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Re: Winston

Posted: Sun May 28, 2023 9:13 pm
by Winston
Inheritances
This section of my CS attempts to record inheritances Winston has received in his time and tries to include them more or less verbatim 'for the record' with perhaps a few links to relevant things where necessary.

Faith's Will

PSF Record/Approval

Winston
Note Dear Winston, I know that I am asking a lot of you. I have no doubt that you can do it.
Noted! Winston will cry.

She leaves Isonomia in the hands of Winston. This includes the overseeing of Beacon (nominal, these days), Cally's Restaurant (which I suspect may need to become a PC business again. Happy to help there as needed), Luna's Dream (ditty, PC business, mebbe?), the Soup Kitchen(s) (same... it's quite an Empire, you know!) etc.
Noted, a new Isonomia writup and conversion to a CS Faction with businesses to follow.

100 WP to Winston (this covers 50 WP she gave Winston in a thread dated after this, and another 50)
The first 50 WP are already in my UCP WP Ledger, the second 50 is still owing.

100 WP to Isonomia
Noted! This is still owing and will be claimed by PSF during conversion of Isonomia when it is converted into the new CS faction format.

NPC Alex will offer his services to Isonomia / Winston
NPC Jai'den goes to Isonomia / Winston
Noted! I will claim both of these NPC as Faction NPCs during the PSF dealing with Isonomia on approval of the Will.

Winston Tier 4: A large cooking pot which appears to provide almost endless sustenance. In fact, if Faith makes a soup or stew in that pot, once per trial it replenishes itself up to 20 x the amount she made. She must make one pot full first, it is only ever a replication of what was originally made. The pot would normally have enough soup in it to feed 30, so with this, it will take the ingredients etc for feeding 30 and will feed 600.
Noted, claimed and details in my CS here

Winston A Quacian Work-Horn: This Horn will ensure that workers do their job with maximum efficiency. The duration of a project undertaken or product produced by the PC or their direct underlings will be twice as efficient. This means they will either accomplish their tasks at half the cost of time or of WP, not both. This Work Horn can only be used on a singular project or product per Cycle.
Noted, claimed and details in my CS here

Bloodcap, Radiant Bloom, Etherbane,Firebloom, Exodial Lotus, Star Lillies , also Bubblebloom, Rancouthsrane, Yorksha's Spine, Vlahardrum, Bloom of Axies - samples of these, ready to grow, to Isonomia, to the Order and to Kura (please note that Faith also has all the plants from the Ice Caves of IShallr Expedition identified (as such in this thread ) and they'll have samples of those too.
Noted, claimed and details in my CS here

Winston, Genna and Kura
Faith has rather a lot of wells . They are left to Isonomia and the Order of the Adunih with the clear instruction that use of them must be agreed between both heads of organisation (Winston and Genna) and Kura. It must be a majority (2 out of 3).
Noted! I will deal with how this will be managed during the PSF dealing with Isonomia on approval of the Will. Their use will be co-ordinated on all occasions with the other PCs listed.
Gennadiya and Winston *Together*
Gennadiya & Winston (The Order and Isonomia) PB's Palace: A simple piece of chalk. Twice a day Faith can use this chalk to draw a door. When she does, it becomes a door to a "room of requirement" (which PB insists is his palace) of varying size, depending on what it contains.

In there, neatly organised and clearly labelled, is whatever Faith needs for her current project. She can identify one project per season and this item will allow her to resource it. The room itself won't provide raw materials such as building supplies, but it will provide sheets and blankets. Strangely, though, it won't provide prepared food, but will provide the ingredients needed to make that food. Medical supplies, clothing, etc, all of these will be provided. Specialist medical equipment or scientific supplies, however, will not. The note attached to it reads. "My friends. You can do this - and I hope this helps."
Noted! I will deal with how this will be managed during the PSF dealing with Isonomia on approval of the Will. Their use will be co-ordinated on all occasions with the other PCs listed.

Also - in the War of Death & Souls Faith got access to pretty much all known poisons, medical herbs, plants, etc. Also metals and wood - I was told I could choose 5 very rare metails and woods, but I only got around to four metals and no wood so that's what there is. SMALL amount of Grave Gold, Faldrinium, Tienite and Ghost Metal. I don't know how much a small amount is, what I remember being told by Aegis was "an ingot or two of each." Faith also has 1 ingot of Star Metal that she bought to make Padraig's wedding ring. There's a wedding rings worth taken from it. But you guys can have the rest.
Noted! I will deal with how this will be managed during the PSF dealing with Isonomia on approval of the Will. Some of these metals have already been deatils by Faith as to be left in the lab she has left Winston here.
All template credit, love and admiration goes to Pyrre Ej'qy

Re: Winston

Posted: Sun Oct 01, 2023 8:38 pm
by Winston
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Felicity (as a slave in life, she was never issued a surname)


Race: Biqaj (Ghost - Tier 3 Wisp)
Date of Birth: 102nd of Zi'da, Arc 630
Age at Death: 13 Arcs
Anchor(s): Winston & Isonomia HQ in Rharne
Languages:
  • Rakahi (Fluent) - Her native tongue (Free)
  • Common (Fluent) - From Linguistics (Free)
  • Common Sign (Conversational) - From Linguistics (Free)
  • Yari (Fluent) - From Linguistics (Free)
  • Draketh (Broken) - From SP (10 SP)
  • Tree Talk (Conversation) - From SP (13 SP)
  • Euthic Sign (Fluent) - From PS (13 SP)
  • Gernevoir (Fluent) - From SP (14 SP)
  • Dehasin (Conversational) - From SP (13 SP)
  • Scalveen (Fluent) - From SP (9 SP)
  • Nysin (Fluent) - From SP (9 SP)
  • Xanthea (Fluent) - From SP (9 SP)

Born into slavery, she lived a short, hard life as a Translator and a spy for a wealthy merchant of cloth and secrets. Sent out into the city streets, ballrooms and kitchens under the guise of being a dumb servant, her owner noticed (and nurtured ruthlessly) the great advantage of her talent with languages and monopolised on the loose nature of his patron's tongues as she passed by as an inconsequential slave.

During her final trials, she was gifted to a foreign dignitary that travelled far and wide, offering her the opportunity to see many distant lands, hone her skill with foreign languages and to gather a great many secrets.

All this came to a watery end when the ship upon which they sailed was struck be a storm, claiming every life aboard, offering every man, woman and child a deep watery grave.

