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Classification: Union // Open Ref mage/item/wonder/samuel-oreillys-aetheric-manifestation-tattoo-machine

Samuel O’Reilly’s Aetheric Manifestation Tattoo Machine

Wonder · Mage

Mage
Arete
4
Quintessence
20
Background cost
4 pts

Arete 4, Quintessence 20, Background Cost 4 pts.

Patented in 1891, Samuel O’Reilly is a sensation in the tattoo industry with the introduction of his electrical tattooing device. His friend, Brian McTavish, though, well, he took the idea and ran with it. As a member of the Electrodyne Engineers, he was quick to suggest the use of electricity in the tattooing process and even quicker to use it for his own purposes. Naming his contraption after his friend and colleague, McTavish experimented with the idea of creating aetheric manifestations of the images he drew. In more supernatural terms, he pulls spirits out of the Umbra and into the world through his tattoos. Usually, these are monsters or other bygone type creatures, but they can be any type of Umbral being given temporary

physical form. McTavish is based out of New York, with his own parlor on Mott St, just around the corner from his friend Samuel. These beings are considered Aetheric manifestations by the creator, but he’s willing to inscribe them on anyone who can pay, and they can call them whatever they want.

System

Drawing tattoos with this machine requires a successful activation roll, which is an opposed elegant Effect at difficulty 7 versus the spirit’s Gnosis rating. After being tattooed on a person, the spirit can be activated with a separate roll. These tattoos can only be activated by another Enlightened individual or the artist themselves. Upon activation, the spirit will leap from the tattooed image into the physical world; this is a catastrophic Effect at difficulty 8. Quintessence may be spent at the time of creation to reduce this difficulty. Whoever activates the spirit has total control over its actions, unless they botch; in this case the spirit will often turn on the person it was previously trapped within. After a scene the spirit will dissolve into the Umbra, and the tattoo fades slowly away.

Arete 6, Quintessence 30, Background Cost 5 pts.

There is something spiritual and progressive about Western New York. No less than seven religious commu­ nities and movements began in what will eventually be known as the Burned-Over District. The name refers to a religious fervor and excitement regularly sweeping its way through the place. At the same time, the region is also the home of many social movements, radicals, and utopians. Abolitionism was fierce in the district, and the Seneca Falls Convention (supporting women’s suffrage) was hosted here. At the end of the Victorian Era, Spiritualism is a massive movement, and it largely began here and still has hundreds of thousands of adherents in the region. This particular Talking Board was crafted by a circle of women: Leah Fuchs (Chorus Celestial), Amrithi Vemuru (Chakravanti), Maggie Standish (Order of Hermes), and Elizabeth Hartwell (Verbena). The Talisman was crafted to work in both public and private séances, spreading hope of speaking with the dead and driving forth positive social change. However, the women recently disappeared, leaving many of their belongings behind. Their stately home chantry stands open, with a table prepared for a major séance and this humble spirit board surrounded by candles waiting to be lit. The board itself is a simple spirit board, with yes/no, the alphabet, and symbols representing the Traditions, the Technocratic Union, and each Sphere.

System

This spirit board has a series of Effects it can create. At minimum they are uncanny, with the major Effects moving wholly into catastrophic territory. By acti­ vating the board, any user can speak with any entity in the

Shadowlands. In the spirit world, the board becomes a homing beacon of powerful energy that acts as a temporary Fetter for any spirit related (within three generations) or emotionally connected to any living person within 20 feet of the board. These sprits may touch the board and move the planchette without using any of their powers to do so. This activation must occur before any other powers of the board can be used.

If activated, the board can cause a mental impression in the minds of any witnesses or participants to support any socially progressive cause, push for universal voting rights, or desire to seek religious fulfillment. This last can be dangerous, as it is often undirected, leading the person with an impression to seek and cast-off faith after faith, seeking some form of spiritual enlightenment or impact. This Effect is uncanny. The board cannot impart any other mental suggestion deviating from the desires of its creators.

Once activated and at least one spirit present, those who are holding the planchette may activate the board again to draw the spirit fully into the living world. This effect is uncanny.

If the activators have the body of a recently deceased wraith, they may once more activate the board to push the body of the spirit back into their corpse, creating a Risen

(see Wraith: The Oblivion 20th Anniversary Edition if

more rules are needed). Risen are living corpses animated by their own spirit, akin to an intelligent zombie. This is a catastrophic effect.

The best way to win a fight is to not be in one. The second-best way to win is to be the only bloke who knows the fight’s started. Third best? One of these lovelies.

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