There are those who say they can pull objects from thin air, call for demons to do their bidding, and command the elements themselves. They’re (largely) full of crap, but there is at least some truth to their rantings.
Conjurers can create items without having the raw materials at hand. But it isn’t from nothing - they spin pieces of their own mind and soul into material being. While this is taxing on their minds, the flexibility it allows is formidable.
Conjurer (Supernatural, • to •••••)
Prerequisites: Integrity, having a soul
Effect: You’ve figured out how to craft bits of your own soul into material objects. Doing so involves spending a Willpower point and deciding what they wish to create (which may require making an Intelligence + Crafts or other Skill roll) - Conjurers can only create items they could have otherwise made themselves, given the time and materials. Each such item, or group of items, created requires “investing” at least one point of Integrity per Size (reducing Integrity by that amount, to a minimum of 1), though the final Size and other characteristics (such as Armor, Durability, or Equipment Bonuses) are limited to no higher than your dots in this merit. You can reclaim your Integrity by banishing the item as an Instant action.
Drawback: Other than lowering your Integrity while your Conjured items are in existence, if those creations are destroyed, you roll a number of Breaking Points equal to the Integrity invested in the item.
Other Merits:
Flash Conjuration (•••)
Prerequisites: Conjurer •, Wits •••
Effect: You can now spin things into existence at a moment’s notice, Conjuring as a Reflexive action.
Drawback: Unfortunately, swiftly made, swiftly fade - anything Conjured as a Reflexive action only lasts 1 Turn before automatically being dismissed.
Efficient Conjuration (• to •••••)
Prerequisites: Conjurer ••
Effect: You can extend the bits of your soul further than other Conjurers. For each dot in this merit, you can support one more Size, bonus, or other value for your Conjurations without Investing additional Integrity. Each Conjuration still requires a minimum of 1 Integrity, and still cannot have a value higher than your dots in Conjurer.
Expanded Conjuration (• to •••••)
Prerequisites: Conjurer •
Effect: You are able to exceed the normal dimensions of your talent, Conjuring larger items. For each dot in this merit, you can Conjure objects 1 Size larger than your normal limit as determined by your Conjurer dots. You still must bind 1 Integrity per Size, as normal, for these creations.
Triflings (•)
Prerequisites: Conjurer ••
Effect: You grant a bit of permanency to the least of your creations. Once per Scene, you can create a small amount of disposable materials (such as screws, bits of bread, or bullets) of cumulative Size 1. These do not require investing any Integrity, but must be used by the end of the Scene and cannot have notable material worth (Availability of the items is limited to 1, or 2 in rare cases).
Pyrotechnics (••)
Prerequisites: Conjurer •
Effect: You can now Conjurer forms of energy, like flame and light, sustaining them through means of your power (and soul) alone. The force will persist until dismissed, though any consequences (such as material ignited through Conjured fire) will persist even after the original source is dismissed.
Gift of Life (•••••)
Prerequisites: Conjurer •, Medicine •, Animal Ken •
Effect: You can now call forth living creatures from the depths of your being. Create an animal no more than Conjurer in Size, and with Attributes and Skills capped at that threshold as well.
Note: The animal is generally typical for its type, within the limits imposed above, and usually well disposed toward its creator. Other than its continued existence, no special bond exists between animal and Conjurer, and Animal Ken is necessary to get it to perform atypical actions.
Material Servant (•••)
Prerequisites: Conjurer •••
Effects: You can invest Integrity into an item, creating a Retainer equal to the amount of Integrity invested. Roll Wits + Occult. For each success, you can give the Retainer one command it will follow (such as "fetch me a towel" for one Success, or "Pick up water from this well, then dump it in that basin. And then stop once the basin is full" for 3 Successes).
[Notes for other ideas]
Invisible Stalker (••••)
Prerequisites: Conjurer •••
Effect: [Create a Rank 1 Ghost and assign it a task. Its Anchors are you and the task. Attributes and Essence are capped at the amount of Integrity invested.]
Mortar of Will - Patches and reinforces an object? Cheaper than creating it whole-cloth? Can add Tags to existing items?
Mortar the Flesh - Can add Health boxes. And/Or restore missing limbs?
Eldritch Whispers - Can “create” metaphysical and mental things, like Clues, Plans, and knowledge representing Equipment Bonuses. But you get a Condition like Guilty or Obsessed from the supernatural information.
Eldritch Lore - Can add Skills and Specializations. Gain Impostor Condition or similar?
Eldritch Secrets - Can trade Integrity for Supernatural Merits (up to Conjurer in dots for any one Merit per instance). They keep their Drawbacks.