Appearance

In life she had the shifting eyes common to her race, tanned skin, brown flowing hair and was/is 4 foot 1 inches tall. At the moment she died, as the terror turned to futile desperation, the orange hue of panic in her eyes was forever locked into place.

Her attire at her passing and so now forever in death, is that of a plainly, yet not inexpensively clothed young woman, dressed for travel upon the seas and acceptable presentation as property of a wealthy dignitary of Idalos.

Skills

Skill Type Level Points
Investigation Standard Skill Novice 15 15
Stealth Standard Skill Expert 51 66
Detection Standard Skill Competent 26 92
Etiquette Standard Skill Expert 51 143
Linguistics Standard Skill Master 76 (+90 SP for additional Language purchases) 309
Discipline Standard Skill Competent 26 335
Socialisation Standard Skill Competent 29 364
Deception Standard Skill Expert 51 415
Syphon Ghost Skill Novice 10 425
Posassion Ghost Skill Expert 51 476

Cause of Death

She drowned when her ship sank in a storm off the shores of Scalvaris while on the way to her new home with the Lord to whom she had been gifted as a spy for her owner.

Relationship to PC

She met Winston in this thread when he called upon the Wisps within Faith's ghost network to help with the Fire in Rharne.

Abilities

Death Remnant: Bubbles
While she might hate doing it, she is able to produce bubbles that float up from her mouth as if she were underwater. The travel up a few feet before fading into nothing.

As a Wisp, Felicity has all of the abilities listed here, including:
  • Dawn’s Deception Form (Daytime Form)
    • Corpse Finding
    • Carcass Cloak
    • Dusting
  • Umbral Haunt Form (Nighttime Form)
    • Soul Tracking
    • Grave Travel
    • Palisade

Progression Log

This is a list of threads that have affected the development or progress of this NPC:

Re: Winston

Posted: Fri Oct 13, 2023 9:56 pm
by Winston
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This groups of Wisps are all trained in the arts of espionage. Winston met them during the burning of Rharne when he reached out to Faith's Wisp network via Shinwa for assistance. After convincing them that he was worth dealing with, a small group of them decided that the new leader of Isonomia was worth dealing with and as such now haunt him and occasionally entertain his requests for information in exchange for favours.

NPC Group Skill Profile 1 (7 NPCs)

  • Mundane Skills:
    • Intelligence (Competent): 40
    • Investigation (Competent): 30
    • Detection (Competent): 30
    • Appraisal (Novice): 10
  • Ghost Skills:
    • Materialization (Novice): 20
    • Syphon (Novice): 4
    • Possession (Competent): 26

NPC Group Skill Profile 2 (8 NPCs)

  • Mundane Skills:
    • Stealth (Competent): 30
    • Investigation (Competent): 40
    • Detection (Competent): 30
    • Tactics (Novice): 10
  • Ghost Skills:
    • Materialization (Competent): 26
    • Syphon (Novice): 24
Approved here Gained here

Re: Winston

Posted: Thu Nov 09, 2023 9:12 pm
by Winston
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Despite his diminutive size, Winston is a tough little ferret and here are the passive affects that contribute to this (Note, that I'm not suggesting that all of these stack, but that he has them all and so any one might help in a situation where he's getting bashed).

Reforged

Forged Ability - Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.

Turtle's Skin (Minor)

Turtle's Skin (Minor) - A passive ability that aids in the Blessed's ability to endure attacks, this ability makes the skin of the Blessed immune to commonplace injuries like moderate bites and scratches. Weapons and severe bites will still harm the Blessed, however, so they cannot go blithely into a fight without a care in the world.

Turtle's Skin (Moderate)

Turtle's Skin (Moderate) - As the Blessed grows in Saoire's Blessing, they take on more of their patrons inherent resistance to attacks. At this level, the Blessed's skin becomes immune to physical attacks from all but the most well forged of weapons or the most powerful of beasts. In addition, they are now immune to weaker supernatural attacks, such as most Favored Blessing powers or magic spells.

NPC: Angela

Posted: Sat Dec 09, 2023 6:26 pm
by Winston
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Angela Hoskins

Race: Human
Birth Trial: 50th of Vhalar, 710
Gender: Female
Languages:
  • Scalveen (Fluent) - Her native tongue
  • Common (Conversational)

Skills:
  • Cooking (Master) - 76 XP
  • Acting (Expert) - 51 XP
  • Endurance (Expert) - 51 XP
  • Athletics (Expert) - 51 XP
  • Detection (Expert) - 51 XP
  • Caregiving (Competent) - 26 XP
  • Larceny (Competent) - 26 XP
  • Leadership (Competent) - 26 XP
  • Deception (Competent) - 26 XP
  • Alchemy (Competent) - 26 XP

Appearance: A cursory inspection would give the clear impression of a smartly (if inexpensively) dressed little girl with an endearing smile, blond hair and green eyes. A closer inspection (something she would do her best to avoid being performed) or a dicerning eye, might notice that her cloths were heavily repaired and skin well weathered for someone so young.

Personality / Quirks: This street rat maintains a thinly painted, but well maintained facade of an accomplished young girl, talented in Cooking and Caring for those around her. Anyone that does not know otherwise, would be forgiven for assuming that she was on the fast-track to success, given her unusual culinary talent, once her parents have finished paying for what must be a very accomplished education and she moves on to bigger and better things.

The truth could not be further from this. As a child orphaned by the docks collapse in Scalvoris town, she lives hand to mouth these days, caring for a small group of fellow street rats and vagabonds. She aspires to do more with her life, but will not elevate herself without taking her friends along with her. Spending every waking hour either leading her little group of thieves, scrounging for food or stealing away time in a local kitchen's voluntary service in order to practice her passion (Cooking), she has lived a life much harder than any normal person should (let alone a child).

She has fond memories of her doting parents and is determined to get back to a place of honest graft, but to get there, she needs something to launch her into a place she can do this. Money? Renown? Support of ANY kind is all she needs... and the Scalvoris Chef competition is it. She and her friends have scrapped together everything they can, by thieving, scrounging, begging lying and cheating to get accepted into the competition, Angela is their only hope for salvation and the competition Angelas only hope for a future above the gutters of Almund.


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Re: Winston

Posted: Mon Dec 18, 2023 4:46 pm
by Winston
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Genny

Race: Diri
Concepts: Generosity

Appearance: The Diri manifests as an ethereal glow, with sparkles and gentle glowing lights. It has no mundane form, preferring to remain amorphous and intangible.

