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(Solar, Craft Charms) World Within A Picture Style & Expansions
(Solar, Craft Charms) World Within A Picture Style & Expansions
A Solar who has truly mastered some form of representational art -- most commonly
painting, but tapestry-weaving, carving, and metal-casting are all possible -- can
create an image so lifelike that it may as well be real. The physical matrix of the
picture need not be "life size" -- a metal brooch engraved with an incredibly
realistic miniature scene would still work.
Normally, the World Within a Picture cannot exceed one acre in size, although it
may appear much larger. (A person who tries to step out of the simulated area
either steps out into the real world, or goes in a circle.) The image may contain
plants, animals, or even people, but the people are not real -- they react only in
simple, stereotyped ways, like automata. Adding realistic sapient beings to the
World Within a Picture would require a sorcerous working; trapping an actual
sapient being within the still life as a permanent resident might be possible with
a spell of the Celestial Circle. All manner of sorcerous workings are possible, if
the sorcerer wishes to add strange effects to the environment inside, such as an
image which allows visitors to fly or transforms them into different forms.
Entering a World Within a Picture costs 1 mote; leaving is free. One person may
spend additional motes on the behalf of others to allow them entrance. Damaging the
picture causes visible cosmetic damage to the world within; if the picture is
actually destroyed, any real people inside are ejected into the real world, each
suffering one unsoakable level of lethal damage from having the world destroyed
around them (a small price to pay, all things considered).
Creating a World Within a Picture is a major project, and takes as long as the
Storyteller judges it would normally take to make a painting or tapestry or
whatever. Once created, it lasts until destroyed.
An Essence 4+ repurchase allows the Solar to spend 10m. 2wxp in place of the usual
cost, in exchange for increasing the size limit from one acre to (Essence) square
miles.
A few notes:
- In the original version, if the picture gets damaged anyone inside is trapped
until it's repaired, and if the picture is destroyed they're all just dead,
consigned to Oblivion. I really didn't like that so I changed it, but figure out
what works for you and your group. (Personally, I think that if you want to create
a painting-world that acts as a trap and makes it easy for you to imprison or kill
anyone who enters, you should need a sorcerous working, or possibly one or more
additional Charms.)
- The original version cost 20 motes. I figured that a cost in craft XP made sense
in 3e. I didn't want to make it require white XP (requiring characters to make
actual artifacts first seems unfair -- if major projects are enough to prepare you
to make a daiklave, they're enough to prepare you to make a World Within a
Picture), and then I hit on the idea of using white XP to expand on the one-acre
limit.
- Flawless Handiwork Method is the same prerequisite it had in 1e. I suspect if it
showed up in a 3e product it would have a much longer prerequisite chain, but I
couldn't decide on anything appropriate so whatever. I did consider adding
Terrestrial Circle Sorcery to the prerequisites, since it already required Occult
3, but eh. A Solar doesn't need to be a sorcerer to master painting to a
supernatural degree.
- The original version had a listed duration of "one day or more." I assume that's
a mistake, because it would require committed Essence then.
Once a Solar can create art that resides in Elsewhere, further refinements are
possible. One of them is this Charm. The Solar must draw, etch or carve a
representation of a portal or door. It must be a duplicate of another door, portal,
or window. This normally takes a few days, but this can be compressed using
Craftsman Needs No Tools, as per usual. When the Portal is complete, someone wise
in the ways of Essence can step through, opening it into wherever the original door
stands. It costs 3 motes to step through a Portal. The original door can be no more
than 250 miles away per dot of Essence. The Solar must have seen the original
portal before, well enough to draw a picture of it. This will not transport people
into areas warded against teleportation. One of the main uses for this Charm is in
conjunction with World Within a Picture.Style. A Solar can create a Portal from
within one of the magical still lifes that leads to another still life, or the
outside world. It was held to be unsafe by some to be dependent on one door in or
out of a magical realm. In the First Age this lead to some Twilights having houses
that extended across many realms, some real, some imagined and many in far flung
places.
All of these Charms branch off from World Within a Picture Style, which can be
found in Time of Tumult (page 96). The first two will be familiar to anyone who has
read Roger Zelazny's Amber novels; the last two draw from several sources, but my
primary inspiration was the hazy recollection of a children's book I read long ago.
I believe it was an adaptation of a Chinese fairy tale, and it featured a boy who
drew pictures that came alive. I don't remember how it went, but I do remember that
I liked it.
back to SolarCraft.
back to Ikselam's Charms.
Truly skilled Solar artists can create representations so detailed that they form a
spiritual link to the real location being depicted. The picture will act as a
window, perfectly mirroring changes which occur in the real landscape (although it
will not show people or spirits).
Anyone capable of channeling Essence can use one of these pictures as a doorway,
instantaneously travelling to faraway places. It costs 1 mote to step through the
picture and arrive in the location depicted. If the picture is portable, expending
an additional 4 motes will bring the picture with you.
The artist must have actually seen the location depicted (magical scrying works
just as well as physical presence), and damage to the picture will permanently
sever the link. Catastrophic change to the depicted landscape (e.g., the creation
of a shadowland or Wyld zone, complete destruction by a First Age weapon) will also
render the picture useless. This Charm cannot be used on existing works, or on ones
which are of less than exceptional quality.
What Window On Distant Landscapes Style does for locations, this Charm does for
people. The Exalt who creates such portraits acquires an almost infallible method
of instant communication (and transportation, if need be).
Only those capable of chanelling Essence are capable of using the picture's magical
properties. It costs 1 mote to talk to the person depicted. An additional
expenditure of 1 wp is necessary if you do not wish the person to recognize your
presence (they still detect it automatically). Using any Charms or other magical
powers on the person depicted requires an extended Willpower contest. If the target
accumulates 5 more successes than the Exalt, the connection is broken and the
portrait will not work for a full day. If the Exalt accumulates 5 more successes
than the target, he is free to use any powers he wishes as though the target was
physically present. The target can still break the connection by expending a
permanent Willpower.
Expending 10 motes allows you to step through the picture and join the person, or
pull them through to your location, but only if they agree and neither party is
physically restrained. If the picture is portable, spending a point of willpower
(in addition to the 10 motes) allows the Exalt to take the picture with him when he
steps through.
Damage to the portrait negates the Charm. Death of the person depicted does not,
unless they fail to leave a ghost behind. Stealth Charms (such as Vanishing From
Mind's Eye Method) which obfuscate the user's identity will baffle the connection
for as long as they are in effect. This Charm does not work on existing portraits,
or ones of less than exceptional quality.
An Exalt who learns this Charm can create artwork which becomes real. All the
artist need do is draw (or sculpt) the item she desires; once the work is finished,
she reaches out and grasps the object she has depicted.
This Charm can create exceptional items easily, but it cannot create magical items
or living things. It can create items of the Five Magical Materials, but these
items are not enchanted and provide no bonuses beyond their basic ones until a
craftsman bespells them as usual. Creating 5MM items costs an additional 1 xp, plus
a permanent willpower point.
This Charm can only create single, finished objects. It cannot be used to create
raw materials. There is no limit on the size of items created by this Charm, but
they must be drawn life-size. The artist must also be careful to draw exactly what
he wants; what you see is literally what you get. This Charm cannot be used on
existing works, or on anything which is less than masterful.
This mighty Charm gives the power of life itself. Its users can cause living beings
to step, fully-formed, from the frames of portraits, or transmute sculpted clay or
stone into living flesh. Such mighty artists were among the most learned,
respected, and feared individuals in the First Age. More than a few were driven mad
by the power this Charm granted them -- some say that this Charm is an affront to
the Celestial Gods, and that its users are sure to earn their enmity.
