Galvanic Lightspitter
Wonder · Mage
Arete 3, Quintessence 20, Background Cost 3 pts.
Since the very beginning, mankind has been in a war against the darkness. Campfires, torches, candles — all of these were born from the desire to keep a wall between humanity and that which dwells in the shadows. The Galvanic Lightspitter is the latest in this long chain of human innovation against the night. It would be easy to see this electric lantern as merely a newer and safer version of the oil lantern, but it does so much more. This tool steals the night back from the dangers — a necessary tool in the Lanterns’ arsenal (as well as other field groups within the Order of Reason.)
Lanterns often surround suspected Night-Folk dens, positioning their Lightspitters to cast light that rings the area. Once active, the light bars the passage of these beasts, preventing monsters’ escape and providing a safe zone for Lanterns to retreat to. Creatures who stray too close to the lights discover why it’s called the Lightspitter, as erratic beams of light stab out, much like a poorly maintained oil lamp might eject flames, burning those too close. Thankfully, such beams are harmless to humans.
System
These lanterns are swords and shields. Their defensive ability requires an activation roll and creates a hemispheric barrier made of light up to a 50-foot radius. This Cosmologia 3, Essentia 2, Forces 3 Effect creates light that flows around obstructions, preventing shadows. Only walls that block the entire hemisphere of light prevent this light from getting in. To Night-Folk, this light is as sturdy as a stone wall (Mage 20, p. 457). With the light barrier active, users can use the Lightspitter to fire beams of light at up to two random Night-Folk within 10 feet as an Essentia 2, Forces 3 Effect. It attacks with a dice pool of 7 and deals aggravated damage with a dice pool of 7. Activat ing the Galvanic Lightspitter or firing a beam of light consumes 1 Quintessence. Lightspitters’ barriers are uncanny, and their attacks are catastrophic.
Arete 5, Quintessence 25, Background Cost 4 pts.
While the height of the Victorian Era has a large amount of mediums, psychics, and clairvoyants who claim to speak with the dead, the dead used to practically never leave the world. In the heart of the Middle Ages, a corps of Flemish knights established a small keep on the heart of ancient burial grounds. Over the next several years, they were assaulted nightly by apparitions who eventually became so incensed and powerful that they were able to full step back into the land of the living and murder half the knightly order. The only thing finally holding them off was the resident blacksmith and his apprentice, who offered to craft them something special in return for turning back their violent wrath.
During the crafting of this suit of armor, the blacksmith Awakened, spilling their burgeoning magickal power into the metal they forged. Inscribed with elegant symbols and glyphs shown by powerful spirits to the craftsman, the suit is a beautiful piece of art. The castle where it was forged was torched and broken into rubble centuries ago, but the armor has continued to be cared for by the descendants of that blacksmith. The current owner lives in Ursel, Belgium, in the Flemish Region. She is a Nephandi who uses the armor as a torture device for spirits who vex her.
System
A mage may force any spirit, wraith, or spectral being into the armor on a successful activation roll. If forced into the armor this way, the wraith or spirit cannot leave until the mage allows them. Also, at any time, any wraith or specter can possess this armor (see Wraith:
The Oblivion 20th Anniversary Edition). They become
a Risen (manifested ghost) for all intents and purposes while they do so. These Effects are uncanny. Additionally,
a mage may don the armor and use it to see and interact with the Shadowlands or Penumbra. The armor harms wraiths as Stygian steel.
See also 1
Spheres
- Forces mage/power/sphere/forces