Personality: The Diri itself is incapable of speech, but instead shares its desires with its bonded through the sharing of emotions and conceptual desires. It is always clear when the Diri wants Winston to do something and, while heavily driven by its concepts, can understand and follow instruction if it so desires.

Limitations: Draw to Winston by his generous nature and behaviours, if he stops with his generous ways, behaves selfishly or otherwise persistently does things that are at odd to the spirit of generosity, it will not approve and may eventually dissipate and leave.

Powers:
  • Generous Purses - Based on Pocket Change - The bonded of this spirit of generosity will find that throughout the Cycle they spend trying to raise charitable funds, they will gain an extra 10 wealth points in value (strictly per Cycle). This is often found through unexpected gestures of generosity, windfalls in business transactions or just serendipity. These funds can be claimed once in a cycle in any Thread relating to charity, generocity or fund raising.

    Warning! If the funds gained in this way are spent for anything but the nature of generosity, then the spirit may take offence and decide to not only revoke the favour, but reduce the generosity around the bonded having the negative affect upon them (i.e. -10 WP to any awards made).
  • Fed Generously - Food given in generosity by the bonded has a little extra substance to it. As long as the food is being given without expectation of return (i.e. in genuine, selfless generosity that comes at some kind of cost to the bonded) it can be considered to be 20% more filing/nutriciouse.

    The food must have been prepared by the bonded, in the presence of the spirit. Pre-prepared food that is simply 'handed out' by the bonded does not count.
  • A little of yourself - With this power, the bonded is able, once a season, to donate one of their physical attributes to another living creature for a break. When they do this, the recipient gains the full benefit of having the physical attribute given to them at the level it was gifted as if recently renewed/rested. When gifting an attribute, the bonded loses said attribute for a trial, suffering the consequences of having none of the gifted attribute for the entire duration.

    The gifting can only be made of one of the following skills, with listed consequences for each:
    • Athletics - The bonded can barely walk in a straight line or use any skills requiring physical coordination.
    • Endurance - The bonded becomes critically fatigued and may even simply fall unconscious.
    • Resistance - The bonded becomes critically susceptible to illnesses, drugs and other things that they would normally be capably resistant to.
    • Strength - The bonded becomes unable to so much as lift a china cup without considerable effort.


    OOC Notes:
    • This should not be played as if the bonded has simply become a Novice in Strength (for example), it is much more like they have no Strength, i.e. they are far worse off than simply being a Novice in Strength again.
    • The definition of a 'living creature' means a Playable PC Race or Creature but non-magical beings. I.e. you cannot use it on Induks, Immortals or Dragons, but could used on a dog, a Mortalborn or a Human.


Winston's Inventions

Posted: Thu Jan 25, 2024 8:04 pm
by Winston
Inventions

Scarbegone

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The Scarbegone is a smooth, metal, pebble-shaped device designed for removing scars from the bodies of patients. With the use of Competent Meditation, the wielder of this palm-sized device can restore the skin of a patient to its natural state, as if the scare had never existed.

During operation, it projects a holographic image into the air above the device that shows the scar tissue below its surface so that the user can visualise and better focus the intention of the Graft magic held within to heal the skin.
Quick Facts
Quality: Masterwork
Recharging: Requires no recharging (powered by wells)
Uses:1 use per bit.
Duration: Takes a bit of dedicated concentration (with Competent Meditation) to complete a single application/use of this item.
Powers:
  • Can remove scars:
    • Small/Inconsequential scares: Takes a bit / Single use.
    • Medium/Moderate scars: Takes several bits / Multiple uses.
    • Large/Severe scars: Can take breaks / Dozens of uses (depending on the size of the area affected, etc.).
  • Shimmers and gives off glittery sparkles as it works.
  • Requires:
    • Meditation (Competent) to operate it.
    Requirements to make this item:
    • A Class 2 Ruby of Love (Harthyte)
    • A Class 1 Miragestone (Ezymite)
    • Grave Gold for the device itself.
    • At least Master Ensorcelling.
    • At least Master Smithing.
    • At least Master Alchemy.
    • Domain Magic casting of a spell to remove scars.
    • A Peganot
Approved here. Created here.

Nopey-webbing

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The Nopey-webbing completely negates and is immune to any and all magic, Immortal mark powers and mortalborn abilities. It fires a stream of strong, thick, sticky web up to two hundred meters that is capable of holding its target in place (requires Ranged Combat at Expert) until they break free (takes 30 trills with a Competent Skill or 5 with an Expert Skill).

The webbing can be sprayed to cover a target at close range or used the create more traditional 'web patterns' (this takes one bit to cover your average sized door) to cover open areas. It can also shoot in straight lines over a large distance.

The webbing will last for many weeks before showing signs of decay if left undisturbed. Under perfect conditions, it can survive seasons, but in less ideal conditions (heavy rain and wind that takes its toll) it will last much less (24-48 hours).
Quick Facts
Powers:
  • Can target one creature/person/thing per shot.
  • In ineffective against Effigies (reducing, but not completely negating its effect).
  • Range: 200 meters.
  • 4 shots per bit (over use can result in critical failure of the device).
  • Negates magic of anything the webbing covers/makes contact with.
  • Reduces movement/agility of anything the webbing covers (requires an appropriate skill at Expert to negate this affect quickly).
Requirements for use:
  • When not crafted into an item:
    • One of: Ensorcelling (Master) or Meditation (Master) to use under normal circumstances.
    • One of: Ensorcelling (GM) or Meditation (GM) to use under high stress circumstances, e.g. combat.
  • When crafted into an item (as this stabilizes the wells):
    • One of: Ensorcelling (Expert) or Meditation (Expert) to use under normal circumstances.
    • One of: Ensorcelling (Master) or Meditation (Master) to use under high stress circumstances, e.g. combat.
  • Combat: Ranged - Your ability to hit your intended target is only ever as good as you ability with a ranged weapon.
    • At Expert, it becomes possible to attempt to 'stick' a target to a surface, perhaps stopping them from moving for a short while.
Requirements to make this item:
  • A Class 2 Webwell (Araneatelam).
  • A Class 5 Greater Obstimite (Almighty Dark Star).
  • At least GM Ensorcelling with two '+1 Well Class Limit' Capstones.
  • At least Master in a Craft Skill of your choice if the resulting well is being crafted into an actual item.
Approved here. Created TBC.

Telekinetic Ensorceller's Gauntlets

Telekinetic Ensorceller's Gauntlets: These very lightweight gauntlets are built for agility and have the Reach Technique in them from Sovereign at Expert Level. They are heat and rust resistant, shimmer all the colors of the rainbow. They also have an affinity for ether added to them from a Peganot to help improve their handling of raw wells.

