Fan Arcs: Hustling

Introduction

This is a Sickly Storyteller variant. In contrast to Beloved or Performer, it's about being specifically a story antagonist; the kind that shows up to a town selling magical gifts that turn it upside down, or makes deals with naïve youths to grant them their heart's desire in return for their heart.

You drain your Estate from people to sate your hunger, corrupting and manipulating them in the process, twisting their stories for your own inscrutable purposes.
You can also forge small wonders from your stolen treasure, selling them to others to further your schemes.

It's an Arc for succubi, vampires, yokai and fey creatures.

Arc Color Immortal Frantic Sickly
Blue Bindings Feared Stranger Coping
Orange Knight Responsible Seeker Speaking
Green Otherworldly Binary Conductor Dreaming
Red Storyteller Beloved Performer Hustling
Yellow Aspect Chosen Ace Serving
Purple Shepherd Aided Collector Connecting
Silver Emptiness Uncanny Prey Loathing
Black Mystic Entangled Oracle Keeping
~ Main Hub ~

Fictional Characters who might be Hustling:

Darklords, Hustling Humanity sub-Estate

  • Kyubey ………………………….. Hustling Humanity:Hope
  • The Scholomance …………… Hustling Humanity:Formal Education
  • Demon Lord Procell …………. Hustling Humanity:Ordinary Life
  • Wyrm Hell Dungeon ………… Hustling Humanity:Childhood Friendship
  • Pandora Chaos Raven ……… Hustling Humanity:Individuality

Mimics, Hustling the Personal Quality of X

  • Q (James Bond) ………………………………….. Hustling the Everyday Items of Q
  • The Tommyknockers ……………………………. Hustling the Atrocities of the Tommyknockers
  • Igors (Discworld) ………………………………….. Hustling the Organs of the Igors
  • Norman Osborn ……………………………………. Hustling the Madness of Norman Osborn
  • Natalie Smith (Industrial Strength Magic) … Hustling the Love received by Natalie Smith

Deceivers, Hustling an Estate

  • Leland Gaunt …………………. Hustling Obsession
  • Hocus P. Pas …………………. Hustling Discontent
  • Ursula the Sea Witch ……… Hustling Disabilities
  • Alfonso Bonzo ……………….. Hustling Coolness
  • Rita Repulsa …………………… Hustling Catharsis
  • Sailor Moon villains …………. Hustling Life Force
  • Audrey II ………………………… Hustling Blood
  • Xuriel "Dabbler" Tantalis ….. Hustling Tantric Energy

Arc Summary:

[0] Addiction (Geas, Cthonic) - You have a physiological need for your Estate, handled as an [arc-level]Geas. Going without feeding for more than a Chapter will impose penalties.
You are able to extract your Estate from a target, if they consent, or their Player does.
The first time in a Chapter that this happens, you both get 1MP.
[0+4] Catharsis (Reflexive, Cthonic) - Give a Player 2 MP to accept a corruption effect.
Alternately, spend a Spotlight to target a Player's Quest.

[1] Truthteller - Detect Lies.
[1+4] Seal the Deal (Cthonic) - Enforce promises.

[2] Extraction - Convert an extracted portion of your Estate into a Weymark, to save it for later.
Alternately, forcibly extract your Estate from a target.
[2+4] Conquest (Imperial Miracle) - Extract your Estate from a single person at a distance, or make multiple Weymarks by partially extracting your Estate from Region.

[3] Merchant of Dreams - Sell bonus items for MP.
[3+4] Alchemist Trade Network - Order things from Villains R Us.

[4] Trader in Intangibles - Transfer intangible elements like 'voices', 'memories', 'names'.
Alternately, spend Spotlight to make an intangible element into a Weymark even if it's not your Estate.
[4+4] Trader in Miracles (Cthonic) - Manipulate miraculous elements.

[5] All is One, One is All (Unreal) - Substitute a tool or resource for another.
[5+4 + Spotlight] As Below, so Above (Cthonic) - Make a situation universally significant.

[6] Command - Control an aspect of a targeted vessel through its Weymark.
[6+4] Fate-shaping - Transform a targeted vessel through its Weymark.

[7+Spotlight] This is What You Want - Reveal the Truth about someone.
[7+4] This is Who You Are - Reveal more Truth.

[8] Quintessence - Ritually power a Major Creation, with your Estate or a Weymark.
[8+4] Equivalent Exchange (Imperial Miracle) - Grant a wish, for a price.

On Weymarks

Weymarks are the intangible made tangible. Shadows, Colours, Hope, Youth and so on. Things that people can't just put in a box and save for later. Except YOU can do PRECISELY that.
You have one particular intangible as your Estate, which you can easily extract, but you may also work with others.

