Nature: Innovator
Demeanor: Loner
Concept: Sorcery-crafter
Essence: Dynamic
Allegiance: Traditions
Tradition: Sahajiya (Cult of Ecstasy)
Faction: Joybringers
Cabal: none
Chantry: House of Joy
Tribe: Silver Fangs
[NPC]

Attributes:
| Strength | 4 / Hammering Blows | Charisma | 2 | Perception | 3 |
| Dexterity | 5 / Deft Hands | Manipulation | 2 | Intelligence | 5 / Sorcery |
| Stamina | 4 / Tireless | Appearance | 3 | Wits | 3 |
Abilities:
| Alertness | 2 | Crafts | 3 | Academics | 4 / Philosophy |
| Athletics | 2 / Dodge | Drive | 1 | Computer | 2 |
| Awareness | 3 | Etiquette | 3 | Cosmology | 4 / Realms |
| Blatancy | 2 | Meditation | 3 | Enigmas | 4 / Ethics |
| Carousing | 2 | Melee | 1 | Esoterica | 4 / Mages, Fae, Garou, Spirits, Wraiths |
| Cooking | 3 | Performance | 2 / Piano | Finance | 2 |
| Empathy | 5 / Trust | Research | 3 | Investigation | 2 |
| Expression | 4 / Written | Technology | 2 | Media | 3 |
| Instruction | 4 / Analytical | Medicine | 2 | ||
| Leadership | 3 | Occult | 3 | ||
| Streetwise | 3 | Politics | 2 / Traditions | ||
| Subterfuge | 1 | Science | 2 |
Paths:
Alchemy 5
Conveyance 5
Enchantment 5
Quintessential Manipulation 4
Other:
Willpower 8
Banality 5
Languages:
French, German, Japanese
Backgrounds:
| Allies | 4 / Ailey, Finn, Lucien |
| Chantry | 5 |
| Contacts | |
| Influence | 2 / As a well-known master crafter/sorcerer |
| Library | 4 |
| Pure Breed | 1 |
| Resources | 5 / trust fund baby |
| Retainers | 1 / Personal assistant |
| Sanctum | 3 |
| Wonder | Sorcery items as needed |
Merits and Flaws:
| 1 | Artistically Gifted | -1 | Addiction: Caffeine |
| 2 | Family Support | -1 | Compulsion: organization of his workspace |
| 3 | Hands of Daedalus | -2 | Curiosity |
| 3 | Jack of all Trades | -2 | Otherworldly Taint: Catlike eyeshine in darkness |
| 4 | Kinfolk (Garou/Silver Fangs) | -1 | Whimsy |
Wonders:
●●●● Library Reader
This magically-prepared USB dongle plugs into any tablet he owns; it will change shape to fit a different port if needed. With it, he can access any book in his library on the tablet. (Corr 2, Matter 2 effect)
Sorcery Talismans (more to come when I have time to write them all up.)
●● Universal ID
This is a very generic looking form of identification that looks, to the viewer, like whatever form of ID they are expecting to see, with appropriate seals, markings, and so forth. It will allow the holder to pass ID checks without a second guess, though if they are using a false name with it, they need to prepare it accordingly with a short ritual that involves chanting the new name and information over it accurately three times to make it appear on the card. It can be made in different shapes to mimic different forms of ID (such as passports), but its usual form is a plastic card the size of a credit card.
●●●● Got-it-Right-Here-Ring
Can conjure any of the user’s possessions to hand at will, including items of a size up to 10 lbs. Each item you wish to be able to conjure must be prepared specially with an Eldritch Mark or a Personal Mark.
Rituals:
(More to come; it’s pretty safe to assume he has a fuckton of rituals)
Note that all items work once per success on the Enchant roll unless specified otherwise; to make an item that is permanent without limitations, the item is one dot higher to create.
Alch 1: Common Cold Cure (per book pg. 20)
Alch 1: Drunk-No-More (per book pg. 20) A tonic that instantly sobers the drinker up, no matter how drunk they are. Makes 1 dose per success.
Alch 1: Better Hair Dye: can come in any shade, doesn’t fade until removed. Makes 1 application per success.
Alch 1: Better Hair Dye Remover: Works on any hair dye; gets rid of all of it from skin or hair, returns hair to its natural color. 1 use/success.
Alch 1: Better Setting Spray: holds makeup in place for up to 24 hours without any side effect. Makes an ounce per success.