I'll edit and expand this post as I iron out more ideas.
Conjurers can create items without having the raw materials at hand. But it isn’t from nothing - they spin pieces of their own mind and soul into material being. While this is taxing on their minds, the flexibility it allows is formidable.
Conjurer (Supernatural, • to •••••)
Prerequisites: Integrity, having a soul
Effect: You’ve figured out how to craft bits of your own soul into material objects. Doing so involves spending a Willpower point and deciding what they wish to create (which may require making an Intelligence + Crafts or other Skill roll) - Conjurers can only create items they could have otherwise made themselves, given the time and materials. Each such item, or group of items, created requires “investing” at least one point of Integrity per Size (reducing Integrity by that amount, to a minimum of 1), though the final Size and other characteristics (such as Armor, Durability, or Equipment Bonuses) are limited to no higher than your dots in this merit. You can reclaim your Integrity by banishing the item as an Instant action.
Drawback: Other than lowering your Integrity while your Conjured items are in existence, if those creations are destroyed, you roll a number of Breaking Points equal to the Integrity invested in the item.
Other Merits:
Flash Conjuration (•••)
Prerequisites: Conjurer •, Wits •••
Effect: You can now spin things into existence at a moment’s notice, Conjuring as a Reflexive action.
Drawback: Unfortunately, swiftly made, swiftly fade - anything Conjured as a Reflexive action only lasts 1 Turn before automatically being dismissed.
Efficient Conjuration (• to •••••)
Prerequisites: Conjurer ••
Effect: You can extend the bits of your soul further than other Conjurers. For each dot in this merit, you can support one more Size, bonus, or other value for your Conjurations without Investing additional Integrity. Each Conjuration still requires a minimum of 1 Integrity, and still cannot have a value higher than your dots in Conjurer.
Expanded Conjuration (• to •••••)
Prerequisites: Conjurer •
Effect: You are able to exceed the normal dimensions of your talent, Conjuring larger items. For each dot in this merit, you can Conjure objects 1 Size larger than your normal limit as determined by your Conjurer dots. You still must bind 1 Integrity per Size, as normal, for these creations.
Triflings (•)
Prerequisites: Conjurer ••
Effect: You grant a bit of permanency to the least of your creations. Once per Scene, you can create a small amount of disposable materials (such as screws, bits of bread, or bullets) of cumulative Size 1. These do not require investing any Integrity, but must be used by the end of the Scene and cannot have notable material worth (Availability of the items is limited to 1, or 2 in rare cases).
Pyrotechnics (••)
Prerequisites: Conjurer •
Effect: You can now Conjurer forms of energy, like flame and light, sustaining them through means of your power (and soul) alone. The force will persist until dismissed, though any consequences (such as material ignited through Conjured fire) will persist even after the original source is dismissed.
Gift of Life (•••••)
Prerequisites: Conjurer •, Medicine •, Animal Ken •
Effect: You can now call forth living creatures from the depths of your being. Create an animal no more than Conjurer in Size, and with Attributes and Skills capped at that threshold as well.
Note: The animal is generally typical for its type, within the limits imposed above, and usually well disposed toward its creator. Other than its continued existence, no special bond exists between animal and Conjurer, and Animal Ken is necessary to get it to perform atypical actions.
Material Servant (•••)
Prerequisites: Conjurer •••
Effects: You can invest Integrity into an item, creating a Retainer equal to the amount of Integrity invested. Roll Wits + Occult. For each success, you can give the Retainer one command it will follow (such as "fetch me a towel" for one Success, or "Pick up water from this well, then dump it in that basin. And then stop once the basin is full" for 3 Successes).
[Notes for other ideas]
Invisible Stalker (••••)
Prerequisites: Conjurer •••
Effect: [Create a Rank 1 Ghost and assign it a task. Its Anchors are you and the task. Attributes and Essence are capped at the amount of Integrity invested.]
Mortar of Will - Patches and reinforces an object? Cheaper than creating it whole-cloth? Can add Tags to existing items?
Mortar the Flesh - Can add Health boxes. And/Or restore missing limbs?
Eldritch Whispers - Can “create” metaphysical and mental things, like Clues, Plans, and knowledge representing Equipment Bonuses. But you get a Condition like Guilty or Obsessed from the supernatural information.
Eldritch Lore - Can add Skills and Specializations. Gain Impostor Condition or similar?
Eldritch Secrets - Can trade Integrity for Supernatural Merits (up to Conjurer in dots for any one Merit per instance). They keep their Drawbacks.
I'll edit and expand this post as I iron out more ideas.
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