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Maker-of-Death grimaced in distaste causing his Maori face tattoos to ripple. The dwarf shaman a few paces away let go another undulating scream into the cool night air blanketing the desert. The music earlier had relaxed him to sleep for the first time in weeks but the multi tonal screeching put him on edge and seemed to strike at his bowels.
“I should never have taken that fraggin mask I knew it was unprofessional,” Maker-of-Death whispered to Crimson his long time mate in the Australian shadows.
“Well, who would’ve guessed Maker that…well now I’ve seen everything!”
The ancient samurai mask floated in the air surrounded by a nimbus of neon purple as Crimson saw into the astral for the first time revealing the form of a deadly Japanese warrior whose form bubbled with dozens or maybe hundreds of tiny faces mutely screaming their pain and terror before dropping back into main body of the samurai to be absorbed in a constant flux of suffering.
The dwarven shaman turns to the pair. “You want to unweave the artifact’s hold on you then you must make a better story.”
“What do you mean Allambee?” Said Crimson as his cyber spur popped out.
“Defeat the artifact by overcoming your fear and your friend is free and I can begin the next stage of disenchanting it.”
Maker-of-Death freed his damascene sabre and Ares Predator in a smooth motion firing his pistol as the mana flowed into his mind and body speeding up his motion to a blur and the orichalcum in the sabre began to glow red in the night as it began arcing towards the wispy neck of the samurai and clanged upon an opaque katana blocking the blow while the mask spun and drop kicked Crimson before his cyberspur could strike beginning the melee and a new chapter of the legend of the cursed japanese artifact or a new chapter of the Legend of Maker-of-Death and Crimson…
The battle raged and Allambee told the battle and fear aspected spirits originating from across Australia and the metaplanes gathered by the hundreds around the Song pool. “We get good entertainment tonight and a new story to share with the Dreamtime no matter who wins.”
Requirements to learn Storytelling metamagic: Attunement metamagic and the Naming metamagic. Many Storytellers are Geomancers though it is not required.
The Storytelling metamagic grants bonuses with the Enchanting Skill Group at Domains with a rich and powerful ambient Astral Realm mana rating and Storytellers often seek out Song Pools and Grooves for access to greater Astral Power.
The key to using Storytelling lies in finding and Naming and thus awakening the story or Legend within an item, person, locale, or device allowing for more powerful and unique enchantments and making it possible to unweave more powerful enchantments and thus disenchant them.
The rating on the Schwarzkopf Scale of the location’s ambient mana in the Astral Realm can have varying effects such as allowing unique enchantments or disenchantments of indestructible artifacts, lessening the karma requirements of an enchantment, or allowing certain key ingredients to be replaced in a formula.
The aspect of the Domain determines what type of enchantments can be woven from Legend. A pool aspected to the place of battle lends itself to creating weapon foci while a place of magic does the same for power foci.
Alchemist Storytellers can use the ambient mana as a bonus using the Schwartzkopf Scale of the Astral Realm in the Domain to add to the potency of the preparation up to a maximum bonus equal to their Initiate’s Grade but it takes twice as long to create the preparation. So, a Storyteller Initiate with a Grade of 3 and a Schwartzkopf Astral Rating of 2 would increase their preparation’s potency by 2 but if the Astral Rating was 4 then the limit would be their Grade of 3 and the preparation’s potency would be 3.
Artificers must create a focus formula from scratch specifying the story of the specific item and thus its Name.
If the Artificer crafts the item then the use the net successes from their Artisan test (threshold equal to Force of Focus) to lessen the telesma’s object resistance by up to the Storyteller’s bonus (the lesser of the Astral Realm Mana Rating or Grade of the Initiate) for the purposes of step five’s test and this provides the Storyteller’s bonus used during the rest of the creation process. The artificer can increase this bonus by using ingredients with rich and powerful stories included in them. These items can often be used as reagents by other practitioners but are special to Storytellers.
For step six the artificer lessens the karma cost by the Storyteller’s bonus at the cost of increasing the “force” of the drain for the drain value by the Storyteller’s bonus which can easily cause the drain to become physical.
Exempli Gratia: Max the Artisan is hired to create a weapon focus in the shape of a katana at force 4 by the local oyabun. His Storyteller’s bonus is two because his Grade and the Astral mana rating are both 2.
He uses his Artisan skill to craft a beautiful blade with one success over threshold and he includes within the hilt one of miyamoto musashi’s knuckles to provide the other point. (combining history and artisanship) to get a Storyteller’s bonus of two as the Domain’s astral rating he will be using is rated at two and his grade is three.
The Storyteller’s bonus drops the katana’s object resistance from 6 to 4 for step five. Max rolls his Artificing plus Magic of 12 against the force 4 plus modified OR of 4 and succeeds with a lucky roll of five vs 1.
Max then rolls against drain with 2 for the hit plus 4 for the force plus 2 for the Storyteller’s bonus and gets 2 successes and takes six stun and is exhausted. The creation of the weapon focus is complete upon Max channeling 4 -2 or two karma into the katana.
Other effects that can be added to focus creation to make unique enchantments and use unique materials as discussed in parageology are up to the GM and the player to dream up such as items that give temporary or permanent Edge bonuses or cause elemental effects upon a successful strike or bonuses to particulars subtypes of magic or bonuses against specific types of entities.
Items created with a Storyteller’s bonus might start to improve over time as Legend builds up in the item and the PC invests Karma in the item at GM discretion during the campaign.
For disenchanting and disjoining add the PC’s Storyteller’s bonus to the tests by adding to the Enchanter’s Magic Rating thus allowing for the Storyteller to attempt to disenchant items he wouldn’t normally be able to try and possibly preventing physical drain.
As far as game balance goes remember that the initiate has an opportunity cost situation when they pick this metamagic as they give up the chance to have a metamagic that can help them succeed or survive during a run. The other ‘mechanic’ for game balance that restricts the value of this metamagic is that the character must have open access to a Domain rich in Astral mana that is also aspected towards the type of enchantment he wants to make. This can lead to runs to procure the opportunity to be granted temporary access, join a magical society, or if the character controls the Domaim then there will be runs against them as other enchanters vie for it. Mastery of a Domain may be more trouble than it is worth often requiring the Storyteller to learn Geomancy to protect his turf but at the very least the GM can make it interesting for all involved.