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INFUSION

 

Nockers jealously guarded knowledge of this Art for centuries, until the demands of survival during the long years of the Interregnum finally led the nockers to share at least a few of their secrets with other crafters, particularly boggans and Autumn sidhe of House Dougal whose probity was beyond question. Nockers hold any who suggest that an Art might be inherently Seelie or Unseelie in baleful contempt, and so this Art is freely used by members of either Court.


NOTE: Several Infusion cantrips make reference to the concept of “rightful ownership” when it comes to altering items. In many cases ownership is clear-cut, but sometimes it’s not so self-evident. If a changeling defeats her opponent and claims her Treasure sword as a prize, is she now the rightful owner? What about a magical chimerical object that’s been sitting unused in an ancient tomb? How long does it take for a thief to become an item’s rightful owner, if ever? And so on. As the voice of the Dreaming the Storyteller has the final say regarding an item’s rightful ownership, but as a rule of thumb, if a character needs to cite loopholes, play with definitions, or make a convoluted argument as to why she should be the rightful owner, she probably isn’t.

 

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INFUSION ATTRIBUTE : CRAFTS (Technically a Knowledge rather than an attribute, but still the main focus of the cantrip)

 

UNLEASHING INFUSION
The magic of Infusion fully expresses both the wildly frenetic and intensely deliberate creative energy of physical imagination, the explosive process of making something that works. When Unleashed, the air becomes charged, smelling of ozone and tasting of lightning. Glamour arcs from surface to surface, hair-raisingly electric. Chimera spring spontaneously to life, common household appliances gain occasionally high degrees of sentience, and already smart technology gets significantly smarter, with a distinct personality of its own. Even the most fumble-fingered and mechanically inept become capable of unsuspected acts of engineering prowess when in the grip of an Infusion Unleashing. Those who already know what they’re doing with a set of screwdrivers, a circuit board, or a fully equipped chimerical science lab have created unique masterworks permeated with their makers’ genius.
 

INFUSION BUNKS
Infusion bunks are all about the fine art of drafting the world’s most perfect Rube Goldberg machine on a dubiously unused cocktail napkin, scrawling an equation belonging to esoteric branches of mathematics practiced only by theoretical Dreaming physicists across at least three blackboards in a combination of chalk and Sharpie, holding up bubbling elixirs of dubious origins, and screaming at your lab assistant to get you your galvanized induction samophlange — NO NOT THAT GALVANIZED INDUCTION SAMOPHLANGE, THE OTHER ONE.

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SPEND: APPROPIRATE GLAMOUR COST (See Casting page) 

ROLL:    GLAMOUR RANK + RELEVANT REALM  + INFUSION  RANK + CRAFTS

DIFFICULTY: AREA BANALITY +5 

OR

VS : OPPONENTS RELEVENT DEFENCE TYPE (See Casting Page)  

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CASTING PAGE (Opens in a new window

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â—‰ MAKER'S EYE
You have a keen eye for the fundamental Glamour underlying chimerical construction. This cantrip allows you to select a chimerical item or creature and accurately assess its properties and capabilities at a glance. The information gained with this cantrip is highly specific and detailed, but this Art only functions with regard to chimerical objects, beings, and Treasures.

SYSTEM:
Each success on the cantrip roll allows you to learn everything regarding one aspect of an animate chimera: Attributes, Abilities, Glamour, Willpower, Health Levels, Redes.

With regard to a Treasure or chimerical object, you can learn its item level, the general nature of its powers (though not necessarily how to activate it), how it was made, who its current owner is, how it can be recharged and/or how many uses remain (if it has a limited number), and whether it is cursed. This cantrip has no effect when used on changelings, including Lycians.
TYPE: CHIMERICAL

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◉◉ MAKE IT WORK BETTER !
Infusion experts often get a reputation for being able to work more quickly and efficiently than other changeling craftsmen, and this cantrip is a major reason why. By tapping into the fundamentaly malleable nature of chimera and the endless possibilities of Glamour, in a flash she can repair broken items or even completely reshape them. A skilled practitioner can even make changes to living chimera, though such changes are far more difficult than working with items.

SYSTEM:

The caster must touch the chimera or Treasure she wishes to repair or reshape.

