As for the items you'd like... That's fairly easy. As an example, the Stances listed earlier for John are 2 CP Each - so a Talisman (Technically the wrong word, but Gerad is not personally in on the game terminology and calls them "Talismans") could be set up to let you use six of them (albeit only one at a time). You'd have to learn a couple more on your own (4 CP worth) to be able to use two at a time.
For some of the more elaborate current examples, here was the setup for four of the first set of talismans (although John chose differently later on)
And soon there will be a bonfire blazing atop a nearby outcropping of rock, as Gerad chants and casts some of the tokens and spirit-fetishes that he spent the time on the wagon crafting into the flames. Soon, beneath the moon, the fire will burn black and cold, yet as filled with stars as the night sky above. The flames are feathered by no physical force, raven's wings of spiritual fire beating against the winds of fate. It defies what is to come; there shall be no fate but what the strong make for themselves.
(Gerad to Khorlof) "
Alone among the birds and totems of the North, the Raven speaks outside of Dream. It carries the Words of the Spirits to the ears of mortal men, with the discarded quills from it's wings are written runes of strength and wisdom, and it guides the souls of the fallen to the realms of the honored dead! Those who are shown the wisdom of the Raven may learn how to draw upon their inner strengths, the divine spark that dwells within! Bright will they shine in the tales to come!
Here, in this Forest which is of more worlds than one, we stand upon the borders of the Spirit World. You have left your kin, and a choice stands before you! To follow the Raven's Path and bring forth new gifts and wisdom for your descendants to come, to follow the Scouts way, standing as a guardian between your folk and the horrors that may come, or to take both paths, and stand as a hero to both those who live and those who are yet to come. If you would take the Raven's Path or the Dual Way... reach into the possibilities of the Raven's Wings, and draw forth what wisdom speaks to you. Then... you may either make it your own, or seek another choice with the seasons turning."
Presuming that Khorolf does reach into the cold flame (taking one point of cold damage to set the link) he will find himself holding a belt woven of hide and raven's feathers - a token of spiritual wisdom.
Cincture Of The Raven (1 Point Relic):
- Pen Of The Raven: Shaping, Specialized and Corrupted for Increased Effect (L1 and weak L2 Effects) / only to power the equivalent of Charms and Talismans and subject to all their limitations. The belt's wearer may draw a quill from the belt and use it to sketch the Runes and Symbols of Uthgar, Beorunna, the Ancestors, and the Totemic Beasts upon otherwise normal items, allowing them to channel the wearer's personal strength - in effect equipping himself or herself with the equivalent of seven Charms and three Talismans (as found in The Practical Enchanter) (6 CP).
- The Enduring Blood Of Uthgar: Grant of Aid with +4 Bonus Uses, Specialized / only to restore hit points (6 CP).
- Disadvantage: The Cincture Of The Raven lays upon it's wearer an obligation to teach others of the ways of Uthgar and the Totems as chances arise to do so (-3 CP).
Net Cost 6 CP + 6 CP -3 CP = 9 CP. 9 CP / 6 (Relic) = 1.5 CP, rounds down to 1 CP.
Gerad is paying this since he took Enthusiast specifically to make a modest number of such relics. Since Enthusiast can be traded out later, so can the relics.
Fire is the element of change, transforming what it touches. The fire of Gerads ritual burns upon the outcropping of rock, the fragrant smoke rising beneath the moon and stars. As Gerad casts a shimmering crystal-bound feather into the flames, the dark fire of the Raven Spirit changes to a pillar of twisting flame, burning green at it's base and the riotous colors of autumn foliage above.
(Gerad, Chanting) "
Seasons Pass, gods pass, and ages pass - but the earth and forest endures, it's strength undaunted. Here, in the forest where too are the roots of time, we touch upon that solid core, the strength that binds the worlds together. As you have sworn to defend the world, so may it may lend it's strength and endurance to you. If you would claim the strength of that bond, reach out to the fire of the world's heart and, with a drop of your blood, become one with it's ancient strengths."
Presuming that Raven does reach into the fire to claim the forming Talisman, he will take one point of damage (to set the link) and will find himself holding a belt of thin links of ash bound with iron, each of the twenty-four links engraved with a rune of the elder futhark.
Girding Of The Forest Lands:
- Vigor Of The Elder Ash: Grants access to the Bones Of Iron (Ash), Corrupted for Reduced Cost / only works within the boundaries of the High Forest, only when at least two other members of the Pact are in the party (4 CP).
- +2d6 Mana as +6d6 Power, Specialized and Corrupted / only to power the Bones Of Iron (Ash) ability above (4 CP).
- +1d6 Mana as +3d6 Power, Corrupted/this deep reserve can only be recovered at the moment of dawn (whether or not the user sees it), as the forest wakes, not via Rite Of Chi or other methods.
