Main Personality Trait: Thoughtful
Card Family: Mysteries
Animal: Rat
Object: Mirror
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 one type of crafting, such as woodworking, metalworking, and so on.
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 6.
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. Choose from the Objects of Power deck, or pick a level 1 or 2 effect from the Effects by Level table and assume the object of power has a depletion of 0 (check each use).
Hasty Assembly: When using the Maker’s Matrix to make ephemera, we can make such items in half the time, although the level of the challenge is +2 if we choose to speed up the process.
Improving Items: With a cost of 1 magecoin in materials and one day to work, we can increase the level of any nonmagical item by +1. An item can be improved in this way only once.
Identifying Ingredients: If we examine something, we learn if it can be used as a material, ingredient, catalyst, stabilizer, or power source for an item. If it is something out of the ordinary, we can also determine how it can be handled or stored.
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:
✦✦ Extra Armor: If the item is armor (not clothing, but actual armor), it provides +1 Armor.
✦✦ 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.
✦✦ Glamour: The item makes us look more attractive if we have it on our person, regardless of its form. This minor illusion adds 3 bene each day to our Interaction pool.
✦✦Hidden Away: The item can be stored within the folds of space up our sleeve, in our hair, or in some other non-obvious place where it cannot be seen, takes up no space, has no weight, and cannot be found except by us or a Maker of a higher degree.
✦✦ Protection: The item grants +1 to one type of defense of our choosing (Dodge, Resist, or Withstand), even if it is not an obviously defensive item (such as armor). We must have it on our person for this to function.
✦✦Warding: While we hold the item, it renders us immune to level 1 magical effects.
✦✦Weapon: If the item is a weapon (or an item that could be used as a weapon), it inflicts +1 damage. This can simply be more damage, or it can be themed—fire, cold, acid, soul-searing, and so on. We can imbue this property more than once.
As a 2nd degree Maker, we add another property to our signature object. We choose one from the list of 1st degree properties or one of the following:
✦✦ Combat: If the item is a weapon (or an item that could be used as a weapon), it adds 3 bene each day to our Accuracy pool. Obviously, we must be using the object in order to use these bene. We can imbue this property more than once.
✦✦ Durable: The object has +5 Armor to resist damage. We cannot imbue this property more than once.
✦✦ Summoning: The item can be summoned to us from any distance, regardless of barriers or restrictions, with a snap of our fingers, using an action.
✦✦ Virtual Armor: An item that is not actual armor provides us with +1 Armor.
Level: 3
I conjure a small shield that I hold in one hand. With it, I deflect attacks, both physical and magical. My Dodge and Resist actions gain a +1 bonus. If I spend twice the Sorcery, I have a shield in both hands, which means I have no free hands, but the Dodge and Resist bonuses are +3.
Color: Invisible
Facet: Conjuration
Depletion: 0 (check each round)
EXPANSIVE ENDEAVOR (Level: 3): You can spend up to 3 bene from the appropriate stat pool to devote effort to an action, rather than just 1.
Display Ephemera: You can possess and display up to ten ephemera objects from now until sunset if you intend to sell them, not use them.
Hex name:
Charm name:
Green Tattoo (Level 7): Inscribed on Harold's flesh are multiple prominent symbols of life, growth, plants and animals. While the active Sooth card is on the Green Sun, the tattooed being gains +1 to actions involving (non-violent) movement or healing, including using Green magic. If the tattoos are covered up, the bonus is negated. Color: Silver
Accuracy: 0
Movement: 0
Physicality: 0
Perception: 0
Sorcery: 0
Interaction: 0
Intellect: 0
Sortilege: 0
Skill: 0
Crafting - Alchemy: 1
Bluff: 1
total: 0
Current: 0
Total: 1
Current: 1
Total: 0
Current: 0
The best conversations I have are with the spider spinning its webs in the corner. My best friend might very well be my hat.
Omnispeakers are vislae who not only speak many languages, including those most do not know (such as the languages of animals), but also converse with things that normally do not speak, such as plants or inanimate objects.
I enjoy finding ways to plumb the depths of knowledge and secrets by speaking with the creatures and things that might have that knowledge, and yet are always ignored as sources of information.
When I want to find out if the person I’m looking for has gone into a building, I ask the building’s door. If I want to know what lies on the other side of the lake, I ask the bird that just flew from there.
Level: 1 (+1 die)
When I touch a creature or object, I get a sense of something about its nature or past.
Color: Indigo
Soul Description
Symbol/Image:
Gift:
You are aloof and have few ties to others.
Income: 60 crystal orbs
Initial Savings: 150 crystal orbs
Hidden Knowledge: 15
House: Large, hidden, or unique; level 4
Rooms: 5 + 1 Hidden Room
Living Room
Kitchen
Study
Bedroom
Bed
Pillow
Side Table
Lamp
Wardrobe
Simple shirt
Simple pants
Connections: None
Initial Motivations: You are a hermit. You have a nice home and a decent amount of money—your essentials are covered. This is wonderful, because you have your own personal pursuits to focus on. You spend a lot of time alone, but you may still have friends. You don’t, however, have connections to large groups and might be relatively unknown to most people (and if so, you probably like it that way).
Neighbors
An orphanage with wild and adventurous children
Maker who wants to steal Howard's secrets.
Points of Interests
Random portal that dumps and drops random stuff from across the Actuality
Magical materials and ingredients supplier
Plaza with a fountain
Local Issues
Young troublemakers vandalize and terrorize the neighborhood
Heavy Thah activity
Shadow Skill:
Shadow Memento:
Bond
Friend/Mentor - Osanai Fenora: A vislae Maker of the 4th Order. She crafts using materials from the Green with a focus on healing and movement. Sensing Harold affinity to the Green she took him on as an apprentice. She seems to be partially composed of flowing vines. She has no facial features except for eyes of green. Vines sprout out of her shoulders that form into an extra pair of lithe arms that she uses with extreme dexterousness. When not in her shop in or eating at Garvers in Fartown she is usually in the wilds of the Green gathering materials.
Traits: Impatient, Focused, Direct
94039a28d91bd2956c7813b5f4d8358a.jpg (568×800) (pinimg.com)
Contact - Chaona Zach: Chaona Zach is a Maker who has a shop in Fartown where she sells a variety of ephemera for standard prices. She’ll make items of level 4 or lower to order in the workshop behind the store, but always requires two weeks to deliver special orders. She also sells a wide variety of materials, ingredients, stabilizers, catalysts, and power sources for other Makers, up to level 4. Chaona has a friendly dog named Backward that seems to move backward all the time except if he or Chaona are threatened, in which case he transforms demon.
Chaona is a contact who provides you with a 25 to 50% discount on crafting goods she sells to you. She does this as long as you sell your ephemera and objects of power through her shop and she collects 25% of the cost or if you bring her interesting crafting components.
Traits: Business-like, opportunistic, curious
Mysterious Background
You don’t know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that’s a common theme in this kind of arc.
Cost: Tired of Not Knowing. You pay a cost of 2 Acumen. (Done)
Opening: Beginning the Search. 1 Acumen reward.
Step: Research. 1 Acumen reward. You look into your own family background, if possible.
Step(s): Investigation. 1 Acumen reward. You talk to people who might know. You follow clues.
Climax: Discovery. 3 Acumen reward. You discover the secret of your own background. You determine if what you learn is good (1 Joy) or bad (1 Despair).
Resolution: 1 Acumen reward. You contemplate how this new knowledge sits with you.
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.
Quality pants
Quality shirt
Coat