Staff of Anguilline
In appearance the Staff of Anguilline normally looks like a 5ft straight black rod. When it's powers are active then the black turns more toward an oil like shimmer. It is said, by those knowledge about such things, that the artefact was used to beguile and associated with hypnotic qualities, even as a hypnotic snake, which it can manifest as.
It was made by Ebrahim Karani in order to explore dreams, desires, the Wyld and sorcery.
It has been used to create whole towns in the Wyld and guide the rulership by the feeding of dreams.
Currently in the possession of Ben Taka kari, who gained it from Aodhan Argillite.
Game Mechanics:
Emerald
Dream Sentinel.
E1 emerald. Reflexive, 2m, simple.
Through a short ritual in the targets presence the solar introduces a sliver of his mind into the target.
The sentinel watches the targets dreams the next time they sleep, reporting back the next time the
solar is in their presence. These impressions may be used for Oneiromancy or for later evocations.
Additionally the sentinel will reflexively attempt to defend other the target in the event of hostile
dream magic affecting the target. It will do this only if the solar and the target share an intimacy -
uses solar's resolve as defence. If it fails it will be destroyed.
Normally the sentinel will exist until it reports back to the solarat E3 it persists util the end of the
story. Note the target does not need to be aware of the ritual or consent to its use. If the target
notices the ritual for what it is they will be on their guard. In this case the Oneiromancy must first
overcome the targets guile before being able to make any determinations.
Special Activation Rules. 1WP, Willing and Aware subjects Only, Lore Speciality:Dreams.
Seize the shimmering thread
emerald evocation, e1 1m simple.
Whenever a character in the staffs presence gains, loses, weakens or strengthens an intimacy the
staff feeds from the ambient emotional states. By exerting your propriety you force aquillon to
cough up part of its meal. 1sm for each level of intimacy is retained in his gullet.The emotions of
you limit are even more delicious. You may gain motes equal to your rating of limit each time you
gain. You may then withdraw up to (ess+occult) sm reflexively to fuel sorcery. These motes remain
until the end of story when aquillon finally consumes them. Aquillon can only hold so much power.
Reserved motes beyond 20 spill.
Special Activation Rules: 1WP, Destroy at least one fae opponent in personal combat, Occult
Speciality:Fae.
Phantom warriors
Emerald evocation e1, simple 8m. Scene length.
Creating flickering dreamvisions the solar distracts and disorientates his opponents. Imposing a -1 to their attack rolls. They
grant a +1 to the Solar's intimidation rolls. Alternatively the solar may expend a shard of gossamer to bestow a degree of solidity to a phantom.
At this point they are treated as extras with action pools equal to the solar's wits,a single health level and an uncanny likeness to the solar.
Special Activation Rules: 1WP, Performance 5, Melee 5.
Carnie masters approach
emerald evocation e1. Permanent cost -.
The Solar gains several minor abilities to support the role of management.
1) The solar may take a day long investigation action using successes to locate new'acts' this does
not convince the acts to join, it merely locates suitable ones.
2) After successfully making a performance roll to instil a sense of anticipation on a group of
people. The carnie master may designate this group his 'marks'. The solar may only have one group
of marks at a time.
3) The solar knows the 'best place' in town to set up a show or booth. What defines best varies
depending upon the solar's defining principle.
Special Activation Rules: 1WP, Performance 5, Followers 1.
Sapphire
Forge the shimmering cloth.
Sapphire Evocation. E2 simple 3m/ point of gossamer.
By making a Wits + Occult roll you may create a number of shards of gossamer at a cost of 5 sm in the staff at
the time each. Excess sm are wasted.
This gossamer shards may be expended in place of willpower when casting the characters control spells. They are expended regardless of whether the spell succeeds or not.
Alternatively they can be used for other staff evocations or traded with the fae.
Dream Savant.
Sapphire evocation. E2 supplemental 3m.
During Onieromantic evaluation of a dream captured by the sentinel the solar may attempt to
determine a defining principle that the target possesses. This roll uses the targets guile as a target
number. In the event that an unwilling target was aware of the sentinel ritual then the target is guile
×2. If used on a target that the solar already knows the defining principle of through the use of this
charm, then the solar will determine whether the target has had their destiny altered by exposure to
essence use since the last reading was taken.
Dream master
Sapphire Evocation E3 Simple 7m.
If the character has acquired a group of 'marks' within the last week he may make an attempt to instil
an emotion on them via their dreams using a Cha+Occult roll opposed by the average Resolve of
the group. Note this is resolved otherwise as a normal performance action, the solar has no control
of the effect the invoked emotion will have on the group. This action takes a night to enact and
replaces wp replenishment/ sm generation for the character. It also voids the solar's current marks
group.
Homunculus
Sapphire evocation Permanent 1+ gossamer.
Reaching into the deepest recesses of his dreams the solar brings forth a creature formed of dreams
and nightmare, expending a gossamer shard he gives it substance and a semblance of life.
The creature possesses Attributes equal to those of the character and 1 point in all caste and
favoured skills the solar possesses. Additionally the solar may expend points of gossamer during a
nights work to reforge the creatures form, purchasing merit points or additional skills on a 1 for 1
basis. The creature may only possess bonus merit/skill points equal to the solar's Occult+ess at any
one time. Excess points are lost and the gossamer expended. The creature is semi-permanent and
the solar must expend 1 point of gossamer at the start of each story for it continue in this halfway
state. If it is ever destroyed the solar takes 1 level of unsoakable aggravated damage.
The creature otherwise follows the rules for familiar and is a valid target for twilight or survival
charms that augment such creatures.
The creature is semi independent. If it subdues a sentient creature it may feed much as a fae would,
consuming its targets permanent will power. This feeding provides it master with Sm equal to the
rating level of the willpower consumed. It also permanently damages the soul of the subject.
Adamant
<None Defined As Yet>