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  Note: The Celestial Masters originally feature on page 39 of Keys to the Supernal Tarot. This is an adaptation of the Legacy for 2.0. Further information on the Legacy can be found in the original source material.
= Orphaean Alchemists =
''"I don't understand why we take all this time," says the apprentice, grumbling while he stared balefully at the slowly spinning mass of ephemera that he was painstakingly slowly passing in and out of the bubble of Twilight. "-to do something there's already a spell for."''<br>
''"Because," said the master, calmly shaping a single ingot of an impossible metal- Perfect in every way- into a sextant, with bare hands and the patience of a saint. "-only this way does your work outlive you."''


==Overview==
== The Legacy Of Orpheus ==
When first man gazed up into the Heavens and saw the stars, what did he think? Those twinkling dots of light  represented  something  far  away,  unattainable, something  that  became  the  object  of  longing  and symbolic  of  the  most  fervent  wishes. As  knowledge of  astronomy  progressed,  the  stargazer  learned  that the light he saw was from celestial bodies long dead, reaching Earth long after the start that generated it burned out. Does this, then, mean that wishes, too, are  only  realized  by  sacrificing  the  zeal  and  wonder that spurred them? The modern world is not without hope, but today’s discovery kills yesterday’s myth, and some find this depressing. But Progress, fortunately, provides new wonder. Matter and energy are never destroyed, and that means everything  that  now  exists  was  once  in a  different form. Put another way, the dead stars break down and become  other  elements  —  even, eventually,  living matter. We are all made of stars. This is hope for the future, the knowledge that each and every human being may one day rejoin the cosmos as something luminous and beautiful. Will the matter/energy that was once “us” serve to inspire some future species on some distant world? Is that, then, reason enough to keep wishing on stars? The Celestial Masters began in the Age of Explora-tion as a Legacy devoted to mapping the Heavens. As the years progressed, however, they realized that the adage  “as  above,  so  below”  was  true  in many  ways. All of the energy of the stars could be found here on Earth, and gradually, the Legacy’s focus changed to an understanding of how this transition happens.  
A master artist loses his lover and descends into the underworld to retrieve her. It's a tale known everywhere that Greek myth proliferates, used to inspire artists, lovers, and storytellers alike. But like much in the Fallen World, it's a pale ghost of the truth it hides- a truth reflected in the practices and achievements of the adherents to the lessons it teaches.


The Orphaean Alchemists started as a small band of Roman alchemists seeking new mysteries to study and understand. Their curiosity led them to investigate things their compatriots never had- the myths and legends of the land Rome had devoured- Greece- for the secret truths they hid, and hit upon one with promise. The tale of Orpheus, his travels to the Underworld, his bargains with those who ruled that dark place- and the cost of his folly. They began to emulate that journey, to travel to the Underworld and see what lessons and treasures one might find. It was there that they first suspected the potential of ephemera, and turned to the tale that inspired them for an answer. Like Eurydice- who has since grown to stand as a metaphor for the insubstantial ephemera itself- looking back too soon casts her back into Death, never to be retrieved. But, with patience, and the proper songs, she can in fact be retrieved- and it was through this emulating practice that the Orphaeans perfected the first ingot of '''aperion.'''


==Introduction==
In modern days, the Orphans- for though they follow in the footsteps of Orpheus, their father was dead before ever the order was founded- even still rely on the old practices to Perfect the metals they're famous for. Few have the patience to pass the base metals into Twilight, singing the songs, back again, back again, encore after encore, day after day, carefully tracking which songs next to sing, and which ingots are resting- a practice taken up to reflect Persephone's half-year stays in the Underworld, yet another clue to the secrets of Perfecting metals tucked into legend. But as a result, their work is one of the only sources of Perfected metals and alloys that can survive the death or inattention of their smith, making their pieces in tremendous demand among those who know they exist.
The  Celestial  Masters  Legacy  is  one  of  the more accessible,  given  that  two  orders  and  a  Path  teach it.  Joining  requires  finding  a  Celestial  Master  and making  an  entreaty.  A  background  in physics  isn’t strictly necessary, but applicants are required to have reached the rank of Apprentice in both Matter and Forces, and to demonstrate skill in conversion in both Arcanum.The  applicant  is  then  required  to study  with  his mentor, typically learning  at  least  two  of  Alter Conductivity, Influence Light, Invisible Object, and Transmute Water. The mage also studies physics, alchemy and philosophy during this training period. The mentor may terminate training at any time if he feels the pupil isn’t cut out for the Legacy.




