Graft


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Existing Domain Magic and Non-Spark

Where existing magics mention sparks, staff are working through to change each occurrence to "spark / non-spark method" Where existing magics have spark-specific stuff, players are invited to explore that and make a note in their review request. Reviewers will discuss in the staff team, and the magic page will be updated following the review.

Introduction

Graft is a magic concerned with two things; flesh and energy. Flesh being the organs, limbs, blood, bone, and so on which make up a physical body of plant, animal, or person ~ including the Yludih, Tunawa and other non-traditional races. However, to the Grafter, the flesh is only half the story ~ without energy flowing through it, flesh is just meat after all ~ but that energy is the true remit of Graft and allows for the healing, hurting, maintaining, or replacing of flesh. All living things across Idalos carry within them an energy that maintains their physical forms and allows them to move, think, feel and reproduce. It is a primal thing that was not granted by some god or spirit, it is as innate to living things as breathing is to a newborn child. This force enlivens every limb, tendril, organ and flower across the face of Idalos. It is the energy that keeps the grasses green and our hearts beating.
A mage of Graft can reach into any living thing and touch this energy, either encouraging it to flourish or twisting it to become something malformed and crippled. To them, this is the focus of their craft and it is this energy, or Enervation, which sings in tune with their Spark.
Practically, the results of Graft are seen in the flesh, but the Grafter knows that what they manipulate is the Enervation which separates life from death. These Enervations are manipulated by the symbiotic Spark and mage and this is how they manipulate flesh, blood, bone, organs and plants; and it is why these things must be alive. All Grafting techniques may be used on the mage themselves, another mortal or any plant except for sentient ones.
In linguistic terms, the word "Graft" has a number of meanings which are directly relevant here, exemplifying the "Rigors" or "Grafts" which can be achieved by this arcana.

  • Energizing The beginning and basics of Graft, the ability to work with existing and attached limbs, leaves, flesh and organs. With a touch, the Grafter is able to manipulate the life energy of a person or plant in order to stimulate healing, growth, or wounds.

  • Adhering Every gardener knows that a shoot or twig can be kept alive by inserting it into a slit on the trunk or stem of a living plant, from which it receives sap. Adhering is the ability to manipulate life energy, forcing flesh to accept the ability to attach one limb or organ to another ~ these 'adhered' limbs then enter a relationship where one feeds, sustains, repairs, or damages, the other. This might be temporary or permanent but both require the manipulation of life energy in order to function.

  • Corrupting Using the energies which normally work without question in our bodies, Grafters can change the functioning of flesh, turning a bicep into a functioning heart or make an ear function like a nose. Taking the fundamental job of one flesh-type (muscle, sensory organ in those two examples) and causing another area of the same flesh-type to perform that function.

  • Rouse In this high-level ability, the Grafter is able to manipulate disconnected flesh and animate it by maintaining the Enervation in it through ether. They manipulate the Enervations in a piece of still-attached flesh just before detaching, or very freshly detached flesh to make it work to their demand. Puppeteering a freshly-chopped-off hand, for example, causing it to animate under their control is a higher-level ability which takes skill and precision on the part of the Grafter.


These four make up the basics of Graft. The Grafting spark is one which seeks to experiment, to explore ~ to understand and push boundaries. As the Spark grafts to the soul of the mage, it builds and pushes insatiable curiosity, hunger to learn and know. Of course, since the nature of Graft can be beneficial or detrimental, healing or damaging ~ that curiosity is as individual as the Mage.

Extended Information

Graft is a strange amalgam of magic and science, the Graft Spark forever pushing the Mage to learn more, to achieve more, to go beyond what is known and normal. It is insatiable in its drive and as the relationship between Spark and Mage progresses, it imparts this. As with all magics, there are terms specific to Grafting, limits to what the magic will ~ and will not ~ do. Terms of reference include:

  • Rigors: The four Rigors are the four techniques of Graft. These are Energizing, Adhering, Corrupting and Rouse. They are briefly defined in the Introduction and more detail is given in the sub-section below.

  • Flesh: Flesh is the vehicle for the Grafter's work. It is both what they impact and what they utilise. They are not, in any way, Necromancers and the flesh the Grafter works with must be fresh. Even the Revealed Grafter can only work with flesh which is alive or within one break after death. Some have suggested that this is because the energies which the Grafter manipulates are linked to the soul. However, Graft is effective with animal, plant and non-sentient flesh, which suggests that there is something more primal at work. What is known, without question or exception, is that the Grafter can not directly impact until Revelation, and even then only to a limited extent, is the brain.