At character creation, you should define what your particular Estate is, what's a valid target, how a vessel is affected by taking the Estate, and what form your Weymarks take. The default is that you can extract your Estate from anything capable of possessing that Estate, but it may be flavorful to you to only be able to harvest animal magnetism from a newly dead corpse, and later be able to make the corpses rise and follow your bidding, or to only harvest tantric energy from the opposite sex, which will then leave them drained for a day, or to need to physically siphon people's blood to drain their life energy. (You may purchase a Geas/Bond for this separately)

You may convert an intangible you have a claim on into Weymark form for long-term storage.
The Weymark manifests as a small object of some sort; a glass marble, a feather, a flower, etc. Weymarks look different depending on what they are composed of and where they come from.
Note: If you choose a tangible Estate, the Weymark is still unquestionably wondrous. For example, a Weymark of Stone might hold a small mountain in easily portable form.

You can keep of non-wounded Health Levels + Arc level Weymarks stabilized at a time. If you lose a Health level, or occupy it with a power of some sort, the weymark slot is no longer available. (Weymarks that lose stability tend to immediately merge with the closest compatible object.)

It is possible for you to cheese this, for example by constructing a dungeon dimension to keep your shadow collection in, in non-weymark form. But those shadows are not guaranteed to stay put. They may eat each-other or wriggle through cracks in spacetime to escape to the real world, or shadow-Jesus might break in to free them.

Miracle Ladder

[0+0] Addiction (Geas, Cthonic)

This is an Alchemist's lesser power of corruption.
You are dependent on your Estate; you must regularly consume it or suffer cravings and health problems.
This is enforced by an [Arc-level]Geas.

If you go a Chapter without feeding, you suffer a Surface Wound.
The 2nd Chapter in a row without feeding, it worsens to a Serious Wound. (if you have 1+ Geas)
Going a Book without feeding, it upgrades to a Deadly Wound. (if you have 2+ Geas)
Note: Consuming a Weymark of your Estate is sufficient to avoid starvation.

You may extract your Estate from a target as a short ritual - 5 minutes or so. This is handled as an effect of your Geas.
If the target (or their Player) accepts the extraction, and this is the first time in the Chapter, you both gain 1MP (or 2 Will).
The target is typically deprived of your Estate for the rest of the Chapter, this is usually handled as a Surface Wound.

Note: You can extract enough of your Estate from an unwilling target to sustain yourself, assuming they don't take a Wound to stop you - or, depending from your Estate, you can spend a scene to extract it from a corpse, animal, etc - but to gain MP from the process, it needs to be consensual.

Examples:

  • You extract Tantric Energy from an acquaintance. They gain a Surface Wound with the Wound Power: [1]Bond: "Super Sage Mode" for the next week or so.
  • You have [2]Hustling(Blood). You haven't fed in two Chapters; your Geas makes you look unnaturally gaunt, and your eyes start glowing red when you see an exposed vein. When this causes trouble for you, you gain 1-2 MP.
  • You are Hustling Electricity. You spend a scene refilling the dregs of your battery by hooking yourself up to a windmill.

[1+0] Truthteller

This is an Alchemist's lesser power of negotiation.
For the rest of the scene, any lies in conversation, whether spoken or written, register to you as teethgrindingly disharmonious with reality. (If the deception is miraculously protected, you get penetration equal to your Arc level.)

Note: Disguises, hidden traps, or scientific misunderstandings are not part of a conversation, and do not count for this purpose. Body language or facial expressions count, while omission of facts or technical 'truths' do not register.
Promises are a borderline case, and do not count for future events, but work on for example someone saying "I intend to do this", because their intent or lack thereof is a current phenomenon.

Those with this power active a lot tend to get into the habit of always telling the technical truth; telling a lie with this power active may self-inflict a Surface Wound.

[2+0] Extraction

This is an Alchemist's lesser power of acquisition.
For the rest of the scene, you can extract your Estate from any target you touch by using a mundane action, instead of using a ritual.
(A target may take a Serious Wound to stop their Estate being extracted, or block the miracle with a miracle of their own.)

You may turn the extracted Estate into a Weymark as a form of longtime storage.

You may drain all of a target's Estate (Serious Wound), or limit the damage with a [6+]Intention level on your mundane action (Surface Wound).
The method doesn't materially change how much you can do with the resulting Weymark.
Note: You can combo this with Addiction for an MP bonus, as long as the extraction is consensual. You may use Addiction for a ritual and careful extraction, and still use Extraction to be able to store the extracted Estate in a Weymark.

