Lamplighters Imbued Items Project List

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The Ritual Lanterns

Imbuing the Lanterns

Total Imbue Item Target Number: 24 (Gutenberg)

  • Imbue Item [Prime4]: Pot 1, Target 3, Dur 4 (+Atlantean Runes in glass)
  • Mana Pool: 13 (TN: +3, Gutenberg)
  • Exceptional Luck [Fate2]: Pot 5, Target 0, Dur 2 (TN 7, Boss + Mneme)
  • Zeal [Mind2]: Pot 3, Target 0, Dur 2 (TN 5, Boss + Mneme)
  • Will of Fire [Mind3]: Pot 1, Target 3, Dur 0 (TN 4, Boss + Mneme)

Other Pre-Finishing Enchantments

  • Instill Exclusiveness [Prime3]: Pot 1, Target 3, Dur 5 (TN 9. Gutenberg)
  • Item Failsafe [Prime3]: Pot 3, Target 3, Dur 5 (TN 11, Gutenberg)
  • Shroud of Disinterest [Mind3]: Pot 15, Target 3, Dur 4, 1/0M (TN 22, Boss + Mneme)
  • Telepathic Alarm [Mind3]: Pot 10, Target 3, Dur 4, 1/0M (TN 17, Boss + Mneme)

Item Enhancements

  • Alter Integrity [Matter3]: Pot 4, Target 3, Dur 0 (TN 7, Veles)

Imbued Item ••••• •••
The lanterns of the Lamplighters seem to be crafted of fine cut leaded glass in a variety of colors, although thanks to Alter Integrity they are the effective strength of steel plate. Decorated with swirling design over the whole of the glass panels, there are Atlantean Runes scribed into the patterns.

  • Activation Rolls: Gnosis + 4 dice.
  • Mana Pool: Each of the lanterns has a mana pool with a maximum capacity of 13 mana.
  • Lighting the Lantern (Triggered; 1 Mana): Lighting a flame in the lantern triggers an Exceptional Luck spell (Potency 5, Duration 12 hours), gaining one use of 9-Agains per success on the Activation Roll in that twelve-hour period.
  • Gazing into the Flame (Triggered; 1 Mana): Gazing into the lit flame of the lantern for one turn triggers a Zeal spell (Potency 3, Duration 12 hours). For each success on the Activation Roll, one point of Willpower spent within that twelve-hour period grants a +5 bonus rather than the normal +3.
  • Circle of Lanterns (Triggered; 1 Mana): Placing the lantern down in contact with other lanterns crafted through the same spells triggers a Will of Fire spell (Potency 1, affecting up to 8 other targets). With just one success on the Activation Roll, each owner of a lantern in the circle gains an additional point of Willpower. The sudden use of multiple lanterns in this way can see a significant gain in mental power by those who are about to engage in ritual.
  • Persistent Effects: There are three primary effects in play, intended to protect the lanterns from intruders.
    • Ownership: Via the Instill Exclusiveness enchantment, only one person at a time is considered the lantern's owner. The owner may Authorize others by simply taking a moment to do so mentally; Authorization can be done for individuals, all members of one's cabal, Order, Path or Legacy. Due to the Item Failsafe enchantment, only the owner and those Authorized by him by use any of the lantern's Triggered magics.
    • Simple Decorations: Via the Shroud of Disinterest enchantment (Potency 15), the lanterns appear to those unAuthorized by the lanterns to simply be unremarkable household decor in the environment wherever they are found. It takes magical senses of Potency 16+ to genuinely see them for what they are.
    • Psychic Alarm: Via the Telepathic Alarm (Potency 10), when someone who is unAuthorized touches the lantern, a telepathic connection opens between the intruder and the lantern's owner, allowing the owner to sense his identity and read his conscious thoughts. She may also project thoughts directly into the interloper's mind. This connection establishes Intimate Sympathy between the owner and the interloper for as long as the lantern is being touched.