Scriby

Scriby ~ This simple pen, made of Grave Gold that can absorb ink to use to later write with, can be Animated at a thought in order to autonomously begin to write and/or draw the thoughts of the person that activated it, all by itself. The more ink it absorbs, the stronger it's rainbow color becomes, eventually becoming dull and grey when it is empty.

Recharging/Uses: 1-2 Cycles :: Constant/Heavy use (Several times a trial every other trial :: A single measure of reagents applied every cycle.
Approved and created here

Bellflower Rain Hat

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Winston's Works ~ Bellflower Rain Hat


This hat, made from a Bell of the Bellflower Tree, fits Winston and anyone of his diminutive stature perfectly! Turned up, placed upon one's head and tied with the chin strap made of the pollen stems, it shelters the wearer and their belongings from the rain. The movement of the water traveling down the slick hat and shooting off the curved ends of the flower result in a bubble-like affect as the water is pushed away from them in a sphere that protects their entire body.

This effect will ensure the wearer remains dry from head to toe, even in a gale.

Note that it does not protected them from the wind, or the effects thereof, only the water.
Quick Facts
Powers:
  • It does one thing and one thing only, but man does it do it well. It forms a 'bubble' around the wearer that repels falling water (this is not for going under water, that will not work. It effects falling water/rain only).
  • It has the durability and life-span of heavy leather.
  • Recharging: Every 1-2 Cycles - Constant/Heavy use (Several times a trial every other trial) - A single measure of relevant Tier 9 reagents applied every cycle.
    In accordance with the Alchemy write-up.

Requirements to make:
  • Alchemy (Master)
  • Ingredients:
    • A Bell from the Bellflower Tree.
    • Salt for preservative effects.
    • Oil for waterproofing effects.
    • Leather for durability effects.
    • Defiance Magic: Dancing - Water

Limitations:
  • It does not protected them from the wind, or the effects thereof, only the water.
  • As the flower was picked from the tree, it no longer rings.
Approved here and Created here.

Suite of Occasions

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Winston's Works ~ Suite of Occasions


This masterwork outfit includes trousers, waistcoat, shirt, jacket and a jaunty hat. Enhanced with Alchemical properties, it can change colour, mend itself and provide the wearer protection of embersteal plate. Furthermore, it resonates sound, pleasantly enhancing it, whenever the wearer of the suite places something made of Scalvari Blue Sand in its pockets.
Quick Facts
Powers:
  • It turned as hard as emberseal when it was struck.
  • Tooks on the most predominant colour of whatever is placed into the left chest pocket.
  • It resonates sound, pleasantly enhancing it, whenever the wearer of the suite places something made of Scalvoris Blue Sand in its pockets.
  • Recharging: Every 1-2 Cycles - Constant/Heavy use (Several times a trial every other trial) - A single measure of relevant Tier 9 reagents applied every cycle.
    In accordance with the Alchemy write-up.

Requirements to make:
  • Alchemy (Master) + Cappy to allow superficial Colour changing.
  • Ingredients:
    • A Bell from the Bellflower Tree.
    • Salt for preservative effects.
    • Oil for waterproofing effects.
    • Leather for durability effects.
    • Defiance Magic: Dancing - Water
Approved here and Created here.

Healing Beam

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This refined gem fires a focused beam of energy at a target that delivers the healing power of the Ruby of Love to a single target. The maximum range is 60 meter and it is capable of healing minor injuries, stabilizing casualties and aiding illnesses almost instantly, requiring only a few trills of focused fire to cauterise wounds that might otherwise lead to death.
Quick Facts
Powers:
  • Can target a single creature/person.
  • Range: 60 meters.
  • 4 shots per bit (over use can result in critical failure of the device)
  • Heals minor wounds, cauterizes injuries and alleviates symptoms of illnesses to prevent a person's condition to continue deteriorating.
Requirements for use:
  • When not crafted into an item:
    • Ensorcelling (Expert) or Meditation (Competent) to use under normal circumstances.
    • One of: Ensorcelling (Expert) or Meditation (Expert) to use under high stress circumstances, e.g. combat.
  • When crafted into an item (as this stabilizes the wells):
    • Ensorcelling (Novice) or Meditation (Novice) to use under normal circumstances.
    • One of: Ensorcelling (Competent) or Meditation (Competent) to use under high stress circumstances, e.g. combat.
  • Combat: Ranged - Your ability to hit your intended target is only ever as good as you ability with a ranged weapon.
Requirements to make this item:
  • A Class 2 Ruby of Love.
  • A Class 1 Glowstone (Lumite).
  • At least Expert Ensorcelling.
  • At least Expert in a Craft Skill of your choice if the resulting well is being crafted into an actual item.
Approved here. Created here.
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Emberteal blankets of protection

Emberteal blankets of protection

These blankets are large enough to surround a fully grown human and feel very much like steal to the touch, but are flexible and light as cloth, hanging like a normal blanket might. When they are met with an impact however, they turn hard as steal again, for the duration of the pressure they are placed under.

They also share the stealth ability of Winston's Armour, meaning that when triggered using the flavour of cake, the cloak will fade from its rainbow colour to that of its surroundings, offering anything covered by it a +1 Competence in Stealth.

These do not keep you warm in the cold, as they are as conductive as metal, because they are metal.
Current Supply: 2
Created here and approved here.

Emberteal blankets of containment

Emberteal blankets of containment

These blankets are large enough to surround a fully grown human and feel very much like steal to the touch, but are flexible and light as cloth, hanging like a normal blanket might until they come into contact with a specific chemical combinations of regents. When they do and for as long as they do come into contact with these regents, they drop their flexible nature and return to their sold, Embersteel rigidity.

These blankets can be used to wrap a person up and then restrain them by making them turn solid.

Also when they are met with an impact, they turn hard as steal, for the duration of the pressure they are placed under.

They also share the stealth ability of Winston's Armour, meaning that when triggered using the flavour of cake, the cloak will fade from its rainbow colour to that of its surroundings, offering anything covered by it a +1 Competence in Stealth.

These do not keep you warm in the cold, as they are as conductive as metal, because they are metal.
Current Supply: 2
Created and approved here.

Weak Seawater Hand-thrusters

Weak Seawater Hand-thrusters
A simple small Cadouri-sized pair of thrusters connected by a bar. It allows a small individual to propel themselves through the water and while being held, allows the wielder to breath under sea water. It will also never rust as a result of exposure to water. If used by your average Human-sized person, it could be held in a single hand, with the thrusters poking out of either side of the fist. It would only provide some very gradual thrust for someone that size, but would allow full use of the ability to breath under sea water.

