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Imbuing: This is the process by which the character can use built up essentia to enhance an object, place or being. After creating the necessary points in their font the next step is to have some sort of item for using the focused essence into the thing to be imbued. This is usually referred to as a Forge, though it can take any form thematic to the power and to creation. The primary options are as follows:

 

     Item: An imbued item is either a one or few use item that gives a quick, powerful burst, or a more permanent item that is proportionately much less powerful and kind of trickles out the energy stored within. Usually for limited-use based items it is one or more spirit point (though usually at least ten) and for permanent items it is one or more soul point. These items, once created, can be used by other beings with essentia. Both kinds are commonly used for barter in the empowered community. The item being imbued usually works best when it reflects the power and intent being put into it, as with other Thematic bonuses already mentioned. When the character imbues the item they roll their power to see how effective the item is and if it functions as intended. For example, Aiden the fire element character could have a fire pit as his Font and build up essentia over time to imbue an item. He decides to a lighter to work as a flame thrower. Unfortunately, he rolls an epic success with his Fervor (intensity) roll... but an epic fail with his Focus (control) roll. This results in an item that is more of a reusable napalm filled grenade. The Narrator allows a Fortress roll (kind of a power's natural defense stat) and/ or Intuition check so Aiden knows in character what the player knows. If not the buyer may want a refund... if they survive. An example of a one use or limited use item would be Aiden imbuing a bottle of hot sauce to grant fire breath to the person who drank from it. If it went as bad as the lighter example above the hot sauce may set fire to their innards instead.

The most common item for a character to make is a container that simply lets them access their own built up essentia. Generally such a storage item is the first item an Empowered imbues. For 'disposable' containers that cannot be recharged it is base of ten spirit points. For rechargeable containers the base cost is a soul point. Additionally to either it costs ten spirit points for each essentia point worth of storage. The Narrator may require larger, or more expensive/ rarer, items depending on the amount of essentia the container can store. It is more efficient for the creator or someone with very thematically similar power to use. For those not similar enough taking a point of essentia out of the item drains two points, for rechargeable it costs two essentia to recharge one essentia's worth. For example if a Divine aspect of Zeus made a permanent essentia container using a D battery and can draw from it as normal. A hidden Thunderbird could find the container and use it the same. A cube controller could use it but would drain it twice as fast and take twice as much energy to refill it. Charging and draining essentia from a container costs 1AP per essentia, this is for the higher part of the equation so dissimilar users would have to take 2AP per. When it is similar, like a Controller of column/ tube shapes using the aforementioned battery as the shape fits even if the other aspects do not. For that it is up to the Narrator but a good rule of thumb for a partial match is to have either the essentia or AP cost be as matching and the other as non-matching.

For permanent items the imbuing character can attempt to add at least soul point to make the item sentient to some degree. After the initial soul point the imbuer can add spirit points to grant mental stats to the item. The stats have a maximum as if a tier equal to the soul points spent. Either way the tier and stats cannot be higher than that of the imbuer. The only default powers a sentient item has is to speak mentally with a being wielding and/or wearing it and to activate any powers imbued into it. Other powers might be added at the discretion of the Narrator.

Generally items cost one essentia to activate and will go dormant when not in use. For always active permanent items extra energy in the form of a soul point is required and cannot be something obvious or it risks being destroyed by disbelief. Use based items always require essentia to activate, and the activation costs a minimum of 1 AP.

     Place: Imbuing a place depends on how much of an area is being imbued and what the effect is. This effect is most commonly applied to one's Sanctum. Aiden the fire elemental may imbue his Sanctum so that within it all fire burns a little brighter and/ or that flames are harder to put out. This process takes at least one soul point.

     Beings: A creature can be imbued as well, though this process is much more difficult and the creature being imbued must be trusting enough to accept the energy. If it is a pet it is called a familiar, and if it is a person they are called a minion. Imbuing a living being takes a great deal of essentia and a person takes considerably more than most beings. For animals the Thematic rule applies to the animal type, a bright orange cat or red and yellow feathered bird would be much easier for the fire elemental Aiden to imbue than a fish or a turtle. This process takes at least one soul point, for a very minor effect on a creature that is very thematic. A person takes at least ten soul points per tier and they must pay an experience cost. The imbued creature uses their own essentia pool, figured as if they were empowered (all mental stats).

 

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