At the end of the training time, the mentor makes a decision as  to  whether  the  pupil  is  a  good  match.  If  he  feels the mage will be a good addition to the Legacy, the two of them go on a trip to Sagres, visit the grave of Prince Henry, and discuss the philosophy of reaching for the stars. That evening, the mage reshapes his soul and formally becomes a Celestial Master.
== Origins ==
'''Parentage:''' Moros


'''Nicknames:''' Alchemists


==Origins==
'''Background:''' Classically appealing to those who would style themselves alchemists, Awakened smiths, chemists, mediums, and explorers all find something the Orphans have to offer.
'''Parent Path:''' Moros/Silver Ladder or Free Council


'''Appearance:''' Depending on the bent of the practicing Alchemist, the typical garb can vary between esoteric robes laden with Alchemical symbology to lab coats and protective gear far more indicative of mundane chemists. The colors, however, are almost always faded and dull- the constant exposure to Stygian Twilight leeches the color from anything work frequently by the Alchemist while they work.


'''Nickname:''' Stargazers


== Doctrine ==
'''Prerequisites:''' Matter 2, Death 2, Expression 2


'''Orders:''' The Free Council and the Silver Ladder, of course, both welcome members of the Legacy. In areas  in  which  these  two  orders  are  adversarial  to each  other, though, Stargazers  are either  unknown or belong to only one of the orders. Of the other three orders, the Mysterium is the most likely to train Celestial Masters. A bit of the explorer lies in the hearts of all Stargazers, and the Mysterium, of course, provides a welcome home for such people. The Adamantine Arrow and the Guardians of the Veil don’t have anything against the Celestial Masters, per se, but the Legacy has never found a niche within these orders. Occasionally, a Moros Arrow or Guardian  joins  the Stargazers,  but  this  tends  to  be out of interests that exist independently of the mage’s loyalties to his order.
'''Initiation:''' Much like the Perfected metals they smelt, the Alchemists, too, must be passed into a crucible. Prospective Alchemists are first taught Eurydice's Lament- the first of many songs the Alchemist will have to learn- and is sent through a gate into Twilight, to sing and to wait. Should their song prove sweet enough, their speech precise enough, specters will gather to listen. Should the spirits approve, rather than applaud, they will come to the supplicant and reshape their soul, their ghostly hands molding the spirit into one of the Alchemists.  


If they do not approve, the effect of their touch is far less pleasant, but far more temporary- and, presuming the supplicant survives their displeasure, he is let down gently and sent on his way.


'''Appearance:''' Many  Celestial  Masters  have  some background  in  the physical  sciences, and so  are at home in academic settings. As such, they might  choose professional garb, or dress for work in a lab, or prefer casual and comfortable clothes.
'''Organization:''' There is little real organization to the Alchemists. Their art is- for now- a known quantity, and they more closely resemble a trade union than anything else. Word of an Alchemist being abused for their talents is an excellent way to see senior Alchemists descending to have a few words with the offending parties- if the complaints are ascertained to be true, they leave with the Alchemist in question and blacklist the abusive employer. As few are willing to risk permanent deprivation of reliably produced Perfected materials, this is not often needed.


'''Theory:''' The Legacy of Orpheus holds a number of pertinent lessons applicable to the understanding of the Perfecting process. Eurydice is a metaphor for the patience that must be used to permanently Perfect a material. Orpheus's songs are yantras used to codify the practices of the Alchemists. Persephone's inclusion in the tale is a reminder to rest the metals, lest they discorporate before the ephemera can set. The more his path is studied, the more secrets reveal themselves to his adherents.


'''Background:''' Celestial Masters tend to come from scientific  fields  such  as  physics,  chemistry,  quantum theory  and  astronomy.  Others  might  approach  the Legacy’s  goals  from  a  purely  magical  standpoint,  or as  alchemists  or  theosophists.  A  rare  few  are  pure philosophers  and  poets,  viewing  transformation  of matter and energy as a metaphor for transformation of soul and mind.
== Magic ==


'''Ruling Arcanum:''' Matter


==Doctrine==
'''Yantras:''' Graveyards (+1); singing (+1, +2 if the song is a dirge or threnody); tools for chemistry (+2); music venues (+1, +2 if a performance is occurring); lyres (+1)
'''Prerequisites:''' Forces 2, Matter 2, Space 1, Science 2


'''Suggested  Oblations:'''  Chemistry experiments, scientific  research,  singing, songwriting


'''Initiation:''' ???
'''Concepts:''' Scientist, arrogant alchemist, historian, metallurgist, international  financier,  philanthropist,  former astronaut.


== Attainments ==
=== First: The Loss of Eurydice ===
'''Prerequisites''': Initiation<br>
'''Primary Factor:''' Duration
Eurydice's death begins the Orphaean Journey. To understand what put it all in motion, Alchemists seek out the source of what caused her death- metaphorically, the venom that stopped her heart. The mage chooses a number of substances or objects that fall under  Matter’s  purview  equal  to  the  spell’s  Potency.  As  long  as this spell is active, the subject is automatically aware of the presence and location of the chosen substance within the area of effect. The chosen substance can be as broad or as specific as the mage likes (“ferrous metal,” “stainless steel,” “a knife,” and “my hunting knife” are all valid options).<br>
'''Optional''': Death 1<br>
'''Primary Factor:''' Duration
A gift that Orpheus could only have dreamed of, the Alchemist knows the tricks to coax secrets from even the coldest of lips. With an instant action, the mage is able to sense and communicate with ghosts within Twilight. She can sense all ghosts within the area of effect, and is  capable  of  communicating  with  them  by  simply  talking,  as  long  as  the  ghost  is  capable  of  understanding  a  language  she  speaks. She may sense Anchors within the area without using Death Mage Sight. She can concentrate on a single ghost within
129deaththe area and determine its Rank, if it has an Anchor, and how many Anchors it has.