Created here.

Well-web

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This refined well releases webbing, imbued with the technique called Chrysalis from Becoming.

If a willing subject is entirely enclosed in the webbing, creating a cocoon of web all around them, they can be completely healed of all damage based on the following timescales:
  • Minor Injuries: 4 Brakes (hours)
  • Moderate Injuries: 6 Brakes (hours)
  • Major Injuries: 8 Brakes (hours)
  • Near Death: 10 Brakes (hours)
Note: Limbs and/or other completely lost body parts or organs cannot be regrown by this device, though as long as all the 'parts' are present, they can be fixed/re-attached.

The subject enters a torpor-like state for the duration of the healing process, not requiring food, water or any other typical need of the living until the time is up and the webbing becomes fragile and breaks away as they wake.

If left undisturbed and connected to the Well (either directly or via a thread of web from the well) for the entire period, then complete healing occurs. If removed from the cocoon any time before it is complete, the subject will experience extreme pain and suffer moderate injuries (as skin is rended from flesh as the transformation process is still under way and attached to the web).

Quick Facts
Powers:
  • Take 1 bit to completely cover an average sized adult human.
  • Can simultaneously heal up two two living beings.
  • The well must remain connected to the cocoon either directly or via a thread of it's own webbing.
  • Range: Close / Almost touch.
  • Subjects must not be struggling ('willing' only really refers to NOT forcefully resisting, i.e. consent of the unconscious is not required).
  • 1 use per bit.
  • Heals all wounds over a time period as described in the main details.
  • Cannot replace lost body parts (can re-attach them though).
Requirements for use:
  • One of: Ensorcelling (Competent) or Meditation (Competent).
Requirements to make this item:
  • A Class 4 Webwell (C3 could be used, but would mean only one person could be healed at a time).
  • At least Expert Ensorcelling (due to use of Expert Becoming techniques).
  • At least Expert in a Craft Skill of your choice if the resulting well is being crafted into an actual item.
Approved here. Created TBC.

Swim/Flight Armour

Quarter-plate Light Masterwork Swim/Flight Armour
This armour is rust resistant, has the weight and buoyancy of leather, is always warm, offers the wearer +1 Stealth Competence and the ability to breath under sea water.

The armour covers chest, arms, thighs, shins, hands (fingerless) and feet, with form fitting plates (yes, it currently has no helmet). The 'half-plate' description covers that joints have unprotected gaps at the moment, rather then being more restrictive full plate (I plan to add to this to bring it to Quarter-plate eventually, but starting with this given time invested thus far).

Mounted in the right gauntlet is a
Healing Beam
, which can be fired at a target using the wearer's Range Combat skill.

Mounted in the left gauntlet well crafted into the Windstar is Sovereign Expel, which can be fired at a target using the wearer's Range Combat skill.

In addition to its above properties, it allows the wearer to breath when submerged in Seawater as per the Saltenrock Well's Innate ability and also has thrusters that propel the wearer through the water at a quick walk, placed on hands, feet and thighs:
  • When using Saltenrock wells for water thrust: 6 class 1 wells in total, in 6 technically seperate Class 1 Welled thrusters.
  • When using Windstar wells for air thrust: 4 class 2 wells in total, in 4 technically seperate Class 2 Welled thrusters.
The suite requires Competent Meditation for basic use and Expert+ to operate it while also doing anything even remotely requiring focus or complexity. It also requires skill in swimming in order to perform any complex maneuvers under water. It also require Competent Swimming or Flying (depending on which you are doing) to operate as a basic level when weightless only. To fly with any weight requires Expert in Flying as a minimum.
Links
This tracker covers the approval and a lot of the things contributing to the origins of this suit.
Original Armour created here.
Healing Beam added here.
Novice Expel added here.
Optional Wind Thrusters added (can be reverted to Saltenrock with Competent Smithing) here.

Rainbow Armour

Rainbow Armour

Every single inch of this rather colourful suit of armor it rainbow coloured. The Masterwork platemail is as strong as Embersteal and has the ability to blend into its surroundings when touched by cake. This effect would give the wearer of a full plate mail a +1 to their Stealth Competence while stationary, but when moving, the sound it gives off dispels this affect leaving them at whatever their base Competence in Steal might be.
Development Threads

Rainbow Shield

Image
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Winston's Works ~ The Rainbow Shield


The Rainbow Shield is a magical throwing shield, of buckler design.
Domed and designed for throwing, its balance is such that it can fly true through the air when thrown
with skill, allowing it to be a very effective range attacking weapon if so desired. Its edges are blunt and not in any way designed for decapitation, but it would be very well placed for utilitarian and non-lethal blows to an opponent or object.

Crafted of an Alloy of Grave Gold and Scalvoris Blue-glass
, the shield has the ability to enhance sound, songs and other air vibrations that pass over it. As a result, the shield often rings with a gentle hum as it travels through the air when thrown and leaves a rainbow coloured trail of fairy glitter. Despite its Grave Gold/Blue-glass Alloy construction,
it is unusually light and strong
, working to aid in its gliding capabilities.

Due to the use of Gold Grave, it typically has a light hue (combined with the Blue-Sand Glass), however as it become more heavily exposed to magical energies, this turns a deep and vibrant colours and even glows. This colour change fades over time as the shield 'mends' itself using said energy.

The buckler shield can channel some of the magical energy thrown at it into wells it holds, allowing it to withstand extended exposure to magical attacks from water, fire, lightning and earth, thanks to the Splinterstone used in its construction. In combination with its mending ability, this can result in the more energy you throw at it, the more resilient it becomes to the attack.