When held, a Weymark may be used:

  • to scry for the vessel the Weymark was taken from, and its surroundings,
  • as a mystic link to use abilities through, as if you were there,
  • to magically control the vessel's actions,
  • to magically manipulate or enhance the vessel itself, or
  • to leverage the Estate of the Weymark to some effect.

These are magical effects anyone can theoretically invoke with access to a Weymark, at an Obstacle of 4. You suffer only Obstacle 2 if you have activated Extraction this scene, in which case you may also spend an additional MP to reduce the obstacle to 0.
Putting a Weymark back into its original body is easier since it restores an imbalance, and doing so faces Obstacle 2 for others and 0 for Alchemists.

Note: consuming a Weymark makes for a stronger one-time effect. Afterwards, the 'donor' is free to start regrowing their missing intangible, usually over a week or so.

You can only extract your own Estate with this miracle, but you can use it to manipulate Weymarks from any Estate, if you can acquire them.

Examples:

  • You take the Fire from a large bonfire (reducing it to ashes), and use the Weymark to power your stove. Later, you consume the Weymark entirely by using it as a grenade.
  • You steal a person's Courage, only letting them use it in your service.
  • You steal a person's Deliciousness, making all of their lice migrate. Later, you use it to make your bait Delicious when fishing.

[3+0] Merchant of Dreams

This is an Alchemist's lesser power of Enterprise.
This power assists you in producing and selling magical items.

You metaphorically or literally roll out a carpet with goods and declare that you are open for business.
Until you end the miracle, or until the end of the scene, PCs (and eligible NPCs) may spend MPs to gain a bonus that lasts for the rest of the Book.

You have of non-wounded Health Levels + Arc level item models to have for sale.
The items themselves are technically unlimited; an instance of the item is realized for the owner at the moment they pay for it.
(The logistical challenge of relieving a famine through a single-location non-bulk supplier is left as an exercise for the Players.)
Note: the items don't need to be identical visually, but their effect is identical.

You may buy things for yourself, and/or gift them to others, as long as you pay the price.
Gifting an item doesn't bond it properly to the receiver; with Obstacle 2, you can use it for spying by making a mystic link to another instance of the same item.)

Stealing an item on display works as long as *someone* pays the price, and if nobody does, nothing gets stolen. You may spin this as supernaturally potent theft prevention, or just have the stolen item warp back to its proper place as the thief leaves. (If you covertly pay for it, it counts as a gift.)
Note: Spending enough resources to steal your items would effectively count as paying; a fraction of the effort spent is then taken to fuel the item creation.

Common items (Cost for buyer: 1 Will):
* Food and water (enough for 1 person for 1 day),
* clothes (1 set of underwear, shirt and pants),
* +0 tools (batteries included).

Uncommon item (Cost for buyer: 1 MP):
* a +1 Tool bonus for something specialized
* a +2 Tool bonus for something niche
* a specialized and straightforward miracle (one use)

Rare item (Cost for buyer: 2 MP):
* a +1 Tool bonus for something useful
* a +2 Tool bonus for something specialized
* a specialized, complex miracle (one use)
* an extremely niche effect (endless)

Legendary Item (Cost for buyer: 4 MP):
* a +2 Tool bonus for something useful
* a cool, practical one-use ability
* a specialized and straightforward miracle (endless, but takes 1 MP to activate)

To replace one stocked magical item model with another, you must consume a Weymark - the Estate of which should be relevant to the new model's intended magical effect - and put in some work crafting. Assume the process takes about a chapter per MP the object costs, assuming you work in your downtime, or a Scene per MP if you work diligently.
(Restocking common items is free between scenes, or you can spend a Weymark of any type to do it instantly. )

Examples:

  • Your stock contains:

+1 First Aid Kit 1 MP (Weymark of Time)
Single-use Time-reverse Potion (30 seconds) 2 MP (Weymark of Time)
+2 Lightning gun that needs extension chord to be plugged in a wall socket 2MP (Weymark of Charge)
+2 Regular gun, 4 MP. (Weymark of Time)
+1 Map that automatically marks your position, 2 MP (Weymark of Space)
Soda pop, one free with each purchase.

  • You give a princess a comb that will turn into a small forest when she throws it on the ground (Weymark of Green) and a mirror that will turn into a lake (Weymark of Blue).
  • You give James Bond a single-use Laser Watch (Weymark of Light) and a pen that's a micro-bazooka. (Weymark of Size)
  • You give some hobbits a flask of bottled light and some +2 travel rations.
  • You designate a courtyard as a storefront and put a +2 Sword into a display stone. Nobody will be able to pull it out unless they have MP to spend.