People created by this Charm are normal mortals, and cost 2xp in addition to the
mote cost. If the user also expends a permanent willpower point, she can create
heroic mortals. Creating normal animals or plants with this Charm reduces the xp
cost to 1. Animals or plants with special powers cost the same as normal mortals.
This Charm cannot create demons, elementals, spirits, fey, or Exalted. It could
create a person who looked exactly like an Exalt or an incarnate spirit, but the
person would not have any special powers.
Note that while the user of this Charm has total control over the creations'
appearance and physical attributes, their personalities may have unexpected quirks.
There is no guarantee that the creations will be completely loyal to their creator
(especially plants and animals).
This Charm works on both portrait and sculpture. It does not affect existing works.
Only one subject can be brought to life at a time, and the work which is animated
must be without flaw.
Comments
Yay! Amber meets Exalted! Very well executed. A question: how well do these Charms
work in contacting people and places in other realms? Can you still communicate
with someone in the Labyrinth, Malfeas, or the deep Wyld? Also, when will we see
your writeup on the Jewel of Judgement Hearthstone, or the Charm description for
Primal Pattern Inscription Style? :) - Quendalon
Hrm
I'm inclined to think that Trumps would be better of created as one to two dot
Artifacts that as the effects of a Charm - that matches the feel better, both of
Exalted and Amber, IMO.
And, farther down the tree, "It can create items of the Five Magical Materials, but
these items are not enchanted and provide no bonuses beyond their basic ones until
a craftsman bespells them as usual. Creating 5MM items costs an additional 1 xp,
plus a permanent willpower point." - Even with a Permanent Willpower Point, this
seems like a not so good idea. Even Sorcerery can't just conjure the Five Magical
Materials out of nothing, nor can but jade be crafted from Ambrosia. It's not as
much a matter of balance as thematic appropriateness.
Finally, I'd actually up the utility of the Living Portrait Creation Discipline. I
don't know precisely how yet, but a good model would probally be the Sidereal Ride
Charms- especially the ones that turn one of your Familiars into a little god. -
DariusSolluman
well just my two pennies worth but with regards to the following statement
strictly speaking thats not true, the solar Lore charm 'wyld shaping technique'
allows a solar to conjure the 5MM (amongst other things like warstriders etc) out
of the fabric of the wyld for use in creation. it costs 20 motes per casting and
while it has its own inherant dangers, none the less it is doable by an experienced
Solar. esp if he takes his mates along to protect him from the creatures living in
the wyld, leaving him free to concentrate on the charm. Eldmar
------------------
Cost: 4 or 8 motes
Type: Simple (DV-1, Speed 6)
Keywords: Combo-Ok, Obvious
Duration: Instant
Minimum Craft: 4
Minimum Essence: 3
Prerequisites: Craftsman Needs No Tools, Durability-Enhancing Technique
Cost: -
Type: Permanent
Keywords: None
Duration: Instant
Minimum Craft: 5
Minimum Essence: 4
Prerequisites: Craft The Enduring Image
Cost: 8 motes
Type: Reflexive
Keywords: Combo-Ok, Obvious
Duration: Instant
Minimum Craft: 5
Minimum Essence: 4
Prerequisites: Craft The Enduring Image
Cost: 1 or 2 motes
Type: Permanent
Keywords: None
Duration: Instant
Minimum Craft: 5
Minimum Essence: 5
Prerequisites: Craft The Enduring Image, Strengthen The Image
Reality Marble
This charm enhances the exalts previous skills of tracing, allowing imaged weapons
to be altered as they are created, transforming them into ammunition for other
weapons, while simultaneously keeping all their original strength and powers. This
allows an exalt to trace a weapon as per the standard guidelines for Weapon Tracing
Method. Instead of being used normally however, this weapon is then modified into a
form of ammunition, allowing an equivalent of a daiklave to be fired from a bow,
shot from a sling etc, for massive damage. Creates ammunition with stats equal to
your normal tracing pool of intelligence, craft (and perception), these stack with
the statistics of the weapon they are fired from as normal.