  • Energy: The energies, or Enervations which the Grafter manipulates are a mystery. Those who have studied Graft in theory, and in practice, suggest that there is significance in the brain being the only flesh which is almost immune to the Grafter's touch ~ but what that significance is, no one knows. Plant and animal have this energy, there is no doubt. It is only when the soul and Spark truly become one that Graft is able to influence the brain - until then, the Grafter is unable to isolate the Enervations in the brain. Graft also functions with all plants except those rare ones with intelligence; Grafters have no power on the Uniboar forest, for example, as those plants seem to consist entirely of brain or, at the least, not have a single place where the brain is. Those Grafters who have tried, and there are many for they all seek to learn and understand, explain it as like a wall of static - so many Enervations, so much energy that they are unable to comprehend.


A Note on Enervations

Enervations, to the Graft mage, are the ultimate mystery. They are the life energies which the Grafter manipulates and, from the first moment of Initiation, the Grafter can sense them as clearly as they can see and touch flesh. However, what they actually are is unclear. Those who have studied them, and many Grafters have, believe that they are created, or maintained, in the brain. The experience of Enervations in the brain is overwhelming to Novice and Competent Grafters, is seen as an insurmountable wall by Experts and Masters of Graft begin to understand and comprehend ways in which they might manipulate brain-Enervations, if only they could.

It is only when the mage Reveals that they finally become able to manipulate brain Enervations and, even then, it is only their own. This has led some to theorize that the Spark contains Enervations of its own, or might have been an Enervation of one of the Shattered Originals. In plants, the Enervations are far more subtle and low-key, but they are evident - thus Grafters can manipulate plants. However, those rare plants with sentience are experienced by the Grafter as though they were a mortal brain - the Enervations are simply too strong and complex for the Grafter and Spark to comprehend. It is theorized that this is because, in something such as the sentient Uniboar forest, the sentience is everywhere, in every inch of the plant. Therefore, they are beyond the remit of the Grafter.

The Rigors

The four Rigors are the cornerstones of Graft and must be understood in detail in order to fully comprehend this Magic. They mark the progression through the levels of this skill.

A Note On Supplemental Skills

There are a number of skills which can augment and be augmented by Graft. However, it is important to note that they are not necessary. In the descriptions below, supplemental skills are considered with each technique.

Graft & Becoming

If using Graft and Becoming, it is important to note that Becoming forms do not reset when you turn back to them, hence why damage to a form stays on it, and graft is no exception to this. Adhered flesh, for example, or any changes made to a form via Graft would stay on the form just as a wound might. These changes do not cross over into new forms, however. The changes made by Graft are not part of the soul so do not carry over between forms. However, it should be noted. Magically altering forms and then returning them back to their totems would run the risk of corrupting the totems because of different varieties of ether mixing in with the Becoming ether.

Energizing

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This is the foundation of Graft and is available from the moment of initiation. It is the manipulation of the energies which animate and control flesh in the living, allowing the Grafter to stimulate growth, kill flesh, heal or harm. Energizing increases in power and adaptability as one progresses through the levels of competence in the arcane skill, but there are some absolutes throughout.

  • Energizing only ever works on living, attached tissues. Dismembered limbs, fallen leaves or dead flesh are not impacted.

  • However, as long as there is some connection of the tissue, Energizing can work. Literally, hanging on by a shred of skin somehow makes it possible

  • Energizing works on all mortal tissue - as long as the creature has a brain. It is therefore theoretically possible for it to work on an ant, or a mortalborn. It also works on all plants, except those which have an element of sentience - such as the Unibor Forest.

  • It is unknown what impact using Energizing has on Immortals

  • Thus far, no Grafter has managed to heal the Fracturing scars of Mortalborn

Novice Energizing

Novice Energizing allows the grafter to manipulate Enervations in a small area of themselves, another mortal or plant. Areas of flesh roughly the size of the hand / foot are the usual limits at this level. The manipulation of Enervations allows for:

  • a knitting of flesh (whether mending a wound, melding two parts of a plant or sealing lips together, for example)
  • the removal of a small area of flesh (removing a growth or searing a hole in the chest)
  • growing a small area of basic flesh or bone (perhaps beginning the regrowth of a missing finger or the stimulation of a malignant growth)
  • finally, the stimulation of Enervations to create a targeted area of pain. Note: pain can not yet be removed.



