interpretation of the effect, usage, and so on.
The finished item is an object of power with a depletion of 0–1 (check each use).
Color: Gold
Initial Plans for a Soul Forge (Part the Finish a Great Work Character Arc)
Notes on the invocation on how the tulpa can utilize magical essence separately to perform separate actions
Accuracy: 3
Movement: 2
Physicality: 1
Perception: 2
Sorcery: 6
Interaction: 2
Intellect: 6
Sortilege: 3
Skill: 0
Tinkering (Mechanical): 2
Jewelry: 1
Skill: 0
Total: 1
Current: 0
Total: 1
Current: 0
Total: 2
Current: 2
Everyone who knows anything about magic knows that it’s alive. Maybe more alive than you and me, maybe the most alive thing that exists. Magic breathes. It grows. It thrives and it changes. It lives. And what does it mean if magic lives? It means it can be killed.
I don’t want to destroy all magic—just those spells that threaten to harm me, my home, or the people and places that I treasure. I will rip a spell out by the roots and stomp on it until it bleeds and dies, using my own powerful magic to do so.
Level: 2
If someone casts a spell near me, I know its nature and level.
Depletion: 0–4 (check each hour)
Color: Blue
Level: 3 (+1 die)
With a touch, I make it impossible for a being to cast a spell in the next round. They can take any other action on their turn.
Color: Blue
Soul Description
Symbol/Image:
Gift:
You have a home of your own and are connected to others. This is the most common foundation among vislae.
Income: 50 crystal orbs
Initial Savings: 100 crystal orbs
Hidden Knowledge: 10
House: Prominent, large, or unique; level 3
Rooms: 5 + 1 Hidden Room
Living Room
Kitchen
Study
Bedroom
Bed
Pillow
Side Table
Lamp
Wardrobe
Simple shirt
Simple pants
Special: One house augment (level 3 or lower)
Connections: 2 levels
: Level 1
: Level 1
Initial Motivations: You have reached a point in life where you can perhaps relax, just a bit. You have a good home, you are known and at least relatively respected, and you have enough income to support a modest lifestyle. Appearances and reputation are important to you, and you probably entertain guests on a regular basis, attend parties and functions, and so forth to maintain or improve your position.
Neighbors
Vislae obsessed with trains
Retired veteran of the War
Points of Interests
Clocktower
Bar/Cafe
Pawn Shop
Local Issues
Windows constantly shatter
Desmond was a watch maker.
Shadow Skill: Tinkering
Shadow Memento: Jeweler's Loupe
Clocks get louder the closer I am to them but i can't hear them louder than normal.
Ftha of the Inverted Pyramid - Old Friend
Ftha is Goetic Vislae who found Desmond in the wilderness of the dark of Silver and gave him his name. She is a tall woman whose head is of an inverted pyramid. He hasn't seen her in years though recently he did receive an incomplete
Benefit: Aside from companionship, friends can share information, offer discounts, grant special treatment, or look the other way at the right time. The benefit depends on the position, occupation, and other specifics of the friend—everyone’s different. A friend might even put themselves in danger to help, but would a real friend ask them to do so?
Drawback: Friends sometimes need your help at the most inopportune times. They are needier than associates or contacts. Failure to give as much as you get in a friendship results in the loss of the friendship.
William Ballond - Friend/Mentor
William is Desmond's mentor and taught him to craft.
Finish a Great Work: Something that was begun in the past must now be completed. This might involve destroying an artifact of the Dark, finishing the construction of a monument, or uncovering a lost temple forgotten to the ages.
Cost: Taking on the Responsibility. You pay a cost of 2 Acumen.
Opening: Assessing the Past. 1 Acumen reward. You look at what has come before and where it still needs to go. This almost certainly involves some real research.
Step: Conceive a Plan. 1 Acumen reward. You make a plan on how to move forward. spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).
Step(s): Progress. 1 Acumen reward. You make significant progress or overcome a barrier to completion. This may involve multiple such steps.
Climax: Completion. 2 Acumen reward. This involves the big finish to the past work. A successful finale results in 1 Joy. Failure results in 1 Despair.
Resolution: 1 Acumen reward. You reflect on what you did and where you go from here.
The characters studied together and thus have known each other for a long time.
Benefit: Each character gains a spell of level 3 or less. It must be the same spell for both PCs.
Drawback: The characters can use the chosen spell only if they are within long range of each other.
Ephemera Bag
Level: 2
Form: Leather satchel
Four ephemera objects, regardless of size, fit into the bag. Nothing else will fit into it. The objects within the bag do not count toward the owner’s ephemera limit. Retrieving an object from the bag is always an action.
Object Depletion: —
Color: Invisible
Desmond's Silvery Chains
Desmond's Mind Distorter (Spent)
Level: 4
Form: Radio Transmitter
The radio transmitter distorts the mind of one target within short range so that they are unable to act on their next turn.
Object Depletion: 0-2
Color: Blue
Slot 1: The Lost Depth Form: Red and Blue Madstone. Consume to become flat and transverse through the 2D plane. +2 to stealth checks, depletes on 0 (level 6) (Gold Sun)
Slot 2: Times Secret Door Form: Talisman, You disappear and escape by slipping sideways in time and move within one mile anywhere (level 5) (Green)
Slot 3: Adiabatic Flame Form: Red and Black Madstone. The stone burns with a powerful flame (like a burning bit of phosphor) until the sun next rises, but it gives off no heat and burns nothing it touches-unless you wish it to. (Level 1) (Gold)
Slot 4: Vade Mecum Form: Orange Potion. You embed a book at least partway into your body womewhere. You then have 1 level of skill in the book's primary topic. Depletion: 0-1 (check each day). (Level 4) (Gold)
Quality pants
Quality shirt
Coat