Quintessence Rules

Shape Mudra (Speed 5, DV -2) A Shape Mudra action replaces the Shape Sorcery action. Shape Mudra actions take multiple forms, but all have the same result: Generating a point of quintessence. Shape Mudra actions may be part of a flurry, but cannot be performed more than once per action. Any rolls required by a Shape Mudra action have a difficulty of 3. Unlike Shape Sorcery actions, Shape Mudra actions do not take away your ability to activate Charms or take you out of init or any of that weird crap. Likewise, Shape Mudra actions do not cost Willpower to perform. Incantations – Speaking the fifteen names of the blinded gods, chanting the seventh secret name of Oramus, commanding the little gods of the realm, so on and so forth. Incanting the proper words requires a (Charisma + Performance) roll. If successful, generate 1 quintessence.

Walk the Constellations – Utilizing some form of gross physical movement, the Sorcerer aligns the Essence in the area around himself in order to prepare it for working wonders. This requires a (Dexterity + Occult) roll, and the Sorcerer cannot meaningfully Move or Dash until his DV next refreshes. On a success, he generates 1 quintessence.

Finger Gestures – Utilize both hands, the Sorcerer cannot use his arms for attacks until the Sorcerer’s DV refreshes (though he may still holds onto things), he shapes the Mudras and signs required to chain the world to his might. This requires a (Dexterity + Occult) roll, generating 1 quintessence on a success.

Talismans – Scribing the proper patterns and forms upon the world, the Sorcerer must draw the sigils onto a surface, requiring an (Intelligence + Linguistics) roll to generate 1 quintessence.

Breath Sorcery – By spending 10 motes, the Sorcerer shapes quintessence as a sheer act of magical power, generating a single point. Special: For spells that may be performed on reflexive timing, a character may utilize Breath Sorcery in a similarly-reflexive fashion, allowing them to exchange any multiple of 10 motes for the same multiple of quintessence.

Willful Might – By spending 1 point of willpower, the Sorcerer shapes quintessence out of raw will, generating a single point. /* That’s two methods that use the Sorcerer’s powerstats but that shut down movement and offense, some methods that use para-archetypal skills with little drawback, and a method for desperation moves. Similar methods may be developed, so long as they require some appropriate ability + attribute roll, with Dexterity- or Occult-based methods having additional prices. */

Cast Sorcery (Speed Varies, DV -0) Upon taking a Cast Sorcery action, a character may cast any spell they have sufficient quintessence and willpower to cast, paying the costs immediately. The vast majority of Cast Sorcery actions are Speed 5, but some spells allow for faster uses or require long, dramatic rituals to enact, with their own explicit timing rules. Charms may be used by the Sorcerer, but NOT to enhance the spell in any fashion, save for Charms explicitly designed to empower or alter spells.
/* The Sorcerer no longer has to declare what he’s casting ahead of time, but that just means enemies will assume he’s casting the rape-n’-est spell he’s got. Win/lose. */

Storing Quintessence: A Sorcerer may only withstand a certain amount of quintessence as the magical resonance thrums against his soul(s). A Sorcerer may retain at most (Essence * 2) quintessence at any one time, all further points are lost to the world around them. However, any action (dramatic, combat, or otherwise) a Sorcerer begins with more than his (Essence) in stored quintessence counts as an action he was disrupted, with a penalty equal to the amount of quintessence over his (Essence), see below. Rituals: Spells that require long and elaborate rituals to cast can be assumed to build up the quintessence required to cast them at even intervals throughout the duration of the ritual. If this would take the Sorcerer over his (Essence) quintessence capacity, then each future attempt to garner quintessence, and the spell’s actual “Cast” action is considered distracted, as normal. Consequently, the Sorcerer must declare the total amount of quintessence he’s gathering ahead of time. If the ritual is normally of variable length, he must also declare this ahead of time. However, unlike typical Mudras, a ritually-cast spell’s Mudras increase in difficulty as follows: 3, 3, 3, 4, 5, 6, 7, […].

Example: A Sorcerer prepares to cast Demon of the First Circle. The ritual lasts 6 hours, and requires a minimum of 2 quintessence, but he declares that he’s going to garner 4 points at the outset. Thus every 40 minutes he will gain 1 point of quintessence, rolling or spending motes as appropriate for the Mudras he uses (at difficulties 3, 3, 3, and 4 respectively). Since the final point of quintessence is what pushes him over his limit, he rolls for disruption only as he casts the spell, and effectively has 40 motes to spend, 20 to activate the spell, and 20 to apply a penalty to the Demon’s roll. Committed Quintessence: For the rare spells that commit their (former) mote costs, quintessence behaves similarly. The quintessence remains in the Sorcerer’s soul, taking up his capacity, released only when the spell would allow him to decommit motes (usually by ending the magic). Disrupting Quintessence: Whenever a Sorcerer is attacked or otherwise significantly distracted while they retain at least one point of quintessence, they must roll (Wits + Occult) at difficulty 1. Wound penalties subtract from this roll, as do others related to concentration and focus. If the Sorcerer fails, they immediately lose a point of quintessence. If they botch, all quintessence is lost, and the Sorcerer becomes the center of a volatile magical explosion. Changes to spells: Replace mote costs with quintessence costs equal to one-tenth (round up). Willpower costs remain the same. Each spell costs a minimum of (Circle) quintessence, even if its mote cost would be lower.

Quintessence Rules

Scavengers' Glory SeianVerian SeianVerian