COSMETIC CHANGE TREASURE: (PROP REALM)
For styling flourishes such as color shifting, minor resizing, and other cosmetic changes, all that’s required is a number of successes equal to the item’s level (minimum one). All powers and qualities of the item remain the same, including any activation requirements or other limitations. In addition, the item must still be able to reasonably fulfill its role: For example, a greatsword could have changes to the look of the metal or style of hilt, or even add cosmetic chimerical
spiders scuttling down the blade when it’s drawn, but it could not be shrunk to the size of a broadsword as that is not a cosmetic change.

REPAIR TREASURE: (PROP REALM)
Making repairs with this cantrip restores one level of damage per success gained, and the caster may spend additional
Glamour points to repair more damage on a one for one basis. If it is unclear how much repair is required to fix an item, for example if a favorite cloak has been torn and burned during thhe story but not specifically targeted with numerical damage, default to its item level (minimum one).

COSMETIC CHANGE / HEAL CHIMERA (FAE REALM)
This cantrip can be used to change the look of chimerical beings as well as heal them. For friendly non-sentient chimera the changeling must simply score a number of successes equal to the chimera’s health  while sentient chimera require successes equal to their Glamour Rank (which may require multiple
cantrips).

Sentient chimera must consent to the process, and in no case can chimerical beings be changed in detrimental or painful ways. The cantrip user could change a chimerical hound’s fur or make it appear more fearsome, for example, but could not take away its sight or shorten its legs so it has difficulty moving. Chimera healing functions the same as item repair, but cannot be used on the same chimera more than once per scene.

NOTES: It should be noted that while potent, this cantrip cannot be used on hostile creatures, or on any items without the informed consent of the item’s rightful owner. A caster could not touch an enemy’s armor in the middle of battle and reshape to be too large for them, for example, or swipe a watch and hurriedly change its styling so the police will not recognize it when she’s searched.
TYPE: CHIMERICAL for chimera.  WYRD  for Treasures

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◉◉◉ ENERGIZE!
At this stage, the Infusion wielder has observed the flow of Glamour and learned how to store it in objects, essentially creating long-lasting Glamour batteries. They can also transfer Glamour between living volunteers, though this is notably less efficient. While Glamour storage is certainly handy in its own right, this cantrip is also a critical step in creating true chimerical life, which is the ultimate goal of most Infusion practitioners.

SYSTEM:
GLAMOUR BATTERIES: The caster may touch an item and transfer Glamour points into it, up to a maximum number of points equal to her Glamour Rank. Withdrawing stored Glamour merely requires touching the object and calling on the Glamour, though the caster may designate a password or other simple
safety measure in order to access the stored Glamour. This must be done when the cantrip is cast, and if she does not do so any changeling or chimera who recognizes the item as a battery can access it.
Items that are already magical such as Treasures or chimerical objects with supernatural effects cannot be used to store Glamour.

Living creatures cannot be used as batteries.

  • A changeling may create up to 1 glamour battery this way.

  • A changeling may only carry 1 glamour battery in total, carrying more is an invite to bedlam.

  • A Glamour battery does not count towards a characters dross maximum.

  • Once a glamour battery is used, it cannot be recharged.

  • Multiple uses of this cantrip do not stack, a changeling can only own 1 glamour battery.

  • Glamour batteries may not be handed out to other characters (Other characters wishing glamour batteries must pay for them from the background options)

TRANSFER:
Transferring Glamour between two willing volunteers requires both subjects touch the caster and allows for transfer of Glamour points up to the successes gained during casting; however, one point is always lost during transfer due to the relative inefficiency of the connection. This cantrip cannot be used on unwilling subjects.

TYPE: CHIMERICAL

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REFORGE  RANK ◉◉◉◉ (Creating Wonders & Treasures)

This is the level of infusion unlocks a whole new world of possibilities for the changeling. This is where a changeling can imbue a chimerical item with the powers of the arts. This is a long process and only those serious about the mad science of infusion should apply, everyone else should stick to the simpler levels.

  • A wonder is an item that has a limited number of uses before it expires. Mechanically the XP cost for wonders is reduced depending on how limited they are.

  • A Treasure is functionally identical to a wonder, however treasures are long lasting , however they end up costing more XP due to their permeance.

  • Both Treasures and Wonders have ARTS imbued in them.

  • Note: It is not necessary for the changeling to own the imbued art.