'''Organization:''' The Legacy hosts a meeting in Portugal every three yearsand it’s not uncommon for mentors to stretch their pupil’s training periods out to make their pilgrimage to Prince Henry’s grave coincide with this meeting. During this time, the  Stargazers share rotes and magical discoveries, discuss the progress of Sleeper science and how they might best use or guide it, and network with each other. Between meetings, a Stargazer is expected to keep regular  contact  with  his mentor, but  there  are  no consequences (other than perhaps not advancing in the Legacy) if he does not.
=== Second: The Search for Hades ===
'''Prerequisites:''' Matter 2, Expression 2<br>
'''Primary Factor:''' Potency<br>
Orpheus next had to locate the entrance to Hades- to the underworld. To aid in this search, the Alchemist has developed the ability to find what is hidden. As an instant action, the mage causes a subject to become aware of the precise composition of an object: its weight and  densityas  well  as the precise elements that make it up. Furthermore, the subject also immediately becomes  aware of any objects concealed within the  object:  a  gold  relic  hidden  in  a  secret  compartment in a stone statue, for example.<br>
'''Optional''': Death 2<br>
'''Primary Factor:''' Potency<br>
Orpheus learned more from Eurydice's body than simply that she'd been poisoned- her body told him, too, what killed her. Much as Orpheus discerned the viper's role to play in her death, so does this attainment share such insights into the deaths of others. With an instant action, the mage can determine the state of a corpse. She determines the exact method of its demise as well as exactly when it died. For each level of Potency, the mage reveals contributing factors to the cause of death. For example, a man found burned in a car might have died from asphyxiation, but might have gotten that way because he was unconscious due to a head wound from crashing his car into a tree while driving drunk. As well, the mage can witness the final moments of the corpse’s life just leading up to death as though seeing through the corpse’s eyes. Each rank of Potency reveals a minute of time prior to the corpse’s demise.


=== Third: The Folly of Orpheus ===
'''Prerequisites:''' Matter 3, Expression 3<br>
'''Primary Factor:''' Potency<br>
'''Cost:''' 1 Potentia<br>
Despite having his beloved in tow, Orpheus simply could not wait to complete the journey to the overworld before turning to look upon his beloved- and his impatience cost him everything. So as to avoid his folly in forgetting the simple rule not to look back, the Alchemist has learned to fully comprehend everything about his tools. <br>
By studying the object as an instant action, the Alchemist causes a subject to gain a complete understanding of the object’s intended function. From a tool as simple as a hammer to an intricate puzzle box, the item’s intended purpose is now plain. If the object has no purpose, the spell reveals that too. Likewise, if something prevents the object from fulfilling its purpose (for example, a car missing its spark plugs can’t drive), the spell reveals the nature of the problem. As well, not only does the subject learn of all possible ways the item could be used- possibly requiring some focus to narrow it down to one- they also enjoy 8-again to all rolls to use it for its intended purpose(s) so long as the duration continues.
<br>
'''Optional:''' Death 3<br>
'''Primary Factor:''' Duration, Advanced.<br>
Not all Alchemists are satisfied with the simple, temporary effects of Cosmic Kiln. After taking the time necessary to complete this attainment's ritual, they can use this Attainment to create an area the Orphaeans call "arils", after the seeds Persephone ate that doomed her to the Underworld- an isolated area suffused with Twilight used to forge Perfected materials.<br>
This effect is, in essence, identical to the Space spell Co-Location, though instead of a second location, it connects to an empty zone of Twilight. Items passed into and out of this space count each trip as one of those required to permanently transmute the item into its Perfected state. All other requirements and restrictions on this conversion are the same, however, including the required "resting" time between every 10 trips. The Alchemists say this resting period is meant to represent Persephone's time in the land of the living, during which her Underworld Bargain cannot be leveraged.<br>


