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Wonders of Shade and Dust
Cost: --; Mins: Craft 4, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Fault-Finding Scrutiny
The Chosen of Death are given powers over the realm of the Dead, including the ability to weave things greater their their materials would suggest. When working with the matter of the Underworld, the Abyssal reduces the threshold needed to create superior quality items by 3 to a minimum of 1. This means they always produce fine objects, and with one more success can produce exceptional... and beyond the skill of mere mortals, they can produce perfect items with out any great preparation beyond getting four successes on the crafting roll.
With preparation equal to that needed for perfect items in the mortal realm, an Abyssal may produce a minor Artifact, equivalent to that made with the Enchantment procedure of "Talisman". The limit to all such items is that they are quite fragile in the realms of life. Artifacts lose their power, often becoming permanently inert if not falling to dust in the light of the sun of Creation, and lesser items suffer becoming immaterial as a ghost at the very least unless other magics give them a solid form. Lastly, such objects are always Obvious as being strange and otherworldly.
Gift of Dreams and Blood
Cost: --; Mins: Craft 5, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Frenzied Forge Within
The Abyssal may make sacrifices of significant items and blood in the name of his craft. By incorporating such items into his work or burning them, he finds inadequate materials workable. Blood sacrifices from sentient beings reduce the resources cost by 1 per 2 lethal health levels. The value of an item for this purpose is based around how much emotional energy is centered around that item. A child's beloved teddy bear that her dead mother made for her is worth more than a "priceless" painting that is owned by a man that cares little about it. As a rough measure, assume each intimacy for the object is one dot of Resources. Additionally, when using Frenzied Forge Within and benefiting from this charm, they gain 2 dice per resource level reduced. This does count as dice granted by a charm.
Forging Purity of the Soul
Cost: 8m, 1wp (+12m, 3wp); Mins: Craft 5, Essence 4; Type: Simple Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Frenzied Forge Within
Ghostly souls are fractured, often broken things, but under the guiding hand (kind or cruel) of an Abyssal, they might be reformed into something greater. This charm normally allows for a bond to be forged between an existing artifact and a ghost. The artifact may be reflexively recalled to the ghost at any time for 1 non-charm expenditure of a mote. When the ghost is discorporealized, so too is the artifact. Up to the ghost's Essence in artifact dots may be so bound. This action requires the artifact's dots in hours to complete the bonding.
But there is a second hidden use to this charm, for when an Abyssal has formed a personal bond with a ghost, implanting a passion in them, they can forge something truly great, a Panalopy charm for the ghost with additional expenditure of a 12 mote and 3 willpower surcharge. This takes the Artifact/Charm's Essence in months (before other charms are used) of constant forging (8 hours a day) of the ghost, not to break them down but to remove their impurities and bring out the blend of soul and Abyssal Passion. The rules on the Panalopy is rough, but it should be a uniquely powerful charm of the Essence level it is and be representative of both the ghost and Passion. Each Essence above 5 should be capable of sustaining one to a max of three Panalopy charms.
⚠ <u>
directly⚠ </u>
support the character's Intimacies or Motivation, the Passion being always first. As a result of this broadening of the restrictions, the charm only multiplies speed by 4.