Able to change its colour, it can also glow and cast beams of light off in any direction and on special occasions can even give off it's rainbow colours in a bright display of colourful light.
Quick Facts

Abilities:
  • Is a Masterwork+ quality shield.
  • All powers of this shield can be activated independently of one another
    (requires Encorcelling or Meditation at Competent).
  • Is almost completely unaffected by fire.
  • Leaves a glittering trail of rainbow-colours fairy-glitter in its wake.
  • Will telekinetically follow commands (all day long) issued by its wielder after activation, i.e. once activated, it can be issued verbal commands to follow, as described in the Sovereign Animate Write-up (Expert).
  • Can change colour, including all of the following:
    • Rainbow coloured and shimmering.
    • Cloaking (blending with its surroundings).
    • Red, like Grave Gold's behaviour, but the more magic it absorbs the brighter it becomes.
    • Plain metal grey.
    • Gold.
  • Can shrink to the size of a Cadouri Coin (does not change shape only its size) when dormant and grows to the size appropriate for the person it protects/the wielder when activated (thanks to the Size Stone).
  • Will defend its wielder when commanded to do so with the Skill of an Expert Shield Wielder (Sovereign Animate at Expert).
  • Absorbs magical energies directed at it, having an affect that:
    • Negates magical water, fire, lightning and earth magics aimed at it up to and including Expert.
    • Reduces the effectivity of magics aimed at it higher than Expert by three levels.
    • Heals damage done to it as magic is absorbed from attacks aimed at it.
  • If 'fed' magical energies, it will mend itself from even very serious damage and broken parts.
  • Works as a perfectly balanced throwing discus/frisbee.
  • Despite being built for strength, it is very light and does not affect the wielders agility.
  • Enhances sound/music and 'hums' when thrown.
  • Can produce sunlight as a focused beam:
    • Requires: Meditation or Ensorcelling (Competent) - For a simple static cone or beam of light.
    • Requires: Meditation or Ensorcelling (Expert) - For more complex or dynamic control of the beam and where is appears from on the shield.
    • Duration: As long and often as desired.
    • The beam can be emit in any direction from any point on the shield.
    • The beam cannot do harm, it is an exceedingly bright sunlight, that could dazzle or temporarily blind someone (perhaps), but would not cause harm (burning, heat, etc).
    • The beam is to bright to look at directly at full power.
    • The beam can be emitted as a thin directed line, or a cone (like a torch), depending on how the user decides to focus it.
  • Can simply glow with light:
    • Requires:
      • No skill for a gentle glow, for as long and often as desired.
      • Meditation of Ensorcelling (Competent) for light enough to illuminate a large room, for as long and often as desired.
      • Meditation of Ensorcelling (Expert) for light enough to illuminate a football pitch, for up to 4 breaks in a trial.
Approved and Built here.

Inspectors

Steampunk Style Goggle Prototype

This monocular goggle, affixed with a strap over one eye offer little more than protection from the wind, but do come with a mounting point for lenses that might be peered through (no actual lenses yet).

[Sweetsong] Spyglass

Spring-loaded dispenser

Spring-loaded dispenser

A belt-mounted, spring-loaded tube that can contain up to 6 small balls. Designed to hold anything like a tiny marble, a single ball can be dispensed into one's palm at a time simply use one's thumb.
Supply
+1 Human-scaled Masterwork Dispenser, gained here.
Invented and approved here

Holo-com

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Image
Winston's Works ~ Holo-com


The Holo-com allows visual and audible communication with another device/person over any distance.

It comes in two variations, one with a single Chii Well and one with multiple (up to 10) Chii Wells. The single version can only communicate with a single other device and anyone it is actively connected to, but the device with multiple Wells can communicate with any of the devices that are currently active at any one time.

The buttons on the device can each contain their own half of a refined Chii Well and when pressed, will begin transmitting to the other 'half' of the Chii Well. Designed to allow the Wells to be replaced, it's possible to communicate with a range of individuals or replace broken/lost Wells as needed.

Made of an alchemical combination of alloys and oils, the device is resilient and will not rust, even if submersed entirely in water.
Quick Facts

Abilities:
  • Allows communication over any distance with anyone with a paired device.
  • Projects the image and voice of the holder of the device only (does not transmit the sound AROUND the wielder).
  • Requires direct contact to transmit.
  • If connected to multiple other devices at once, all images and voices are projected at once to all connected devices.
  • The use of the Blue-sand Alloy offers a perfectly crisp reproduction of the sender.

Watcher

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Winston's Works ~ Watcher


The Watcher allows visual and audible communication with another device/person over any distance. It operate in the precisely the same was as a standard Holo-com, with the exception that it floats and follows basic commands, e.g. "go in there", "come here", "follow them", etc.

The devices can each transmit and receive on command (thanks to the Capstone: Complex Powers).

Made of an alchemical combination of alloys and oils, the device is resilient and will not rust, even if submersed entirely in water and can regenerate from damage.
Quick Facts

Abilities:
  • Can broadcast what is within sight around it.
  • Allows communication over any distance with anyone with a paired device.
  • Projects images and sound.
  • Requires the floating device, once activated by touch, to remain within 10 feet of the user in order to issue new commands and continue to float.
  • Does not require Alchemical Recharging on the condition it is exposed to magical energies/ether.
  • The use of the Blue-sand Alloy offers a perfectly crisp reproduction from the sender.
  • Has a Stealth (Competent) thanks to the use of Minithelite in its construction.
Vision approved here and all other abilities already used across many other devices.

Blood Ingot

Winston's Works ~ Blood Ingot

Embossed with the logo reading "Winston's Works", this ingot is round with a wide flat bottom to allow it to stand without rolling away and a recess in that top, somewhat like a bowl. In the center of the bowl is a capped, needle-like blade intended for cutting a person wishing to make a donation.

Once a donation of a mage's blood is made, the item stores the magic channeled into it, along with the blood, for many cycles. This ingot is then usable in the Alchemical process, in accordance with all the usual limitations in affect for the blood given (Domain School, Level, etc.), only it would be considered as fresh as the trial it was donated, until the trial it is actually used.

When used, the blood stored and in fact the entire item is rendered completely inert and the metal must be recharged through alchemy using additional salt or some other appropriate regent to ready it to re-fix another does of blood.

The item may only store one target power, from one source of blood, from one mage, from one domain, from one point in time and if any other blood touches the item, it would compromise the viability of the blood for any final alchemical process completely. This means that at the time the blood is given, the mage must channel the desired affect into the item when making the donation and thus only said affect could then be used later.
Quick Facts

Abilities:
  • When blood is given while channeling magic, said magic is stored into this ingot for later use in Alchemy.
  • When used in Alchemy, it replaced the need for the presence of the mage without penalty.
  • Only the magic spell/affect channeled into the ingot can be pulled out.
  • The magic stored in the ingot is preserved for many cycles.
Current Supply (2 empty / 5 used)
This is a quick table to outline how many of these I have at the moment and what (if anything) they have been charged with.
[/color]

Tinker's Goggles

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Winston's Works ~ Tinker's Goggles


Steampunk-style goggles with a set of basic lenses offering 2, 5 and 10 times magnification for close inspection of things.
Quick Facts

Abilities:
  • 2, 5 and 10 times magnification for close inspection of things.