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  1. CHOOSE ART TO BE IMBUED INTO TREASURE / WONDER 

  2. THE TREASURE / WONDER LEVEL IS DETERMINED BY THE RANK OF THE ART IMBUED INTO THE ITEM.

  3. ONLY ONE SINGLE ART may be imbued into a treasure.

  4. MULTIPLE REALMS may be imbued into the treasure for multiple effects​

  5. ROLL THE CANTRIP ONCE A DAY TILL EITHER THE DEFAULT DAYS HAVE PASSED OR ENOUGH SUCCESSES ARE ACCUMALATED. 

  6. 10 successes is the maximum possible amount of successes an item can have.

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TREASURE VS WONDER

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WONDERS: Must use the dross imbued, may not use other dross sources. Once dross is spent, it is gone forever. Making the item limited. Wonders cannot be imbued into other -gear- only trinkets and jewellery, the dross stored is the amount of uses the item has. (Changelings can't use glamour to power wonders)

In order to prevent abuse of wonders, characters are limited to ONE. Their second life profile must list not only what the wonder does, but the rolls made by the creator, the date of creation , and dross charges remaining. (External dross or glamour batteries won't charge a wonder)

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TREAUSRE:   May use the dross of a changeling user or the dross imbued. Dross imbued regenerates daily. Treasures are permanent additions to a characters sheet and must be paid for with XP. Treasures may be gear, weaponry, armor etc. which are also purchased with XP.

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​​​​​USING THE TREASURE /WONDER

SPEND: The item must use 1 point of  glamour per use. (see treasure vs wonder)

CHIMERICAL OR WYRD: If the item is chimerical than the wyrd must be invoked to use it.

ROLL: The roll to use the treasure/wonder depends on what the treasure/wonder is. This will mean that attributes and skills are rolled. For example a Trumpet that transforms people via metamorphosis will use the appropriate skill for playing a musical instrument.  (Dexterity + Performance ) , A sword that inflicted an art effect would be (Dexterity + Melee)

DIFFICULTY:  7+ Item Level

RESISTANCE:

The cantrip contained within the treasure or item is resisted exactly as noted on the cantrip itself. The -act- of using the item serves as a bunk of sorts.

Example : A melee weapon does not need to -strike- its target to unleash its art, the owner of the melee weapon simply needs to make an attacking -gesture- with the weapon AT  its target.

  • If the owner of the weapon happens to -hit- their target -and- beat the difficulty then the target is hit with -both- an attack and an art.

  • If the owner of the weapon -missed- their target but beat the difficulty then only the art is released.

  • If the weapon owner hit the target but did not beat the difficulty then the art is not released and it is treated as a simple attack as normal.

The same thought process applies to ranged weapons as well as other feats.  So long as you remember traits are rolled and must beat the difficulty to release the art. the art is resisted as described in the art. If the feat or combat roll is successful too, that's just good fortune (unless of course you are on the receiving end)

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 â—‰â—‰â—‰â—‰â—‰ APOTHEOSIS 

At this level of skill, an Infusion master can attempt perhaps the ultimate creation, namely life itself. They can create relatively simple, mindless automatons, or take the riskier path to create beings with true sentient. Whether automatons or free-willed beings, these creations can vary
greatly in size, appearance, and capabilities. Pragmatically, the only constraints on an being’s design features are the talents of its maker or makers, the materials to which they have access, and their personal aesthetics. Given the intensely laborious process of creating a living being, very few chimerical engineers charge into it half-prepared, poorly supplied, or without a clear and definite outcome prepared well in advance. In the past most beings created with this cantrip were mechanical in nature.

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Creating a Living Chimera is a labour of love that takes a very long time to do. The right materials must be found, a huge amount of glamour must be gathered in batteries and the prepared as well as a body from glamour, then there is the process of putting the cog in a living mortal body (The Autumn Way is known to all changelings, but it is not practiced by any except Arcadian Sidhe) 

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There is no cantrip with Apotheosis, this is too long a process to invest in, instead we use the simple rule that a person with Apotheosis may create a "Cog" that is slaved to it (This is a golem). This Cog is an NPC.

A changeling is allowed ONE cog slaved to it at any time.

The statistics are as "High level Summons" On the bestiary page. The cog will appear flesh and blood (Autumn Way). Its fae mein will however be as designed.

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Those with the Apotheosis skill may also create "Renegade Cogs" for story purposes. These are "Player Characters" and not NPCS. Renegade Cogs are a Kith selection.

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