Disadvantage: Obligation / Must deal with the natural animals of the forest through nonlethal means if that is at all possible.
John's Segment:
As Gerad casts a rune-covered ingot of iron into the green flames, the fire collapses from a flaming crown into a deep bed of coals, the furious breath of heat from it mirroring the heat of a forge, where imagined tools become reality. Within the fiery tunnels of coals lie glimpses of salamanders, efreeti, and fire elementals, hammering out the weapons of wars past and present, from crude copper daggers to unimaginable devices from beyond the stars.
"
John, Artificer and Visionary, the past you have forsaken for the sake of what is to come. In the spirit of Gond your Patron, of Oghma the Loregiver who is mine, know that the chains of the past are broken, no forge but your will will be needed for your many creations to come! Reach forth now to the forges of the gods and take the fire of creation that will burn henceforth within you as well."
Presuming that John does reach into the fire to claim the forming Talisman, he will take one point of damage (to set the link) and will find himself holding a cincture of flattened links of chain, each wrought with images of weapons, some known, others suggesting fantastic creations and vehicles of war.
Cincture Of War:
- +6 to your Preferred Martial Art (6 CP).
- DR 4/- (Universal DR 2/-, Specialized for Double Effect / only versus physical attacks, 3 CP).
- Immunity / the time normally required to put your gadgets together, so they will no longer have a +1 point cost if not specified in advance (Uncommon, Minor, Minor, 2 CP).
- Specific Knowledge / Tunnel Fighting (1 CP).
Disadvantage: Must fight as an honorable warrior (-3 CP).
With the ritual complete for the moment, the colors of the dawn in the sky, and the first glint of the sun shining like a fiery jewel upon the horizon, Gerad will let the remains of the fire collapse to ash, to be blown away upon the wind - although he will raise an eye at a single burning ember that refuses to be extinguished or fade and scoop it into a vial to work on for Quinn later. He is not one to ignore an obvious message when one is given.
He will then set off to check with the others - for while he has been fully occupied with the ritual and then in laying to rest the forces he had called upon, Quinn had been scouting and John, Khorlof, and Raven have had time to ask their own questions amongst the miners. With the Talismans completed, if John and Khorlof were back at full strength, there would be few further advantages that any brief delay could add to the venture.
And then he will pause for a moment, realize he has missed the obvious as his stomach growls, and rummage out some snacks to eat along the way.
(To Quinn, similarly quietly) "
The working did produce something for you, although I think that part of the power went to establishing a remote link since you were not immediately present."
And he will fish out a clasp, suitable for a belt or cloak.
The Purest Yang Becomes Yin. The Purest Yin Becomes Yang.
Two Sides Of A Coin, Separated By A Barrier That May Not Exist.
From Rites End, A New Beginning; The Cycle Turns.
From Darkness and Cold an inextinguishable spark of Light and Fire.
A Creation Incomplete Draws Balance From The Void.
A Sourceless Wind Blows Between The Worlds.
Receive Now The Spark That Answered A Call Unvoiced.
Sunset Hag's Broom Cinder:
The circular copper clasp is inscribed with twin dragons, inlaid in black and white, mirroring and circling each other in the symbol of balance. If opened, it reveals the eternally-glowing ember within.
- Hysteria (Mental Powers), Specialized for Reduced Cost (2 Power) and Corrupted for Reduced Cost / only for boosting psionic abilities (not skills, will saves, or non-psionic abilities), only for effective caster/manifestor level (4 CP). This can be activated as a free action for 2 Power and lasts for the rest of the round. It manifests as hysterical cackling laughter.
- Streamline, Specialized for Double Effect in applying standard Augmentations to Psychic Powers for Double Effect (+6 Power worth of "free" Augmentation), Corrupted for Reduced Cost / only when using Hysteria, above (4 CP).
- Enthusiast, Specialized and Corrupted for Increased Effect / only to set up Mystic Link Effects, Double Enthusiast / Specialized and Corrupted for Reduced Cost / only to set up Mystic Link Effects (Net Cost 4 CP, may be used to set up 4 CP worth of Mystic Link Effects).
quote:
Currently the Mystic Link effect would default to Raven and Gerad once activated, as Mystic Link x2 with Communications and Power Link, Specialized and Corrupted / only within the High Forest, only with individuals or places touched by the Fey, can only transmit seven supernatural effects per day, all those linked must possess at least latent telepathic abilities (GM Veto over NPC's) (4 CP). The nature of the maintained link may be changed given a few days to work on it.
Drawback: Insane: The bearer of the Cinder develops extreme hydrophobia. While this phobia excuses liquids kept in artificial containers (barrels, glasses, waterskins, and so on), it extends to natural bodies of water, puddles, and rain. The Cinder does not function if wet since the user will be too panicked to draw upon it.