Holo-ghost

Winston's Works: Ghost-com

The Ghost-com is a combination of Ghost Metal and Miragestone Wells that allows a Ghost, present in the world, to transmit its image and voice for all to see. The Ghost must be present to touch the metal and while doing so, anyone can see there image and hear their voice with no special effort.

Limitations:
  • Requires the Ghost to actually touch the device.
  • The higher the Class of Miragestone used, the better and bigger the image that can be transmitted. A Class 2 Well is needed to project a strong, image of an average sized human.


Approved here.

Porteller

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Winston's Works ~ Portaller

Image
The portaller is a 6 foot by 3 foot ring of metal that stands upon a small step. When activated, the ring forms a portal within its interior that connects one device to another identical device.

The portal takes 3 bits (minutes) per 10 miles between the two devices (a full 30 minutes for the maximum distance of 100 miles) to activate and can remain active for up to 30 bits (minutes) before closing again. When used, it will transport anything that enters it from one device to the other in either direction, over a maximum distance of 100 miles. The device is equipped with a
Holo-com
that allows the user to see the other side of the device before activating it, to allow a user with Competent Meditation to activate it.

The activation process is very taxing and requires a considerable amount of power from the regents to work. As such, the device must be recharged using a Tier 9 (or higher) portalling regent.

The devices are permanently and irrevocably linked and may only connect to each other.
Quick Facts

Permissions:
  • Granted here: For the purpose of recharging this device, as long as the PC doing so achieves tier availability range (for this you'd need tier 7 + 2 [For being a master crafter] for example) of the reagents in question; You would only need to reference the acquisition in threads where the item itself is used and not incur an additional wp cost (because of wealth tier availability of reagents). If the PC doing the recharging is not within the tier availability range, they have to pay some WP for it to recharge (the price determined by the local moderator until such a time as the Shoppe Reagent section is complete, or the specific reagents are written up with wp costs in mind.)


Abilities:
  • Max Range: 100 miles (simply fails to activate when outside this range).
  • Activation Time: 3 minutes of meditation/focus with Competent Meditation per 10 miles between the two devices.
  • Recharging: Requires Alchemy (Competent) and a single portion/dose/purchase of Tier 9 regents for a full charge offing 3 activations. Recharging requires at least a break of effort to complete.
  • The devices can transport anything that can fit within the ring's diameter (3 foot by 6 foot).
  • If one devices is damaged, the identical damaged appears on the other device.
    [*[Must be recharged using at least a Tier 9 regent that provides some kind of portal properties, such as Shallifa.
  • A full charge offers 3 activations.

    Requirement to build
    • Minimum Skill Level:
      • Alchemy (Master)
      • Smithing (Master)
      • Engineering (Expert)
      • Rupturing (Master) - By donation or ability (I.e. the alchemyst does not need to have this themselves, but if they don't, then the mage donating the magic must)
    • Materials:
      • Shallifa - For the connection, portals stability and synchronization.
      • Metal Ingots of some kind - For the structure.
      • 1 x Class 2 Chi stone (minimum) - For the Holo-com.
      • 2 x Class 1 Mirage stone (minimum) - For the Holo-com.
    • Others:
      • A portal that can span such a large distance requires a long time to form and so during construction, this must be factored into the casting times.


    FAQ:
    • The portals behave as described within the Rupturing Domain magic Wiki under 'Portal', meaning all the standard rules concerning what happens to a person that gets stuck or caught in a failing portal apply.

Long Range Porteller

Image
Image
The portaller is a 6 foot by 3 foot ring of metal that stands upon a small step. When activated, the ring forms a portal within its interior that connects one device to another identical device over any distance within the same realm.

The portal takes 3 bits (minutes) to activate. When used, it will transport anything that enters it from one device to the other in either direction. The device is equipped with a
Holo-com
that allows the user to see the other side of the device before and during activation.

The portal itself appears as a swirling, shimmering, rainbow-coloured surface that can be pierced simply on contact when passing through it. The device is highly resilient, due to its alchemical reinforcement and can not only withstand considerable assault, both magical and physical, but can gradually repair itself from moderate damage.

The devices are permanently and irrevocably linked and may only connect to each other.
Quick Facts

Abilities:
  • Max Range: For as long as both sides of the device exis an can be activated, their rang is unlimited with the same realm (i.e. whether these devices can be used to access other domains is unknown and could result in disastrous consequences).
  • Activation Time: 3 minutes of meditation/focus with Expert Meditation or Ensorcelling.
  • Duration: Depending on whether a CLass 4 or 5 Well is used, the portal can be use on and off almost all day long, or up to almost permanently (for Class 5).
  • Capacity: The devices can transport anything that can fit within the ring's diameter (3 foot by 6 foot).
  • The devices have resistance to Competent Magic.
  • The devices can gradually repair themselves from moderate damage (this takes a full trial).


Requirement to build:
  • Minimum Skill Level:
    • Alchemy (Master)
    • Smithing (Master)
    • Ensorcelling (Master)
    • Rupturing (Master) - By donation or ability (I.e. the ensourceller does not need to have this themselves, but if they don't, then the mage donating the magic must)
  • Materials:
    • Shallifa - For the connection, portals stability and synchronization.
    • An Ingot of Euvomine from Saiore's Portal Domain + as many Teir 6+ ingots of some other Metal - For the structure
    • 1 x Class 4 or 5 Chii Stone Well - To power the Portal and ensure the 'connection'.
    • 2 x Class 1 Mirage stone (minimum) - For the Holo-com.
    • Peganots.
    • Emperor Bats.


    FAQ:
    • The portals behave as described within the Rupturing Domain magic Wiki under 'Portal', meaning all the standard rules concerning what happens to a person that gets stuck or caught in a failing portal apply.

Glitter Pellets

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Winston's Works ~ Glitter Pellets


Contact explosive glitter bombs that explode when hitting something, emitting a 2 foot square (ish) cloud of rainbow coloured glittery smoke.
Current Supply: 8
Approved here and Invented here. Explosive record here.

Rainbow Ninja Suit

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Winston's Works ~ Rainbow Ninja Suit


So this offers:
  • +1 to the Competence of the Stealth Skill when activated.
  • Dampens sound made by the wearer's movement (from Wraith grass).
  • Suppresses any odors given off by the wearer (from Veternum Plant) making then untrackable by scent by most common means.
  • Can turn all the colours of the rainbow when the cloaking is turned off.
  • A clip that can be toggled to activate the cloaking effect.
This is all within his Alchemy (Master) competence and all things he has done before in other
cloaks
,
chews
and
armors
.
Approved here and Invented here. Explosive record here.

Reasons Winston is good a Teaching

Posted: Sat Mar 16, 2024 10:41 am
by Winston
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Winston has access to a range of things that allow him to teach a with a level of competence far above his mundane ability. See the list of powers and abilities he has access to and will use any time he's teaching skills that apply.

Mentors Boon

Mentors Boon - Saoire's Blessed are those who have served a term as a teacher at her school. As such, Saoire's Blessing reflects their skill as mentors to those around them. For any skill the Blessed has at least a Captsone in, those around the Blessed will find that they are better at those skills while in the presence of the Blessed, operating at one level above what it would normally be.

Mentor's Assistant

Mentor's Assistant - Even the best teachers will find themselves in need of an assistant from time to time, and there isn't always one available through normal means. This ability allows the Blessed to call on a Spirit of Mentorship that will be as skilled as the Blessed in the skills they are trying to teach, guaranteeing the Blessed will never be without help if they need it. This ability only works when the Blessed is genuinely trying to teach a skill to another person.

Mentor's Knowledge

Mentor's Knowledge - The greatest effect of mentorship is that the student learns quicker than they would on their own. This ability enhances this effect. For any skill that the Blessed has a Capstone in, when they teach that skill to another PC, the other PC's can claim an additional 5 knowledges in that skill. When the thread is reviewed, include the skill being taught and this ability in the review request.

Tireless Teacher

Tireless Teacher - Teaching can be a tiring thing to do, but those who have reached this level of Saoire's Blessing will find that this no longer applies to them. So long as the Blessed is giving a lesson, they will find that they do not tire, letting them give lessons that might last for long periods of time or that might otherwise strain the body without worry of fatigue. This only applies when the Blessed is engaged in an activity purely for the purposes of teaching.

Turtle's Classroom

Turtle's Classroom - A home is not the only thing the Blessed of Saoire can carry with them. This ability allows the Blessed to create a classroom, whether that be a single room building or a training area, so that they can teach any student they find, no matter where that student is. These classrooms are uniquely suited to whatever the Blessed is trying to teach and carries everything the Blessed will need for the lesson at hand. When the lesson is ended, however long that takes, the classroom vanishes. The classroom can also be destroyed by outside forces.

Remedial Lessons

Remedial Lessons - It is important for a teacher to know where a student is struggling, and Saoire's Blessed will find that this is something they no longer have any issues doing. This ability gives the Blessed an innate sense of where their students are struggling with the lesson, and how to help them overcome the block. This doesn't do everything for the Blessed though, as they still have to take the initiative to help the student, and the student has to accept the aid.

Re: Winston

Posted: Tue Apr 30, 2024 4:43 pm
by Winston
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Mrs Mistoffelees

Mrs Mistoffelees, with her plumage of bright rainbow coloured features, is a Mallard of epic proportions. Large enough for Winston to ride, this duck has chosen Winston for its companion.

They met beneath Saiore's Dream and for reasons unknown, the Duck is fond of Saiore and everything Saiore related. It could be that this is the reason she chose Winston, but with a brave and protective temperament she stands by the ferret's side through thick and thin.
Quick Facts

  • It's a Duck - Mallard.
  • The 'special' elements of this duck are its above average size (bigger than your average duck, but smaller than a swan) and colour (it has bright rainbow coloured plumage and lays colourful eggs).
  • Despite being colourful, its eggs are in all other ways the same as your average duck egg and will only ever hatch normal/average Mallards/Ducks.
  • As a legendary mount it has a high levels of animal intelligence and is of excellent condition and training.
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Winston's Book of Things

Posted: Fri May 03, 2024 3:45 pm
by Winston
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Book of Things

This is an unassuming, leatherbound book, something like a diary of some accomplished writer, slightly tatty at the edges, but entirely intact. When opened by a person for the first time, the book is empty with the exception of the words:

"Guest register

~"

Should a person write their real name onto this page, from that point forward, it will begin to respond to them, much in the same way the Book of Riddles does as it taps into some hidden repository of information or intelligence. The register of its previous users can be returned if requested, but doing so require a mastery of Meditation in order to force the information from the book.

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Previously owned by a wide range of mages and scholars alike, it has been gifted with a wide range of knowledges and secrets that, over time and meditation with the book, it may share with the reader.

It possesses a little personality and can be conversed with if written into, but despite this, it seems to be unaware of its own origins, the passage of time and/or it existance in the world. i.e. it is not aware of its surroundings, only what is written into it. Its interactions could be thought of as that of a curator of a library and not a mentor with skill in and of itself. With this being so, application of it's knowledge, by the reader to learn new skills is entirely possible, but done at a higher than normal level of risk, given that if something goes wrong, there is no mentor present to provide a 'safety net' to save the student from themselves.

The depths of the knowledge it holds is broad, widely unexplored and with time, the information it holds can reveal itself to the reader once they know to ask for it and work out how (through meditation).

Powers/Properties

  • Magical Resilience:
    • Waterproof (somehow, you can still write in the book).
  • The book can store information written into it, which it may share with others at a later date. Through this process, it can gain 'new skills' through PSF like any other NPC if desired as the author adds more notes and information to the book.

Requirements/Restrictions

  • Meditation: Accessing information in the book requires Meditation, starting at Competent. Without it, the information will either not appear of appear in indecipherable ways.

    The level of meditation required to access information is equivalent to the level in a skill required to usually use said information. E.e. if the reader is looking for something the would normally require Expert in a skill to know/do, then they must apply Expert Meditation in order to retrieve/understand it.
  • This book is not a medium or soothsayer. It cannot predict the future or answer questions. It can only find and regurgitate information that has previously been put into it.
  • The book cannot 'do things'. Unlike any other 'full' NPC, it cannot provide its skills to aid the reader. The reader can learn from it in place of a mentor (with some increased risk) and gain information from it that they might then use, but the book itself could not provide 'Leadership (Expert)' to a situation IC in place of the PCs own Competence.

Skills/Knowledge

  • Hone: Expert
  • Sovereign: Expert
  • Abrogation: Expert
  • Ensorcelling: Expert
  • Gardening: Expert
  • Navigation: Expert
  • Approved Secrets:
    • The use of Ensorcelling to initiate non-spark mages
    • General - The book can contain secrets. For the purpose of RP and plotlines. Standalone secrets that are able to be assumed to have simply been written into the book in its past can be assumed to be retrieved, much like any NPC might 'know there's a hidden cave in their town'.