[0+4] Catharsis (Reflexive, Cthonic)

This is an Alchemist's greater power of corruption.

You may invoke this miracle reflexively, the first time in a chapter you use a power on a target.
If the target (or their Player) accepts the effect of the power, rather than defend with miracles or take a wound, they gain 2MP.
Note: This is a freebie; it's not paid by you.

(If the target rejects this effect, it doesn't count as you using the ability; you are free to tempt them again the next time you use a power on them that scene.)

Alternately, you may spend a Spotlight to give the target a deeper corruption:
Regardless of current Genre, the target may choose to take an action from the Fairy Tale genre, typically (suffer) Corruption.
This action is worth 5 Quest XP, but the XP counts as contributed by you.
(If you contribute the most XP to a quest, you have influence on what the Quest miracle, if any, will be.)

If the target takes the action, they may either:

  • Take a point in an Issue,
  • Take a point in a Complex, or
  • Gain an MP.

Note: Merchant of Dreams counts as using a power on a target, as long as they actually consider taking the item you offer them.

[4+0] Trader in Intangibles

This is an Alchemist's lesser power of Motion.
This miracle enables you to move and manipulate normally intangible things, such as shadows, lifespan, hair colour, names or relationships. You can swap two people's haircolors, or snatch a kid's nose and hold it in your hand to tease them with. You can keep a jar of spare eyes, or save up your luck for a rainy day.

Intangibles, while in editable form, do not decay. You may spend a Spotlight to convert [Arc level] intangibles into Weymarks for compact long-time storage, or you can simply have your half-assembled human puzzle project sitting on a chair in your closet until you find the rest of the parts you need to finish it.
(On the other hand, intangibles may react if they encounter something to merge with.)

To take an intangible from someone else notionally requires permission, though this statement has holes big enough to run trucks through:

  • You may use Seal the Deal as part of this miracle, interpreting a statement as consent.
  • If you're merely borrowing it for a while with the intent to give it back immediately, for example removing a heart temporarily in order to perform life-saving heart surgery without needing to saw through the rib cage, that's allowable.
  • Your Extraction and Conquest miracles explicitly do not require consent when taking the Intangible you specialize in.

The actual main obstacle to taking an Intangible, as with Extraction, is that the target may take a Wound to stop it, unless you successfully bribe their Player not to with Catharsis or Extend the Moment.

Once a Weymark belongs to you, by whatever means, you can use it with Trader in Intangibles.
Some Alchemists barter their Extracted Weymarks with other Alchemists, for example providing a bundle of names in exchange for a basket of teeth from the Tooth Fairy.

[1+4] Seal the Deal (Cthonic, Health-level Power)

This is an Alchemist's greater power of negotiation.
You can miraculously enforce any promise or deal made in your presence. This requires stating aloud something on the lines of "Witnessed!", "It's a deal!", "No backsies!", "So be it.", or simply signing your name with a flourish.
This allows you to use an out-of-context or white-lie statement that technically gives permission, when you use an Arc power that requires actual permission.

Alternately, You may spend a Spotlight to write a Pact into being between the two of you.
This has three effects:

  • A Health Level for each party is bound to the promise (they may choose which one). To break the sealed promise requires spending at least 2 Will on an intent to specifically do so, and wounding the Health Level in the process.

Note: This is a Health-level power with a [1]Geas keeping you from breaking the deal by mistake. Mostly this simply manifests as the bearer knowing instinctively when they're about to break it, but occasionally fate intervenes to keep them from being forced to break it.

  • If the sealed promise is broken, the other party's Health level is also wounded, informing them about the event.

(If the health level is already wounded, the effect triggers when it is healed. )

  • Such a wound automatically comes with the [Arc Level]Bond: "I am owed revenge!" as a wound power, usually used to fuel retaliation/repossession/assassination.

A Surface Wound lasts 1 single mundane or miraculous action.
A Serious Wound lasts through the Scene where the Bond is activated.
A Deadly Wound lasts through the Chapter where the Bond is activated.
(You may also simply heal the wound between scenes by forgiving the trespass, declaring vengeance to have been fulfilled, or declaring that the slight is unimportant and forgettable.)

This power can backfire: if you make a deal and subsequently break it yourself, then instead it's the the transgressed-against party that gets the wound and the wound power, at your Arc level.

Note: You may seal an Pact between three or more parties.
In this case:

  • Every miracle level above 5 allows another person to be part of the Deal. Alternately, a participant can join in through a symbolic action like sacrificing a few drops of blood (and spending 1 MP).
  • The seal is broken as the first party breaks the promise; subsequent misconduct does not register.
  • Every party transgressed against gets the Wound+Bond.