=== Fourth: The Gifts of Apollo ===
'''Prerequisites:''' Matter 4, Expression 4<br>
'''Cost:''' 1 Potentia<br>
Orpheus' patron, Apollo, doted upon the bard, and the blessing of the Sun may be even bestowed unto objects by the Alchemist following the journey thus far.<br>
As an instant action, an  object can be touched and made to take on a glimmer of Supernal  purity. If its primary purpose is as a tool, it grants 8-Again and Rote on a number of rolls equal to the spell’s Potency, which can be refreshed for 1 Potentia at any point while the duration continues. Valuable objects, such as gold or diamonds, become incredibly pure and beautiful. Add the spell’s Potency to the object’s Availability rating to determine its increased value. This spell cannot increase an object’s Availability to more than twice its original rating. <br>
'''Optional:''' Death 4<br>
'''Primary Factor:''' Duration<br>
'''Cost:''' 1 Potentia<br>
Much as the Sun's light can grant strength, so too can it weaken- soften- materials. With an instant action, the caster may reshape Death-attuned ephemera from one object into a new object entirely. This ephemera cannot be from a ghost or other entity in Twilight, and the mechanical effects of this spell end with its duration, but the reshaping from this attainment is Lasting.<br>
For the duration, the object gains a Durability of 2. If it is a weapon it gains a weapon rating of 2; if it is armor it gains an armor rating of 2. Objects made of ephemera are only useful against other objects or beings made of ephemera or within Twilight. Objects made this way can be used by any ephemeral entity in Twilight, including ghosts or a mage who has transformed himself into ephemera, but typically this attainment is used to reshape Perfecting materials into their final shape, rather than attempting to forge them afterwards and risking the integrity of the materials.


'''Theory:''' All matter is energy, and all energy is matter. Everything in our world is intrinsically, inextricably, starstuff, and these understandings open a world of opportunity when it comes to the conversion of energy to matter or vice versa.
=== Fifth: The Return to Persephone ===
 
'''Prerequisite:''' Matter 5, Expression 5'''<br>
 
'''Cost:''' 1 Potentia<br>
'''Suggested  Oblations:'''  Complicated  mathematical equations,  cartography,  stargazing,  sea  travel,  scientific  research,  energy  conversion  (setting  up  a  machine that converts kinetic energy to electrical energy, for insance).
The final attainment of the Alchemists follows Orpheus on the last leg of his journey, as his death changes him to a spirit to finally rejoin his beloved. By taking the time to perform this Attainment's ritual, the Master Alchemist can transmute any inert matter into any other form of inert matter: lead into gold, water into wine, wood into chlorine gas, etc. Both the initial substance and the transubstantiated substance must be relatively pure: Wood can be transformed into gold, but not into gold chased with silver. (The Stygian Mysteries teach that “purity” is a perceptual concept — so, for example, even though “wine” and “steel” are made up of numerous compounds, they are concrete enough as concepts to be transmuted). These changes are Lasting once the ritual completes.<br>
 
'''Optional:''' Death 5<br>
 
In the ultimate emulation of the Legacy's founder, the Alchemist learns to open an Iris straight into the Underworld to undertake her own pilgrimage to the world of the dead. After taking the time to perform this ritual, the mage rips open the material world unto the Underworld, creating an Iris between the material world and the Underworld within the area of effect. Opening the gate causes the  area to gain Death Resonance and  the  Gateway Condition for the Duration of the spell. The mage's Iris can lead to anywhere she has been before in the Underworld.
'''Concepts:''' Scientist,  sailor,  environmentalist, arrogant alchemist, historian, metallurgist, cartogra-pher,  international  financier,  philanthropist,  former astronaut.
 
 
==Legacy Attainments==
It's worth note that initially, the Legacy’s attainments used Space as the primary Arcanum. It was only after the shift in phi-losophy (see above) that Forces became the focus and Space became something of an afterthought. Today, the Celestial Masters are some of the most magically accomplished  Willworkers,  simply  because  learning their Attainments takes a great deal of skill. Note: Either the Forces or the Matter Arcanum can be primary for this Legacy, depending on the mage’s Path.  If  the  mage  is  a  Moros,  Forces  is  the  primary Arcanum.  If  not,  the  player  can  choose  when  the character joins the Legacy.
 
'''First Attainment:''' Gnosis 2, Forces 2, Matter 2, Science 2 - This Attainment, largely unchanged since the days of the Celestial Navigators, allows the mage to see great distances and to look through solid objects. He simply wills light to interact with the world a bit differently, facilitating long-range perception or making objects transparent (to him). This spell has two main effects. The first is an increase in the character’s visual range, allowing him to see a number of miles equal to (Gnosis x 3). Activating this Attainment requires the player to roll Wits + Compo-sure + Science. The character can terminate the spell at any time, but while the spell is activated, the player suffers a –4 modifier to any sight-based Perception rolls to notice something in the character’s immediate area (hearing and scent are unaffected, of course, and the mage might use a Space spell to warn her if anyone approaches). While the Attainment doesn’t mitigate darkness by itself, the Stargazer can cast the Forces spell “Nightsight” and see for miles in the dark.
 
 
The  second  effect  is  similar  to  the  Matter  2  spell “Steel Windows.” The character can look through any solid object he wishes. This requires the player to roll Wits + Science + Matter. Unlike the Steel Windows spell, the mage is the only one who can see through the object.  
 