War Bracers

Imbuing the Bracers

Total Imbue Item Target Number: 23 (Gutenberg)

  • Imbue Item [Prime4]: Pot 1, Target 3, Dur 4 (+Atlantean Runes in metal)
  • Mana Pool: 16 (TN: +3, Gutenberg)
  • Body Mastery ([Life3], Continual): Pot 10, Target 0, Dur 5 (TN 15, Sarah)
  • Honing the Form [Life3, Continual]: Pot 4, Target 0, Dur 5 (TN 6, Gutenberg)
  • Puissant Skill [Life2]: Pot 2, Target 0, Dur 0 (TN 2, Sarah)
  • Self-Healing [Life 3]: Pot 7, Target 0, Dur 0 (TN 7, Sarah)
  • Accelerating [Time3]: Pot 1, Target 0, Dur 3 (TN 1, Gutenberg)
  • Strike in the Perfect Moment [Time3]: Pot 1, Target 0, Dur 0 (TN 1, 0)

Other Pre-Finishing Enchantments

  • Instill Exclusiveness [Prime3]: Pot 1, Target 3, Dur 5 (TN 9. Gutenberg)
  • Item Failsafe [Prime3]: Pot 6, Target 3, Dur 5 (TN 14, Gutenberg)
  • Instill Elusiveness [Space3]: Pot 20, Target 3, Dur 5 (TN 28, Mneme)
  • Last Testament [Prime3]: Pot 5, Target 3, Dur 5 (TN 13, Gutenberg)
  • Instill Homing Instinct [Space3]: Pot 5, Target 3, Dur 5 (TN 13, Mneme)

Item Enhancements

  • Alter Integrity [Matter3]: Pot 4, Target 3, Dur 0 (TN 7, Veles)


Enhancing the Stones
  • Alter Integrity [Matter3]: Pot 4, Target 3, Dur 0 (TN 7, Veles)
  • Alter Efficiency [Matter4]: Pot 4, Target 3, Dur 5 (TN 12, Veles)

Other Pre-Finishing Enchantments

  • Instill Exclusiveness [Prime3]: Pot 1, Target 3, Dur 5 (TN 9. Gutenberg)
  • Item Failsafe [Prime3]: Pot 6, Target 3, Dur 5 (TN 14, Gutenberg)
  • Double Shape [Space3]: Pot 5, Target 3, Dur 5 (TN 13, Mneme)

Finishing Effect

  • Instill Mortality [Death1]: Pot 1, Target 3, Dur 0 (TN 4, Veles)

Imbued Item ••••• •••
The war bracers of the Lamplighters are wide stainless steel cuffs, polished to a silvery sheen. They are intricately etched with swirling patterns that hide Atlantean runes among them, and set with six stones at regular intervals, semiprecious stones of colors used by the Lamplighters in their lanterns (opals for Gutenberg, amethysts for Boss, lapis lazuli for Veles, jade for Mneme, X for Sarah).