At this level, the Grafter must be touching the area to be affected directly.

It might require a number of attempts to heal a more complex or large wound and, over-stimulation of the same area can lead to a reverse / opposite effect than intended. Please see the note on Supplementary Skills below.

The Grafter can work with only one area of flesh at a time. Multiple consecutive effects are not possible at this level. Please note that a plant form works as one body, in terms of this magic.

When growing flesh, this is basic flesh only - no complex aspects and it will not be functional or mixed. Therefore, the regrowth of a finger would be flesh only (no bone, muscle, etc), a vaguely leaf-shaped lump of leaf-flesh etc.

Competent Energizing

Competency allows the grafter to manipulate Enervations in a slightly larger area. Areas of flesh roughly the size of the lower arm / lower leg are the usual limits at this level. The manipulation of Enervations allows for a knitting of flesh in this area or the removal of a moderate area of flesh. Because of the level of fine detail involved, the Grafter can still only grow a small area of flesh but they are able to be much more precise and not simply the growth of flesh - at competency, the Grafter can determine the type of flesh, be that muscle, tree branch, etc. Finally, the Grafter can stimulate the Enervations in an area to either create the experience of mild pain throughout the whole area,or more targeted, forceful pain in a smaller area. At this level, the sensation of pain may also be stopped by the Grafter who now has the accuracy required to negate the pain experience.

At Competency, the Grafter must physically touch the area to be affected directly in order to Energize it.

It might require two or three attempts to heal a more complex wound. Over-stimulation of the same area can lead to a reverse / opposite effect than intended.

The Grafter can work with two areas of flesh at a time.

Expert Energizing

Upon attaining Expert level, the grafter is now able to manipulate energies in an area roughly half the size of the body. This is true, no matter what size the body is and is one of the major mysteries of Graft; the Grafter can influence half an elephant, half a tree or half a squirrel, although they are faced with impacting half a body at a lesser potency, or a smaller area with a stronger, more focused one. The manipulation of energy allows for a knitting of flesh (eg: large wounds, fusing limbs) or the removal of a moderate area of flesh. Because of the level of fine detail involved, the Grafter can still only grow a small area of flesh but they are able to be much more precise and not simply grow flesh - at Expert, the Grafter can determine the type of flesh, be that muscle, leaf or bone although any regrown limbs are withered and do not function. Finally, the Grafter can stimulate the energy in an area to either create the experience of mild pain throughout the whole area, or more targeted, forceful pain in a smaller area.

At Expert, the Grafter must be touching the person, plant or animal in order to use Energizing.

The more complex the wound, the more time it takes. Over-stimulation of the same area can lead to a reverse / opposite effect than intended and the Grafter needs to be careful and take time when working with complex wounds.

The Grafter can work with a maximum of three areas of flesh at a time.

Master Energizing

Achieving Mastery marks a time when the grafter is now able to manipulate Enervations throughout the body, although the level of intensity is still dependent on the area being worked on. The manipulation of Enervations allows for a knitting of flesh (eg: large wounds, fusing limbs), the removal of a moderate area of flesh. At Mastery, the Grafter can grow an area of flesh roughly the size of an arm with precision and is now able to grow new limbs which are fully functioning.Finally, the Grafter can stimulate the Enervations in the body to either create or suppress the experience of mild pain throughout the whole body,or more targeted, forceful pain in a smaller area.

At Mastery, the Grafter must be touching the person, plant or animal in order to use Energizing.

The more complex the wound, the more time it takes. Over-stimulation of the same area can lead to a reverse / opposite effect than intended and the Grafter needs to be careful and take time when working with complex wounds.

The Grafter can work with a maximum of four areas of flesh at a time.

Supplementary Skills

Skills such as Medicine, Gardening, and Torture can be very well supplemented by Energizing. The better an understanding the Grafter has of anatomy and physiology, gained Medicine skill, the more quickly they can work. Also, it's important to note that what is a "complex wound" for a pc with Master Medicine or Gardening is very different to one for someone with no relevant skills.

Adhering

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Attained at Competency, this is ability to join two pieces of flesh, crafting them together and forcing them into a relationship of energy exchange, where one leeches or adds to the other. Adhering increases in power and adaptability as one progresses through the levels of competence in the arcane skill, but there are some absolutes throughout.