Alch 1: Groggy-B-Gone: Concentrated magical caffeine that wakes you RIGHT the hell up. (1 dose/success)
Alch 1: Malleable Bandages: Small elastic bandages that reshape themselves to fit the exact configuration you need to cover a wound. (1 package of 10/success.)
Alch 2: The Pain Annihilator: This is simply a nonaddictive superior painkiller that has no side effects at all and does not interact with other medication. (1 dose per success.)
Alch 2: Turbo (per book pg. 20): An energy drink that lets the user go an entire week sleeping one hour per night. As a side effect, he will be a bit jittery during the times he would normally be sleeping. (1 dose/success)
Alch 3: Quint Regen Tea (also requires knowledge of Quintessential Manipulation 4): Allows the user to ‘graze’ Quintessence like a Familiar or Wonder does. A dose lasts 1 day. A user cannot use this more than three times a month, or they will not be able to regen Quint at a node without Prime 3 for a month after the last dose. (1 dose/success.)
Alch 3: Wonder Alloy (Per book pg. 20): An extremely strong, light, and easy to work with metal alloy. It can retain an edge forever; melee weapons made from it do an extra die of damage and have –1 difficulty to hit. Armor made with it soaks an extra die of bashing and lethal damage. 1 pound made per success.
Alch 4: Alchroids (per book pg. 20): A metabolic accelerator that raises Strength and Stamina by one each. Anyone who takes it will be hungry during the time to fuel the change. This may increase Attributes above 5. One dose/success.
Alch 4: Boom Today Bullets (per book pg. 20): A bullet that bursts into flames on impact. It does an additional two dice of fire damage and ignites anything it hits. (Makes 1/success)
Alch 5: Wolf-B-Gone (per book pg 20): A pungent chemical that drives back werewolves (and most humans, simply due to the smell). When worn, any sort of shapeshifter cannot approach within ten feet of the user. Of course, this only protects against melee combat, they can still throw things, as some alchemists learn when they start taunting. Similar recipes exist for other Night-Folk. (1 use/success)
Alch 5: Regen Powder (per book pg 20): A powder that allows the consumer to heal bashing and lethal damage at a rate of one level every other turn for the duration of a story. This requires some werewolf fur and causes the user to sweat heavily and smell like an animal in a cage, giving +1 difficulty to all social rolls. (1 use/success)
Conv 1: Sprint (per book pg. 22): Sometimes, a magician needs to travel a short distance quickly. Though preparations vary, mostly by practice and Ability, this ritual always concludes by lacing up a pair of blue sneakers. Once they are on, the magician can run faster than any mundane human, so long as no one sees them do so. Each success on the ritual doubles the running speed and grants one minute of running. At the end, the ritual leaves the magician exhausted, and they must rest for five minutes.
Conv 2: Teleport Ward (per book pg. 22): Hedge magicians studying the Path of Conveyance quickly learn to defend themselves from it. By marking out a room or building in an appropriate way — a chalk circle, sigils on the walls, or anti-teleportation field projectors, etc. — they can make it harder for other hedge magicians to use the Path to enter the area. After the ritual is set, each success must be overcome by a caster trying to enter the bounded area. This protection degrades at a rate of one success per month, but a single success on another ritual roll restores it.
Conv 3: Get Me the Heck Outta Here! (per book pg. 22): One of the most useful tools a magician can have in their pocket is an escape route for when things go badly. This ritual instantly brings the magician back to a pre-prepared home location within 50 miles of them. It requires at least four successes to cast, though additional successes 20 miles apiece to the ritual’s range. An additional roll when casting the ritual allows the magician to return to a secondary location if their dedicated home is too far away. This ritual is almost always cast as a hanging ritual.
Conv 4: Information Superhighway (per book pg. 23): For technology-based magicians, there’s an unusual means of transportation often overlooked by mystics. It’s harder to access than others but can sometimes reach places Conveyance normally can’t. This ritual allows the caster to travel from any electrical outlet to any other, by converting the magician into electricity. The range is limited to 5 miles per success. This travel takes one minute per 5 miles. However, the archetypical sealed room Conveyance can’t access is usually not sealed off from electricity: If an outlet exists, then the magician can get to it.