  • Activation Rolls: Gnosis + 5
  • Mana Pool: Each of the cuffs has a mana pool with a maximum capacity of 16 mana.
  • Improved Physicality (Continual): Due to a persistent Body Mastery spell, the wearer of the cuff gains ten automatic successes when resisting diseases, poisons or drugs and heal bashing and lethal damage at 1/1024th the time (Bashing Healing Intervals in turns: 1/1/1/2/2; Lethal Healing Intervals in minutes: 1.5/3/6/12/24). The wearer also gains a +10 bonus to Initiative. He also reduces his need for food by a factor of 1024, gives him fine control over a variety of autonomous functions, including being able to stop his heart completely for ten minutes. Finally, those who remain under the effects of these cuffs increase their lifespan by 75 years.
  • Strength Boost (Continual): Due to a persistent Honing the Form spell, the wearer's Strength is boosted by 4.
  • Silent Invocation (Trigger): By silent thought and exertion of will, the wearer may make an Activation Roll to cast Puissant Skill, gaining one use of the Rote Ability per success. These uses may be split up among up to two Physical Skills.
  • Touch of Blood or Held to Heart (Trigger): When the wielder's blood touches the cuff, or if he holds the cuff to his chest, he may make an Activation Roll to cast Self-Healing, permitting him to heal even Aggravated wounds. Each success heals a single wound, to a maximum of seven wounds healed. This may only be used by the bearer on himself.
  • Touch of Hand (Trigger): By touching the cuff with his opposite hand, the wearer may make an Activation Roll to cast Accelerating, granting himself the ability to spend 1 point of Mana to accelerate for one turn. During that turn, the bearer subtracts 3 dice from attacks against him, gains a +3 Initiative, and moves at four times his normal Speed.
  • Touch of Weapon (Trigger): By touching a weapon (including a bare fist) to the cuff, the wearer may make an Activation roll to cast Strike in the Perfect Moment. When making a melee attack, the bearer may spend 1 Mana to reduce his target's Defense by 3. This does not affect armor or ranged attacks.
  • The Stones: The stones set in the cuffs are themselves enhanced as well, although they are not Imbued objects. Durability: 7, Structure: 8.
    • Reading Resonance: When used to read Resonances, the stones grant a +6 equipment bonus to the normal Intelligence + Occult roll to do so (+2 base from being semiprecious stones, and +4 due to Alter Efficiency enhancement).
    • Weapon Summons: Thanks to the Double Shape enchantment on the stones, the wearer of the cuff may touch a stone and cause it to shift into an extradimensional storage space, trading places with a weapon stored there.
    • Magically Fragile Stones: Because the enchantments on the stones were finished with the Instill Mortality spell, each time the stones are used to read Resonance unsuccessfully, they gain a point of Mortality. Each time they are used to summon a weapon, or switch it back out with the stone, the wearer should make a test with 6 dice. A failure on that roll still summons the weapon, but adds 1 to the stone's Mortality.
      • Any time a stone that has one or more points of Mortality is used, roll a number of dice equal to its Mortality. Each success inflicts one point of Structure damage. Damaged stones start to crack, but can still be used, until the stone's Structure damage equals or exceeds its Durability, and which point it fails in a magically dangerous fashion. An exceptional success on the Mortality roll destroys the stone entirely.

Celestial Legionnaire's Armor

Armor Rating: 7/7, Durability 5, Potency 10

The Guise

Enhancing the Guise
  • Armor: Pot x, Target x, Dur x (TN x, X). Armor Rating 5.
  • Bulletproof: Pot x, Target x, Dur x (TN x, X). Firearms damage is reduced from Lethal to Bashing.
  • Increase Durability: Pot x, Target x, Dur x (TN x, X). Increase Durability from 2 (silk) to 5.
  • Increased Equipment Bonus (+4): Pot x, Target x, Dur x (TN x, X). Increases the appropriate Equipment bonus for the garb's shape. Defaults to Stealth, but can provide bonuses to Athletics when changed to sports garb, Survival for outdoor garb, Expression, Intimidation, Persuasion, Socialize or Streetwise for social situations, Subterfuge for disguises.
Imbuing the Guise

Total Imbue Item Target Number: x (x)

  • Imbue Item [Prime4]: Pot x, Target x, Dur x (TN x, X)
  • Mana Pool: x (TN: +x, Gutenberg)
  • Alter Aura ([Mind 2/Prime 2], Continual): Pot x, Target x, Dur x (TN x, X)
  • Alter Raiment ([Matter 3]): Pot x, Target x, Dur x (TN x, X)
  • First Impressions ([Mind 2]): Pot x, Target x, Dur x (TN x, X)
  • Gain Skill ([Mind 2]): Pot x, Target x, Dur x (TN x, X)
  • Mental Shield ([Mind 2], Continual): Pot x, Target x, Dur x (TN x, X)
  • Phantom Thoughts ([Mind 2]): Pot x, Target x, Dur x (TN x, X)
  • Willful Process ([Mind 2]): Pot x, Target x, Dur x (TN x, X)

A simple grey jumpsuit designed by Veles to aid him in his espionage efforts, and created with the help of his cabalmates. With the item creation, he has created eight of these suits.

Enhanced Item

The garb is an enhanced item, imbued with potent Matter magics first and foremost.