  • When Adhering, one of the two pieces of flesh must be living, attached tissues (plant or animal).
  • However, as long as there is one piece of live flesh, Adhering can work.
  • Adhering works on all mortal tissue - as long as the creature has a brain. It is therefore theoretically possible for it to work on an ant, or a mortalborn. It also works on all plants, except those with sentience.
  • Thus far, no Grafter has managed to Adhere the flesh of an Immortal


Competent Adhering

As the Grafter gains competence in their art, a new Rigor is opened to them. Adhering allows the Grafter to attach two pieces of flesh together. These may be two parts of the same person, or may be flesh from different beings. Adhering is usually permanent, and takes time to perform correctly. Adhering using a technique unlocked at your current level (so, Leeching at Competent) takes roughly five bits (minutes). Each level above the minimum required shaves 1 bit (minute) off that time. The Grafter has access to the following techniques:

  • Leech ~~ This is where one piece of adhered flesh leeches something from the other. This might be leeching poison, disease or other unnatural / unusual constituent / aspect. It can leech one thing only per piece of flesh attached. The attached / receiving flesh absorbs this, but it can not be used in any way.
    • Leech continues to work until the "receiving" flesh is "full" - so it will take as much as it can, but then will stop working. This is a narrative device and should be used appropriately to the situation


Expert Adhering

As their skill in Graft grows, the Grafter gains a better understanding of how flesh may be melded together. Thus, they gain the following techniques from this ability.

  • Leech ~~ This is where one piece of adhered flesh leeches something from the other. This might be leeching poison, disease or healing ability. At Expert, this technique includes being able to temporarily leech physical attributes and skills. Examples here include the ability to leech someone of their strength. This would slowly decrease from the victim, who would feel more drained each day. The attached / receiving flesh absorbs this, but it can not be used in any way.

  • Mimic ~~ This is the ability to Adhere an organ to another piece of flesh. At this level it functions but only in a very basic and rudimentary manner. An eye would give blurred vision, a heart would pump poorly, barely able to sustain life.


Master Adhering

As the Grafter becomes a Master at their craft, they are able to Adhere with exquisite accuracy. Thus, they gain the following techniques from this ability.

  • Leech ~~ At Mastery, this technique evolves so that the flesh which has acted as the Leech can be utilized by Adhering it to another and activating it. So, one could store a deadly poison or boost of Endurance, ready to go should it be required.

  • Mimic ~~ This is the ability to Adhere an organ to another piece of flesh. At this level it functions as effectively as a perfectly healthy version and either adds another, additional organ or replaces the functioning of a damaged one.

  • Enhance ~~ Mastery brings with it the ability to physically enhance a form with flesh from another. This technique allows the Grafter to add flesh which enhances the recipient. This might be, for example, an addition to Strength, any sense, Endurance, Resistance, or Running; it might also be the sturdiness of tree bark or so on. In order to give the recipient a boost, the flesh of a mortal or animal who possesses that attribute must be grafted on, physically covering an area the size of the recipients back or chest. No more than three of these can be Adhered to any individual at Mastery, with two more becoming available, but only on the Grafter's person, at Revelation.


Supplementary Skills

Skills such as Medicine can be very well supplemented by Adhering. The better an understanding the Grafter has of anatomy and physiology, gained from either of those two skills or, the more quickly they can work.

Corrupting

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Only available to the Expert Grafter, Corrupting allows the mage to change the functioning of flesh. It allows for incredible feats of healing and phenomenal infliction of pain. In order to achieve this, the grafter needs to have physical contact with the individual, and anatomical knowledge of the function they wish to duplicate.

  • Corruption allows the changing of function between types of flesh. So, a plant can be made into a heart, or an arm into a tree trunk.
  • The recipient must be alive - this does not work on dead flesh at all.
  • Corruption is permanent and can not be reversed, except by the flesh in question being re-corrupted, either by the original mage or another Grafter.
  • Thus far, no Grafter has managed to Corrupt the flesh of an Immortal


Expert

At Expert, the Grafter is able to duplicate a function which already exists in a body. This is a very powerful healing ability and can also add to the toolkit for experimentation and torture. The duplicated function is at maximum efficiency and free of any diseases or poisons.

Master

When Mastery is achieved, the Grafter is able to enhance a function which exists in a body, or introduce a new one. In order to utilize this technique, the Grafter must have a knowledge specifically regarding the function they are seeking to enhance or introduce. They are then able to Corrupt an organ in either themselves or another in order to make it function in this way. This organ is at a level of efficiency, disease etc chosen by the Grafter, in the range between maximum efficiency and barely functioning.

Supplementary Skills

Corruption is assisted significantly by a good working knowledge of the body and it's systems. Therefore, skills such as Medicine, Gardening, and Torture will be of enormous help. Not having these will potentially impact the characters' ability to use this Rigor. In order to change a function, one must reasonably know it. With any of these supplementary skills (or another which reasonably gives the knowledge) at Expert or above, the PC may assume they know and understand the functioning of the organs in the body or the functioning of the plant. If the pc does not have any relevant skills then they must gain knowledge relevant to the organs they are corrupting.

Rouse

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The Grafter is able to manipulate, to rouse a piece of flesh, making it work to their demand. Rouse allows the Grafter to puppeteer a freshly-chopped-off hand, for example, causing it to animate under the grafter's control. It might be used to place an eye somewhere to facilitate remote viewing or to animate a piece of flesh which slowly and silently moves to Adhere to a victim, allowing the Grafter to control another person's body to a degree.

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  • Rouse takes time and effort on the part of the Grafter. Preparing the flesh to be roused and the process for Rousing it take a full break (hour)

  • Roused flesh will use up the ether put into it over the course of a trial (day). It can be reactivated by expending half a break (half an hour)

  • To Rouse a piece of flesh, the Grafter must be in direct physical contact with it.

  • Thus far, no Grafter has managed to Rouse the flesh of an Immortal or Mortalborn

Master

The Grafter is able to manipulate the energy of a piece of flesh - either freshly-dismembered / disconnected (within one hour maximum) or via a process of pouring ether into a piece of flesh and then dismembering it, to cause it to animate. This might be a skittering hand or a leaf which flutters, apparently in the breeze. The mage must concentrate, while the flesh is moving and they maintain a 'sense' of it. This flesh might have been Corrupted, or even be an amalgam of Corrupted pieces, held together by Adhesion. What the Grafter does with it is up to the limits of their imagination.

The Rouse lasts for one full trial (day) and must be re-energized for half a break (half an hour) in order to be continued. The range of this power is potentially limitless, but the need for re-energizing limits by necessity.

Supplementary Skills

Many skills can help with this - mostly, though, this Rigor is linked to skills of Intelligence, Stealth, and other such.

Graft & The Immortals

Thus far, the use of Graft on the Immortals is not known or documented. What happens when it is used is unknown. If your pc plans on finding out, please speak to your local prophet and / or post in the PSF as the storyline etc will need approval. Thanks!

Dangers and Overstepping

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As with any magic, there are dangers to the over-use of Graft. Some of the more well-known ones are outlined below.

Light Overstepping:

Needles and pins ~ The mage experiences the sensation of 'pins and needles' all over their body.
Numbness ~ Extremities (fingers, toes etc) grow number.
Intemperate ~ The mage's inner temperature fluctuates between very hot and very cold.
Sensory Overload ~ One of the senses becomes blurred / unclear.

Medium Overstepping:

Scratches ~ Small scratches appear over one limb / area of the mage.
Scars ~ The mage develops a series of silvery scars over their body, temporary in duration, but painful.
Fusion ~ The skin of the mage develops a sticky texture to it; in some cases digits and / or limbs fuse, one to the other. This is temporary at medium overstepping, permanent as a heavy overstepping.
Displaced Sensation ~ The mage temporarily experiences one of their senses through a different part of their body.

Heavy Overstepping:

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Sinking ~ Random areas of flesh on the mage's torso "sinks" inwards, seeming to dissolve and leaving gaping sores.


Peeling ~ The skin of the mage begins to peel away in strips, leaving raw flesh beneath. This can be either a permanent or a long term change (arcs, seasons, or cycles) and is not able to be healed.

Lock ~ Limbs lock, joints cease and the pc becomes increasingly immobile. This might be a temporary (minimum of one season) or a permanent consequence.

Sensory Overload ~ This overstepping leads to sense organs ceasing to work. Eyes milk over and become sightless, ears fuse closed or melt slowly away, and so on. This is a permanent overstepping consequence. It can, of course, be overcome by use of Graft ~ but at what cost?

Organ Failure ~ What it says. The mage's organs begin to fail - this might be a lung suddenly collapsing or the heart speeding up or slowing down, dangerously. This consequence is cumulative and potentially deadly.

Spark Whispering ~ The mage is compelled to mold and shape flesh. They dream of the feeling of flesh in their hands, the Spark pushing their curiosity constantly, ever forward. This overstepping always pushes the mage to experiment and sends them progressively further and further into overstepping by its very nature.

Plantgraft ~ Parts of the mage's body start to shift into plant-like flesh. Leaves, stems, twigs and even branches start to grow from these and they do so without concern for the mage's comfort, twisting and entwining in and out of the mage's body, piercing and invading. This is an incredibly painful and debilitating consequence which quickly renders the mage immobile and in screaming agony.

Initiation

Initiation for Graft is among the most disgusting experience possible for both parties involved. The initiating mage has to grow a piece of flesh, inside their own stomach. Over the course of a full trial (day), they regurgitate, and then eat, this piece of flesh a number of times ~ anywhere between five and ten times. The creation of the flesh, followed by the ingestion-regurgitation cycle is a time where the initiating mage pours vast amounts of their ether into the flesh, coaxing a small piece of their Spark to inhabit it. The initiating mage automatically knows when this part of the process is completed, a stage known as satiation. The flesh which must be ingested grows more and more rancid with each cycle of regurgitation-ingestion.

Immediately upon the initiating mage reaching satiation, the mage to be initiated must take and eat the flesh. They must consume all of it and then, they too go through a process of ingestion and regurgitation, with the meat becoming more and more rancid with each cycle. This takes between five and ten cycles to complete and, again, takes a full day. Both parties must be present for both aspects and it is in this flesh that the Spark from the initiating mage resides, slowly being consumed by the new Grafter.

As with all magics, the majority of initiations fail. In the case of Graft, the increasing toxicity of the flesh poison the would-be-Grafter and they die; they are unable to be rescued by any save the most powerful healers, be that through Divine Blessings or via Graft. One rather tragic irony is that the mage who is initiating them is unable to save their would-be student. From the moment that the initiation begins, the initiating mage is never again able to use their magic on their initiate ~ it simply does not work.

Initiation Beast: The Mortise

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Any initiation is dangerous ~ far more would-be mages die than ever complete initiation successfully and Graft is no exception to this. The majority of those who consume the rancid, ether-infused flesh of their Mentor are poisoned by it and death is an exquisitely painful process for these unfortunates. As soon as they taste their Mentor's flesh, neither individual is able to use Graft, one on the other. It seems to be a sheer refusal of the Spark to work with part of itself, but it means that many a potential Grafter has died while their Mentor watched, helplessly.


It is, simply, the price they pay.

Of those who survive, most become Grafters, their souls inexorably linked with the ever-curious Spark. However there are occasions where Initiation fails, or does not work completely, yet the individual lives. These most unfortunate folks are known as The Mortise.

A Mortise completes the full Initiation ritual, but the Spark does not fully connect to their soul. Thereafter, their body begins the process of decomposition. This has no impact whatsoever on the brain, as it is the only organ unaffected by Graft, but fundamentally this is a death sentence as the body slowly decompose over the course of the next Cycle or two.

Unfortunately, there is no known 'cure' for becoming the Mortise, the individual is condemned to slow and painful death ~ they have no magic and no healing will work on them. The only solution is to be initiated again, this time successfully. This second initiation can not be with the same mentor, but they must be involved. The second initiation is identical to the first, with the addition of one aspect ~ the initiated must consume both the flesh of the new Mentor and a piece of flesh twice the side of the original one from the first Mentor. If that should work, then the mage is Initiated successfully. If, however, this one should fail both the mage and the original Mentor die.

For obvious reasons, this is a very rare process and most Mortise die slow and painful deaths, unable to end it but cursed to rot in life.

Spark Persona & Mutations

All magic leaves its mark, Graft is no exception. The Graft Spark has a persona which is obsessed with discovery, with pushing boundaries of possibilities. The Spark itself is in a constant state of curious, intrigued by the energies which power the flesh and bone and blood of the vessel it is merged with. It is fascinated by the limits of creation, the boundaries of mortality and it seeks to always push them. To the Spark, those energies which separate life and death are items of abject fascination and it pushes the mage to seek, to discover, to know, to understand. There is often a sense of isolation from the Graft Spark as that drive to learn more can be a very lonely experience.