Conv 5: Teleportal (per book pg. 23): Masters of the Path of Conveyance can do more than simply transport themselves and others from place to place. They can create stable gateways between two locations. First, the magician must prepare both sites for the portal to be created. This takes three days of preparation at each site using trappings and materials appropriate to the caster’s Path Ability. Once the appropriate preparations are complete, the magician makes an extended roll, with one roll per hour. It requires at least one success per 10 miles between the portals. Each extra success adds five uses of the portal or a condition at one or both ends, such as a restriction on who can use it or making the portal one way. Creating this portal costs one permanent Willpower point, which is not refunded if the portal dissipates (Note: multiple sorcerers can be used to spend 10 temporary Willpower, or use Mana in place of Willpower at a 1:1 ratio). Teleportal is a complex ritual, best accomplished with assistants.
Ench 1: Eldritch Mark * (per book pg 29)
Ench 1: Personal Mark Charm * — creates a handful of Personal Mark items that can be applied to any object for magical identification. Permanent. (+3fp)
Ench 1: Accurate Pistol (per book pg 27) – A custom-modded handgun subtracting one from the difficulty of all aimed shots.
Ench 2: Enhance Craftsmanship ** (per book pg 29)
Ench 2: Badass Bullets (per book pg 27): Enhanced bullets dealing 2 additional dice of damage on hits. Each success on the Enchantment roll creates one bullet.
Ench 2: Danger Charm (per book pg. 27): A small golden charm alerting the wearer when a single person it is attuned to is in danger. It must be reset each time by sprinkling it with wine. The charm works once per success on the Enchantment roll.
Ench 2: Everfull Wallet ** — This item’s name is misleading, because it doesn’t make money out of nowhere. Instead, it allows you to carry only a small amount for safety, but access all the rest of your cash through it from a specially-prepared safe or strongbox at a safe location. It only works when the person keyed to it uses it; anyone else trying to use it will find no extra cash to be had. Permanent.
Ench 2: Rowan Ring (per book pg 28): A rowan ring which counteracts fae magic used on the wearer. This cancels one instance of fae magic per success on the Enchantment roll.
Ench 2: Universal ID ** — This is a very generic looking form of identification that looks, to the viewer, like whatever form of ID they are expecting to see, with appropriate seals, markings, and so forth. It will allow the holder to pass ID checks without a second guess, though if they are using a false name with it, they need to prepare it accordingly with a short ritual that involves chanting the new name and information over it accurately three times to make it appear on the card. It can be made in different shapes to mimic different forms of ID (such as passports), but its usual form is a plastic card the size of a credit card.
Ench 3: Jam Technology Passcard *** — gives the user the Jam Technology gift, specifically used to get money from an ATM they ‘jam’ with the card. A botch on activation renders the card broken and useless. Note that he does NOT sell or give out these items, and for good reason.
Ench 3: Confuse Technology passcard *** — This is based on the above, but instead of breaking down a machine, convinces it that the holder of this card has access to whatever door or secure location it guards. Note that it will only work in place of a passcard; if some place has a fingerprint or retina system, it won’t work. Permanent item.
Ench 3: Change-Me Mirror *** — This item allows the user to make both minor and very noticeable physical changes to their appearance: hair color, eye color, skin tone, height, weight, sex, etc. It can make up to 4 changes of either sort per day, and the changes last until dispelled or changed again. It costs nothing to end the change; one must simply look into the mirror and use the command word again, with the words, “change me back” at the end. (Mimics Shapeshifting 2) Permanent item.
Ench 4: Got-It-Right-Here Ring **** — Can conjure any of the user’s possessions to hand at will, including items of a size up to 10 lbs. Each item you wish to be able to conjure must be prepared specially with an Eldritch Mark or a Personal Mark. (Mimics Conjuration 3)
Ench 5: Wonder Woman Bracers ***** — These bracers provide 5 dice to soak lethal and aggravated damage. In addition, if activated they can deflect a bullet shot directly at the wearer, once.
Ench 5: Portal to There ***** — This sorcery item is actually made in pairs. The two items are large circular doorways on stands. When one steps through one portal, they come out through the other portal. This item is the equivalent of the Teleportal power of the Conveyance Path. It can be made with 10 temporary points of Willpower spread among multiple crafters or over time from a single crafter rather than using a single permanent dot.
(Note that he will sell you Personal Mark transfer items for $100 a piece, which are similar to Apple tags and look just like them. For an extra $25 each, they can ALSO function as Apple tags. They can be personalized with a drop of your blood, which will disappear into the surface of the adhesive charm.)
Instruments, practice, paradigm, etc:
Paradigm:
A World of Gods and Monsters
Creation is Innately Divine and Alive
Practice:
Alchemy
Crazy Wisdom
Gutter Magick
Witchcraft
Instruments:
Resonance:
Dynamic:
Static:
Entropic:
