[PEACH] Homebrew Artifact: The Eye of Autochthon (Artifact N/A)
Y’all know what the Eye of Autochthon is.
The Eye of Autochthon looks like an immense, black pearl, half a yard in diameter, clamped into a tight-fitting nest of three gimbled rings that allow it to turn in any direction. Created by the Primordial Autochthon itself, it allows mortals to tap a tiny fraction of power older than time itself… if they dare.
Attunement: 5m (or 3WP for beings who lack a mote pool)
Era: The Time Before Time
Evocations of The Eye of Autochthon
A power beyond mortal reason, the Eye of Autochthon is a sorcerous relic that can initiate its user into sorcery (as the Talisman of Ten Thousand Eyes). It always counts as an Exotic Components Means, adding an extra roll to Sorcerous Workings.
A sorcerer who uses the Eye as a Means when reaching beyond the boundaries of their sorcerous initiation adds five bonus non-Charm dice to each roll, and the Eye provides two extra rolls instead of one, but they may not harness the power of the Eye on Finesse 5 Workings.
Work Thy Will
Cost: (Special); Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery
The Eye of Autochthon’s power may be harnessed directly to work wonderous changes on the world. This is represented by the Eye performing Sorcerous Workings. Such workings cost the Eye’s wielder XP as normal.
The Eye may only attempt Finesse 3 workings and counts as a Solar Circle Sorcerer. It may not attempt Ambition 3 Solar Workings. Workings attempted by the Eye have no Terminus, but the Eye may only attempt one Working at a time – making one roll each week. Once the Eye is employed to start a Working, it cannot be stopped.
The Eye’s dice pool is decided at the outset of the working. Characters with mote pools may spend up to ten motes (these motes are not committed): each mote provides one die for the Eye’s pool. Sorcerers may take Shape Sorcery Actions (rolling Intelligence + Occult): each Sorcerous Mote gathered adds a further die to the Eye’s pool, adding no more than ten dice. Sorcerers with mote pools may combine both methods (for a limit of 20 dice). Should a Shape Sorcery Action botch, this does not ruin the entire effort, but instead adds a Complication to the Working (as if it were a botch on the roll to complete the working).
Every Working completed by the Eye has an automatic Complication added to it. Workings that take more than seven rolls to complete gain an additional Complication. Should a Working accrue three or more Complications (for example, as a result of botches), the result is catastrophic. At the very least, each Complication becomes a Disastrous Consequence and the Eye’s wielder suffers a bizarre and permanent doom. It is very likely that everyone else within a mile or so also meets a grizzly end.
Y’all know what the Eye of Autochthon is.
The Eye of Autochthon looks like an immense, black pearl, half a yard in diameter, clamped into a tight-fitting nest of three gimbled rings that allow it to turn in any direction. Created by the Primordial Autochthon itself, it allows mortals to tap a tiny fraction of power older than time itself… if they dare.
Attunement: 5m (or 3WP for beings who lack a mote pool)
Era: The Time Before Time
Evocations of The Eye of Autochthon
A power beyond mortal reason, the Eye of Autochthon is a sorcerous relic that can initiate its user into sorcery (as the Talisman of Ten Thousand Eyes). It always counts as an Exotic Components Means, adding an extra roll to Sorcerous Workings.
A sorcerer who uses the Eye as a Means when reaching beyond the boundaries of their sorcerous initiation adds five bonus non-Charm dice to each roll, and the Eye provides two extra rolls instead of one, but they may not harness the power of the Eye on Finesse 5 Workings.
Work Thy Will
Cost: (Special); Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery
The Eye of Autochthon’s power may be harnessed directly to work wonderous changes on the world. This is represented by the Eye performing Sorcerous Workings. Such workings cost the Eye’s wielder XP as normal.
The Eye may only attempt Finesse 3 workings and counts as a Solar Circle Sorcerer. It may not attempt Ambition 3 Solar Workings. Workings attempted by the Eye have no Terminus, but the Eye may only attempt one Working at a time – making one roll each week. Once the Eye is employed to start a Working, it cannot be stopped.
The Eye’s dice pool is decided at the outset of the working. Characters with mote pools may spend up to ten motes (these motes are not committed): each mote provides one die for the Eye’s pool. Sorcerers may take Shape Sorcery Actions (rolling Intelligence + Occult): each Sorcerous Mote gathered adds a further die to the Eye’s pool, adding no more than ten dice. Sorcerers with mote pools may combine both methods (for a limit of 20 dice). Should a Shape Sorcery Action botch, this does not ruin the entire effort, but instead adds a Complication to the Working (as if it were a botch on the roll to complete the working).
Every Working completed by the Eye has an automatic Complication added to it. Workings that take more than seven rolls to complete gain an additional Complication. Should a Working accrue three or more Complications (for example, as a result of botches), the result is catastrophic. At the very least, each Complication becomes a Disastrous Consequence and the Eye’s wielder suffers a bizarre and permanent doom. It is very likely that everyone else within a mile or so also meets a grizzly end.
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