 
'''Second Attainment:''' Gnosis 2, Matter OOO, Forces OOO - Grasping another truth of the connections between substances and essences, the Stargazer learns to realign the starstuff in Fallen materials to imbue their Patterns with Perfection. It's a pale imitation of what true Perfected materials can be- this change lasts only so long as the spell, after all- but even such changes can be made to last for quite some time.
 
 
This attainment works much as Hone the Perfected Form, and affects a single continuous piece of substance that fits within the spell’s Scale factor. The effect converts one of the following metals to its Perfected form while the spell persists: gold into Orichalcum, silver into Lunargent, mercury into Hermium, copper into Brontium, tin into Kassiterum, lead into Apeiron, and iron or steel into Siderite. As well, perfected models exist for acids, flame, gemstones, glass (called Adamant once perfected), leather, mirrors, stone, water (called Alhkahest after undergoing this procedure), and wood. Further details on these substances are available on pages 60-63 in Signs of sorcery.
 
 
''Optional:'' Space OOO
Not all Stargazers are satisfied with the simple, temporary effects of Cosmic Kiln. Provided a location of sufficient resonance with  the appropriate Supernal realm, the Stargazer can use this Attainment to create an area that is, in fact, something of a kiln- an isolated area suffused with the essence of the Realm of the Node or Verge it occupies in the Fallen world.
 
 
This effect is, in essence, identical to the Space spell Co-Location, though the second location is simply empty space drenched in the Supernal energy of the place of power. Items passed into and out of this shared space may count each trip as one of those required to permanently transmute the item into its Perfected state. All other requirements and restrictions on this conversion are the same, however.
 
 
'''Third Attainment:''' Gnosis 4, Matter OOO, Forces OOO - The Stargazer gains insight into the nature of matter a nd  energ y,  a nd  it s  f u nd a ment a l  for m  a s  t he  st u f f  of  t he  universe, no matter what state it is currently in. The mage can touch a wall and make it disappear in a flash of light, or mute the report from a gun by making the sound dissipate into a splash of water. He cannot, however, transmute  energy  into  energy  or  matter  into  matter, change  energy  into  air  (or  vice  versa),  or  transmute kinetic energy or radiation. The only types of energy he can use with this Attainment are light, heat, sound, electricity and fire, and the only types of matter he can involve are solids and liquids. All transmutations are permanent, and the mage cannot shape matter using this Attainment. For instance, he might change light into  stone,  causing  the  room  to  darken  momentarily and small chunks of stone to fall to the ground, but he couldn’t take the light in the room and turn it into a statue (not with this Attainment alone, at least, though spells might make this possible). The conversion from energy to matter is problematic, because  gauging  how  “much”  light  or  sound  might transform into a gallon of water or a pound of stone is difficult. Likewise, how loud is a sound made from a normal-sized door? The table below can be used as a rule of thumb.This Attainment cannot be used to affect an object with a Size rating greater than 5, but the character can break apart a larger object over time. The mage should be wary, of course, of destroying objects that support others (load-bearing walls and the like), or of trying  to  transmute  a  chemical  fire  into  sand  in  an enclosed space.When  transmuting,  the player  states  the  type  of matter/energy he wishes the energy/matter to become. If the object’s Durability is less than the corresponding intensity of the energy on the chart above, the energy becomes an amount of matter equal to the intensity in Size.  If  the  Durability  is  equal  to  or  greater  than the intensity listed for the energy, the object is Size 1 (equal) or Size 0 (greater). Using this Attainment requires the player to spend a  point  of  Mana  and  roll  Intelligence  +  Science  + Matter (to change energy into matter) or Forces (to change matter into energy). The mage must touch the matter or be able to perceive the energy to affect it (which of course means that as long as the mage can see at all, he can theoretically change the light into some kind of matter).
 
''Optional: Space 3'' - The Celestial Navigators used specially-trained birds to aid in mapmaking. The mage forged a strong sympa-thetic connection to the bird, and then released it and used that connection for scrying. The Celestial Masters m a k e  u s e  o f  a  s i m i l a r  t a c t i c ,  b u t  e m p l o y  t h ei r  i m p r e s s ive  matter/energy  conversion  skills  to  create  astounding three-dimensional models of their surroundings. This Attainment requires a flat space and a good source of energy (light, sound, energy or fire will all suffice, but the simplest method is probably to use this Attainment  during  the day  and  use  sunlight).  The mage must have a sympathetic connection to a nearby object. He enters a trance, meditating upon the object and all of the energy and matter in between himself and it. As he mediates, the energy source becomes a solid, 3-D model of the terrain between the mage and the targeted object. The model only records stationary objects, so people and moving cars aren’t recorded, but the level of detail is otherwise superb (street signs are visible, swimming pools are actually full of water, and so  on). The  scale  of the  model is roughly 60:1,  so  a five-foot object is about an inch high on the model. This Attainment requires a point of Mana and an extended action. The roll is Resolve + Science + Space. Each roll requires 30 minutes of concentration, and the target number of  successes  is  one  for  every  100 yards between the mage and the object.
 
 
'''Fourth Attainment:''' Gnosis 6, Matter OOOO, Forces OOOO - This Attainment is much the same as Everything is Stardust, except that many of the restrictions are removed. The character can affect kinetic energy and gases, and transform energy into energy and matter into matter. This means that the character can cause bullets to drop harmlessly to the ground by changing their  kinetic  energy into  light,  or  cause  enemies  to sink into the floor by changing wooden planks into mud. The range on this Attainment is sensory (which, combined with the Celestial Telescope Attainment, makes the few Celestial Masters of this rank fearsome indeed), and the amount of gas that can be shaped is determined by the chart below:Object’s Size/Durability Defined Volume1 5 cubic yards 2  10 cu. yards 3  20 cu. yards 4 40 cu. yards 5 80 cu. yards The system for this Attainment is the same as for the previous one. Optional Arcanum: Space 4The Celestial Masters still wish to map the stars, and with this Attainment, it might someday be possible. The character can instantly teleport himself within line of sight as an instant action, or, if the player spends a point of Mana, a reflexive action. Since the mage can see for miles and walls are no obstacle to his vi-sion, “line of sight” allows for a great deal of flexibility. This Attainment cannot be used through a scrying window, however (though nothing prevents the mage from simply casting the “Teleportation” spell).  
 
 
''Optional: Space 4'' - The Celestial Masters still wish to map the stars, and with this Attainment, it might someday be possible. The character can instantly teleport himself within line of sight as an instant action, or, if the player spends a point of Mana, a reflexive action. Since the mage can see for miles and walls are no obstacle to his vi-sion, “line of sight” allows for a great deal of flexibility. This Attainment cannot be used through a scrying window, however (though nothing prevents the mage from simply casting the “Teleportation” spell).
 
 
'''Fifth Attainment:''' Gnosis 8, Matter OOOOO, Forces OOOOO - The final attainment of the Stargazers is simple- having mastered the tenets and studies of matter and forces, they learn the secrets of not just creating Perfected materials based on Fallen ones, but on smelting alloys from those Perfected materials.
 
 
This functions as the Matter 4 spells Forge Sophis/Thaumium/Dumanium, with a single improvement- once Starforge is applied, the base materials need no longer be kept Perfected. The new alloy is itself Perfected- any spells used to Perfect its components end with the completion of the Attainment's application. This effect is Lasting.
 
 
''Optional:'' Space OOOOO
Originally used to give master Stargazers time to work undisturbed, Masters of Space may use this attainment to isolate themselves and their surroundings from the outside world- completely. This functions as the Space 5 spell Quarantine, with two adjustments- the Stargazer must occupy the excised space themselves, and those within the exised space may view the outside world without issue, presuming there are any openings through which to do so.

Latest revision as of 06:51, 5 May 2020

Orphaean Alchemists

"I don't understand why we take all this time," says the apprentice, grumbling while he stared balefully at the slowly spinning mass of ephemera that he was painstakingly slowly passing in and out of the bubble of Twilight. "-to do something there's already a spell for."
"Because," said the master, calmly shaping a single ingot of an impossible metal- Perfect in every way- into a sextant, with bare hands and the patience of a saint. "-only this way does your work outlive you."

The Legacy Of Orpheus

A master artist loses his lover and descends into the underworld to retrieve her. It's a tale known everywhere that Greek myth proliferates, used to inspire artists, lovers, and storytellers alike. But like much in the Fallen World, it's a pale ghost of the truth it hides- a truth reflected in the practices and achievements of the adherents to the lessons it teaches.

The Orphaean Alchemists started as a small band of Roman alchemists seeking new mysteries to study and understand. Their curiosity led them to investigate things their compatriots never had- the myths and legends of the land Rome had devoured- Greece- for the secret truths they hid, and hit upon one with promise. The tale of Orpheus, his travels to the Underworld, his bargains with those who ruled that dark place- and the cost of his folly. They began to emulate that journey, to travel to the Underworld and see what lessons and treasures one might find. It was there that they first suspected the potential of ephemera, and turned to the tale that inspired them for an answer. Like Eurydice- who has since grown to stand as a metaphor for the insubstantial ephemera itself- looking back too soon casts her back into Death, never to be retrieved. But, with patience, and the proper songs, she can in fact be retrieved- and it was through this emulating practice that the Orphaeans perfected the first ingot of aperion.

In modern days, the Orphans- for though they follow in the footsteps of Orpheus, their father was dead before ever the order was founded- even still rely on the old practices to Perfect the metals they're famous for. Few have the patience to pass the base metals into Twilight, singing the songs, back again, back again, encore after encore, day after day, carefully tracking which songs next to sing, and which ingots are resting- a practice taken up to reflect Persephone's half-year stays in the Underworld, yet another clue to the secrets of Perfecting metals tucked into legend. But as a result, their work is one of the only sources of Perfected metals and alloys that can survive the death or inattention of their smith, making their pieces in tremendous demand among those who know they exist.


Origins

Parentage: Moros

Nicknames: Alchemists

Background: Classically appealing to those who would style themselves alchemists, Awakened smiths, chemists, mediums, and explorers all find something the Orphans have to offer.

Appearance: Depending on the bent of the practicing Alchemist, the typical garb can vary between esoteric robes laden with Alchemical symbology to lab coats and protective gear far more indicative of mundane chemists. The colors, however, are almost always faded and dull- the constant exposure to Stygian Twilight leeches the color from anything work frequently by the Alchemist while they work.


Doctrine

Prerequisites: Matter 2, Death 2, Expression 2

Initiation: Much like the Perfected metals they smelt, the Alchemists, too, must be passed into a crucible. Prospective Alchemists are first taught Eurydice's Lament- the first of many songs the Alchemist will have to learn- and is sent through a gate into Twilight, to sing and to wait. Should their song prove sweet enough, their speech precise enough, specters will gather to listen. Should the spirits approve, rather than applaud, they will come to the supplicant and reshape their soul, their ghostly hands molding the spirit into one of the Alchemists.

If they do not approve, the effect of their touch is far less pleasant, but far more temporary- and, presuming the supplicant survives their displeasure, he is let down gently and sent on his way.

Organization: There is little real organization to the Alchemists. Their art is- for now- a known quantity, and they more closely resemble a trade union than anything else. Word of an Alchemist being abused for their talents is an excellent way to see senior Alchemists descending to have a few words with the offending parties- if the complaints are ascertained to be true, they leave with the Alchemist in question and blacklist the abusive employer. As few are willing to risk permanent deprivation of reliably produced Perfected materials, this is not often needed.

Theory: The Legacy of Orpheus holds a number of pertinent lessons applicable to the understanding of the Perfecting process. Eurydice is a metaphor for the patience that must be used to permanently Perfect a material. Orpheus's songs are yantras used to codify the practices of the Alchemists. Persephone's inclusion in the tale is a reminder to rest the metals, lest they discorporate before the ephemera can set. The more his path is studied, the more secrets reveal themselves to his adherents.

Magic

Ruling Arcanum: Matter

Yantras: Graveyards (+1); singing (+1, +2 if the song is a dirge or threnody); tools for chemistry (+2); music venues (+1, +2 if a performance is occurring); lyres (+1)

Suggested Oblations: Chemistry experiments, scientific research, singing, songwriting

Concepts: Scientist, arrogant alchemist, historian, metallurgist, international financier, philanthropist, former astronaut.

Attainments

First: The Loss of Eurydice

Prerequisites: Initiation
Primary Factor: Duration Eurydice's death begins the Orphaean Journey. To understand what put it all in motion, Alchemists seek out the source of what caused her death- metaphorically, the venom that stopped her heart. The mage chooses a number of substances or objects that fall under Matter’s purview equal to the spell’s Potency. As long as this spell is active, the subject is automatically aware of the presence and location of the chosen substance within the area of effect. The chosen substance can be as broad or as specific as the mage likes (“ferrous metal,” “stainless steel,” “a knife,” and “my hunting knife” are all valid options).
Optional: Death 1
Primary Factor: Duration A gift that Orpheus could only have dreamed of, the Alchemist knows the tricks to coax secrets from even the coldest of lips. With an instant action, the mage is able to sense and communicate with ghosts within Twilight. She can sense all ghosts within the area of effect, and is capable of communicating with them by simply talking, as long as the ghost is capable of understanding a language she speaks. She may sense Anchors within the area without using Death Mage Sight. She can concentrate on a single ghost within 129deaththe area and determine its Rank, if it has an Anchor, and how many Anchors it has.

Second: The Search for Hades

Prerequisites: Matter 2, Expression 2
Primary Factor: Potency
Orpheus next had to locate the entrance to Hades- to the underworld. To aid in this search, the Alchemist has developed the ability to find what is hidden. As an instant action, the mage causes a subject to become aware of the precise composition of an object: its weight and density, as well as the precise elements that make it up. Furthermore, the subject also immediately becomes aware of any objects concealed within the object: a gold relic hidden in a secret compartment in a stone statue, for example.
Optional: Death 2
Primary Factor: Potency
Orpheus learned more from Eurydice's body than simply that she'd been poisoned- her body told him, too, what killed her. Much as Orpheus discerned the viper's role to play in her death, so does this attainment share such insights into the deaths of others. With an instant action, the mage can determine the state of a corpse. She determines the exact method of its demise as well as exactly when it died. For each level of Potency, the mage reveals contributing factors to the cause of death. For example, a man found burned in a car might have died from asphyxiation, but might have gotten that way because he was unconscious due to a head wound from crashing his car into a tree while driving drunk. As well, the mage can witness the final moments of the corpse’s life just leading up to death as though seeing through the corpse’s eyes. Each rank of Potency reveals a minute of time prior to the corpse’s demise.

Third: The Folly of Orpheus

Prerequisites: Matter 3, Expression 3
Primary Factor: Potency
Cost: 1 Potentia
Despite having his beloved in tow, Orpheus simply could not wait to complete the journey to the overworld before turning to look upon his beloved- and his impatience cost him everything. So as to avoid his folly in forgetting the simple rule not to look back, the Alchemist has learned to fully comprehend everything about his tools.
By studying the object as an instant action, the Alchemist causes a subject to gain a complete understanding of the object’s intended function. From a tool as simple as a hammer to an intricate puzzle box, the item’s intended purpose is now plain. If the object has no purpose, the spell reveals that too. Likewise, if something prevents the object from fulfilling its purpose (for example, a car missing its spark plugs can’t drive), the spell reveals the nature of the problem. As well, not only does the subject learn of all possible ways the item could be used- possibly requiring some focus to narrow it down to one- they also enjoy 8-again to all rolls to use it for its intended purpose(s) so long as the duration continues.
Optional: Death 3
Primary Factor: Duration, Advanced.
Not all Alchemists are satisfied with the simple, temporary effects of Cosmic Kiln. After taking the time necessary to complete this attainment's ritual, they can use this Attainment to create an area the Orphaeans call "arils", after the seeds Persephone ate that doomed her to the Underworld- an isolated area suffused with Twilight used to forge Perfected materials.
This effect is, in essence, identical to the Space spell Co-Location, though instead of a second location, it connects to an empty zone of Twilight. Items passed into and out of this space count each trip as one of those required to permanently transmute the item into its Perfected state. All other requirements and restrictions on this conversion are the same, however, including the required "resting" time between every 10 trips. The Alchemists say this resting period is meant to represent Persephone's time in the land of the living, during which her Underworld Bargain cannot be leveraged.

Fourth: The Gifts of Apollo

Prerequisites: Matter 4, Expression 4
Cost: 1 Potentia
Orpheus' patron, Apollo, doted upon the bard, and the blessing of the Sun may be even bestowed unto objects by the Alchemist following the journey thus far.
As an instant action, an object can be touched and made to take on a glimmer of Supernal purity. If its primary purpose is as a tool, it grants 8-Again and Rote on a number of rolls equal to the spell’s Potency, which can be refreshed for 1 Potentia at any point while the duration continues. Valuable objects, such as gold or diamonds, become incredibly pure and beautiful. Add the spell’s Potency to the object’s Availability rating to determine its increased value. This spell cannot increase an object’s Availability to more than twice its original rating.
Optional: Death 4
Primary Factor: Duration
Cost: 1 Potentia
Much as the Sun's light can grant strength, so too can it weaken- soften- materials. With an instant action, the caster may reshape Death-attuned ephemera from one object into a new object entirely. This ephemera cannot be from a ghost or other entity in Twilight, and the mechanical effects of this spell end with its duration, but the reshaping from this attainment is Lasting.
For the duration, the object gains a Durability of 2. If it is a weapon it gains a weapon rating of 2; if it is armor it gains an armor rating of 2. Objects made of ephemera are only useful against other objects or beings made of ephemera or within Twilight. Objects made this way can be used by any ephemeral entity in Twilight, including ghosts or a mage who has transformed himself into ephemera, but typically this attainment is used to reshape Perfecting materials into their final shape, rather than attempting to forge them afterwards and risking the integrity of the materials.

Fifth: The Return to Persephone

Prerequisite: Matter 5, Expression 5
Cost: 1 Potentia
The final attainment of the Alchemists follows Orpheus on the last leg of his journey, as his death changes him to a spirit to finally rejoin his beloved. By taking the time to perform this Attainment's ritual, the Master Alchemist can transmute any inert matter into any other form of inert matter: lead into gold, water into wine, wood into chlorine gas, etc. Both the initial substance and the transubstantiated substance must be relatively pure: Wood can be transformed into gold, but not into gold chased with silver. (The Stygian Mysteries teach that “purity” is a perceptual concept — so, for example, even though “wine” and “steel” are made up of numerous compounds, they are concrete enough as concepts to be transmuted). These changes are Lasting once the ritual completes.
Optional: Death 5
In the ultimate emulation of the Legacy's founder, the Alchemist learns to open an Iris straight into the Underworld to undertake her own pilgrimage to the world of the dead. After taking the time to perform this ritual, the mage rips open the material world unto the Underworld, creating an Iris between the material world and the Underworld within the area of effect. Opening the gate causes the area to gain a Death Resonance and the Gateway Condition for the Duration of the spell. The mage's Iris can lead to anywhere she has been before in the Underworld.