Witchmarks

The witchmark for Graft is the result of the initiation ritual and happens during that process. While the mage is regurgitating the flesh from their mentor, a new sense organ will grow somewhere on their body. This is in a might be as small as a lump or a fully formed eye or mouth. It can appear anywhere on the body, is never even remotely functional and is, effectively, useless flesh.

Awakenings

Awakenings in Graft tend to follow a pattern, depending on the mage. The theme of the Spark leads to Awakenings which impact the sensory organs, often, as they are how we get information about the world. Those Grafters who work predominantly with plant life might see plant-related Awakenings, perhaps related to the kind of work they focus on. Certainly, Awakenings for Graft tend to be physical, obvious and difficult to hide. They usually have a link to the curious, boundary-pushing nature of Graft and are almost never subtle.

Corruptions

Corruptions for Graft are always directly related to the actions of the mage when overstepping occurred. As with Awakenings, they are usually obvious and often difficult to hide. Even should the Corruption be from Energizing, for example, the mark it leaves is likely to be on flesh, blood or bone and will be visible to the naked eye.

Wells

Grafters are able to utilize all Wells appropriate to their level, as are all mages. They are mainly used as ether stores, to pull the ether from an unset well, using it to impact the energies which are the Grafter's focus.

Grafters know of three uses for setting a well with Grafting ether. All three methods involve incorporating a well into flesh, be that mortal or plant, but always whilst alive. It is, of course, entirely possible that there are other uses, either kept secret or as yet unknown.

If a well shatters, it inevitably destroys the flesh it was embedded in and that flesh can not be used again. However, multiple wells can be incorporated into a single piece of flesh.

Store

After incorporating any well into living flesh, that flesh becomes more efficient in its ability to work with the Grafter, increasing the time and efficiency of each Rigor. At the higher level of wells, this can actually double duration and effectiveness of techniques.

Additionally, any of the wells that impart special properties will find that these abilities are now a part of the flesh and can be stored and passed into a new host via Adhering. These properties are always available so long as the well is intact.

Drain

The use of Oolasyte is specifically beneficial to Grafters. This well seeks out the living, those with a heartbeat and, when used with Corruption, allows the mage to craft flesh into a dual function organ. So, a Grafter might corrupt some flesh into a heart which is at maximum efficiency, enhanced with increased endurance and an immunity to disease.

Duplicate

The use of a Splinthinyte well allows the Grafter to sculpt flesh together so effectively, when using Adhering, that they are able to store up to three things in the leeching flesh which, at later levels, can be used simultaneously if required.

Flaying

The Graft Spark seeks to know more - always more. It strives to push boundaries and does so without notions of morality ~ although they might come from the mage~ and so Flaying is simply something else to learn, to know, to understand. The energies collected from Flaying can be utilized in the same way as Ether for the Graft mage, since it is, fundamentally, harvesting the energies which Grafters work with - those which differentiate between alive and dead.

NOVICE

The Novice Grafter is very much learning their craft. Energize is the only one of the Rigors available to the Grafter and this takes roughly five bits to activate. As the Grafter progresses through this level, that shortens to approximately three bits. It is during this stage of their development that the Grafter really focuses on the internal energies which separate living flesh from dead. The Grafter must develop their understanding of these energies throughout this time as they form the basis for the magic.

Quicknotes

  • Energize is the only Rigor
  • Takes 5 bits at start of this level, reducing to 3
  • Area of flesh the size of the hand / foot
  • Work with one area only
  • Unable to initiate others

COMPETENT

At Competency, the Grafter's skill begins to expand with their understanding. Adhering is now available, along with an expansion of Energizing. Their comprehension of the energies which direct life, keeping flesh and blood and bone moving is growing and, with that, they are able to direct those energies more subtly and with more profound effect.

The development of Leech, one of the techniques of Adhering, marks an important point for the Grafter. It is in this technique that they learn to stretch the natural energy exchange which is the basis of homeostasis but which they can now take to an unnatural extreme, leeching from one piece of moulded flesh to another. Driven to push boundaries by the Spark within, this ability opens up a whole realm of possibility for experimentation and further understanding of the process of life.

