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  1. SORCEROUS INITIATION: THE DIVINE SPARK
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  3. It was said in ages past that the King of all Craftsmen, Autochthon, personally bestowed some of his understanding and brilliance to mortals themselves long before the Exalted were even a concept. It is through tireless work and planning in the workshop that these “Sparks” make divine wonders in order to gaze into the mind of not only the Great Maker, but the secrets of the universe itself. Also helps that along the way they become incredible craftsmen.
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  5. Shaping Rituals
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  7. The sorcerer takes a dramatic action sharpening a blade, polishing a suit of armour, or some other method to help take care or repair some sort of artifact. At the end of a dramatic action which oversees the repair or maintenance of some sort of artifact the Sorcerer may roll (Intelligence + Craft) and gain that amount of successes in sorcerous motes towards her next spell.
  8. Whenever the sorcerer begins casting a spell and stunts by describing how she’s using some invention she previously made or kitbashed together in the scene, she gains (Stunt rating +2) Sorcerous motes. This spell may be done once per scene. Spells that enhanced the user’s control spell do not count towards this limit.
  9. The sorcerer’s own reserve of very ingenuity allows them to bend and warp the laws of physics. By spending crafting XP a sorcerer is able to fuel their spells up to a maximum of (2 or Essence, whichever is higher). Silver Experience fuels Terrestrial spells, Gold Experience fuels Celestial spells, and White experience fuels Solar spells. Never willing to leave things undone, one a spell is paid for by using crafting XP then only that spell may be fueled with crafting XP for the rest of the scene.
  10. Other Benefits
  11. Dumpster Diver (Merit ••) - What one would consider a trash, a Spark would consider a quality ingredient. When making items a Spark can make quality items with inferior ingredients (Typically one Resource dot less of ingredients). Poor quality farming tools can be melted down into a quality sword, dirty glass can be turned into priceless works of art, and other such details. This may even apply to artifacts themselves, but it does not however rob the need of wondrous ingredients. At the very minimum a spark still needs a wondrous ingredient and some sort of magical material.
  12. Powered by SCIENCE! (Merit ••••) - The spark brutally tears apart some sort of item or nearly tortures an artifact, doing some sort of elaborate scientific method that is only understood by them, and when the artifact is finished it’s now powered by some obscure scientific theory that only they seem to comprehend. By taking a single miscellaneous action with an artifact the Spark is able to roll (Intelligence + Craft) where upon each success on the roll gives a temporary motepool equal to the successes rolled which may be used only to fuel the evocations and powers of the artifact in question and last for the rest of the scene. For other items it assures they continue running for at least until the end of the scene (Day if the craft threshold is exceptional), after which it breaks down from the stress. Mundane items ‘enhanced’ by this fall apart at the end of the scene and must be repaired, artifacts remain intact but must be repaired before this feature is used again.
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