Quicknotes

  • Energize & Adhere are the available Rigors
  • Energize can now impact an area the size of a lower arm / leg, takes 3 bits and requires touch
  • Energize can now grow specific flesh types as well as creating, or negating pain. They can now work with two areas simultaneously, though this requires Expert Discipline to maintain focus.
  • Adhere technique Leech is available. This takes five bits to cast.
  • 1 initiate total

EXPERT

With the introduction of Corruption to the Grafter's toolkit, a whole new understanding of the energies which drive life opens up to the mage. Thus far, they have been held back by the functioning of a piece of flesh. A plant is, after all, always a plant. Yet now, they are able to corrupt those base energies and turn that plant into a functioning heart or tongue or foot.

The Grafter's skill with Energize means that they have developed understanding of life energies sufficiently that they can control up to half a body now, although that is a proportion of the body, not an indication of measured size. Adhering now allows rudimentary connection of flesh which maintains its purpose, albeit in a very basic manner.

Quicknotes

  • Energize, Adhere & Corruption are the available Rigors
  • Energize can now impact an area roughly half the size of the body they are working on, takes 3 bits and requires touch, but now only to the person concerned, not the specific area
  • Energize can now grow specific flesh types as well as creating, or negating pain. They can now work with three areas simultaneously, though this requires Expert Discipline to maintain focus.
  • Adhere technique Mimic is available. This takes five bits to cast.
  • Adhere technique Leech now takes four bits to cast.
  • Corruption now available. Takes ten bits and can duplicate functions only. Must be in physical contact.
  • 3 initiates total

MASTER

The last stage before Revelation, the Master Grafter is at what is generally considered to be the pinnacle of their skill. With the introduction of Rouse, they are able to utilize flesh which has just been separated from it's living host. They have a very limited time in which to utilize this as the time between life and death is counted in a maximum of one break.

The Grafter's skill with Energize means that they have developed understanding of life energies sufficiently that they can control a full body now, although that is a proportion of the body, not an indication of measured size. Adhering now allows the addition of Enhancing flesh - and also to enhance existing organs with Corruption.

Quicknotes

  • All Rigors are available
  • Energize can now impact a whole body, takes 2 bits and requires touch, but still only to the person concerned, not the specific area
  • Energize can now grow specific flesh types as well as creating, or negating pain. They can now work with four areas simultaneously, though this requires Master Discipline to maintain focus.
  • Adhere technique Enhance is available. This takes five bits to cast.
  • Adhere technique Mimic now takes four bits to cast.
  • Adhere technique Leech now takes three bits to cast.
  • Corruption now allows for the enhancement of existing flesh and organs. Takes ten bits and must be in physical contact.
  • Rouse takes 1 break and requires concentration. It lasts 1 day.
  • 6 initiates total

REVELATION: The Chimera

The Chimera is the name of the Revelation for Graft. The Revealed mage has reached the pinnacle of their craft and are truly the masters of flesh and blood and bone. It is only when the Spark and Mage finally fuse completely and the relationship is complete. Upon achieving this, the Grafter becomes the true master of their own flesh only. The Revelation gives complete control to the Grafter, they are able to grow or discard entire limbs, organs, muscles and bones within the space of one bit. This complete control over their own flesh and blood means that they are immune to disease and illness. This does not make them impervious to damage, but it means that they are much more difficult to kill as they are able to heal themselves.

However, separation of the head from the shoulders - thus separating the brain from the majority of the body - always works to kill. So too does doing so much damage that the Revealed can not heal themselves quickly enough; though their healing is good, it is not instantaneous.

The final progression of this magic allows the mage to have complete mastery over the flesh and all Enervations of their body, even the brain. This means that they are able to manipulate a portion of their flesh to become non-organic material. Thus, an area roughly the size of a human arm can be turned to metal or stone, for example. It can be shaped and moulded, although if one were to, for example, turn one's arm into a sword then knowledge of swords ~ maybe even some skill in Smithing ~ would help.

It must be noted that the manifestation of the Revelation for Graft is as unique and individual as the Grafter and their Spark, and it should be pursued in a manner which makes narrative sense. However, that being said, the Chimeria is inevitably a revelation with high cost. It is always a physical Revelation and, often, it has strong mental implications also. Players are reminded that this is the final step in the total fusion of Spark and Soul. With this, the individual gains incredible power but it comes at a cost as high. The Chimera can sometimes take on a grotesque form, although there are always unique manifestations of this Revelation that is specific to the mage. The mental state of the Revealed mage often shifts, leading them to become compelled to seek our other mortal in order to use their art of flesh manipulation upon them

Credit to Peg.

Subcategories

This category has the following 3 subcategories, out of 3 total.