You may have a maximum of [Unoccupied Health Levels -1] Sealed Deals; this is to keep you from dying if every Deal is broken at once.
The Health level used cannot be occupied by Health/Wound-related powers from other Arcs.

Examples:

  • You have sworn to be a strict vegan. You attempt to eat a ciabatta, but fail to make your teeth close on it. Turns out it contains eggs! You can't eat it unless you specifically intend to break your vow.
  • "Over my dead body", the rude fellow says. "Your proposal is acceptable", you reply. When he treacherously fights back against your consuming his life essence, you get a Light wound with a [5]Bond. You utilize that Bond towards finishing your meal.
  • You make a non-aggression pact with the Sun. This keeps the Sun from hurting you unless they purposely set out to do so. As a nice side effect, you will never need sun lotion again.

[5+0] One is All, All is One (Unreal)

This is an Alchemist's lesser power of Industry.
For the rest of the scene, you may consume a Weymark to convert any mundane resource into any other mundane resource - or use any tool to substitute for any other tool at Obstacle 0 - as long as there is even a tenuous connection. For example, turning fresh water into salt water because 'they're 95% the same anyway', turning lead into gold because 'they're both dense metals', printing crisp dollar bills from a desktop printer because 'it's all paper', converting money directly into food because 'it's equivalent exchange', or converting livers into silver because 'they are anagrams'.

The miracle specifies a purpose - "to serve as currency", "to weld with", "to use as blood replacement" - and the substitution works best for this purpose.

Converted resources tend to shift back to their original form at the end of a scene, though that's postponed while they're in use. For example, if someone got a transfusion of cool-aid transmuted into blood, it would not switch back all at once, killing them. Instead, the next few times they're wounded they might bleed cool-aid. Dollar bills might wait to change back to leaves until they're out of sight in a drawer, that sort of thing. Similarly, a sword that's made mainly out of transmuted stone won't change back mid-battle, but might rust gray and crumble into gravel when it breaks or is left without maintenance for long enough.

Examples:

  • You use a Swiss army knife instead of a chainsaw to cut down a tree.
  • You power your base with Animal Magnetism, siphoned from 30 kidnapped villagers. (The Hero asks you sarcastically if you have considered simply paying your power bills. It honestly didn't occur to you.)
  • You substitute four mice and a pumpkin for a horse-driven wagon.
  • You pick up your friend and briefly use them as a wrench, before putting them back on the ground.
  • You substitute water for wine, making people just as merry, but decreasing any hangovers.
  • In need of pocket money, you consume a Weymark to spin some straw into gold.

[2+4] Conquest (Imperial Miracle)

This is an Alchemist's greater power of acquisition.
With this, you don't need to be nearby a target to extract their Intangible.

This can be used in two ways:

  • You can pick a specific target in the same Region, and their Intangible is automatically extracted.
  • Using a ritual, or a big magic circle, or a wondrous machine of some sort, you can extract Intangibles from an entire Region; a sliver or two from every susceptible person in a large city, every susceptible animal in a forest, etc. A scene spent on this provides you a handful of weymarks, without more people than usual turning into hollow shells. It's ecologically sustainable!

Note: A given Region can be harvested in this way about once a month. Even if you don't care about the Region's health, it's like shearing a sheep - you have to wait a bit for the wool to grow out!

[6+0] Manipulation

This is an Alchemist's lesser power of Influence.
By holding a Weymark, you can affect the Vessel taken from it, transforming its shape or its fate. (Note: You may use Conquest as part of this miracle for free, though it takes extra time.)

Define a standard theme of techniques you can use, for example "affect the target's luck", "transform the target into an animal", "transform the target into a berserking giant monster", "give an irrestistable order to the target", or "create illusions only the target sees".
You may harness the miracle with a Skill to stretch beyond this.

The effect manifests as a temporary Genre Convention affecting the target until the end of a scene.

Note: The target has the option to take a Serious Wound to modify the Genre Convention.

Note: This use consumes the Weystone, but no further Weystone can be extracted from the target until they regenerate their Intangible for a Chapter or so, meaning you cannot spy on or affect them through their Weystone until then.

[3+4] Alchemist Trade Network

This is an Alchemist's greater power of Enterprise.
You have a support network catering to your needs (Sidhe court, Isle of Tortuga, Supervillain Bingo Night, Mad Science Convention, ACME, e-bay), as well as a number of people who owe you favours, and a number of people you influence with Weymarks.
Occasionally you can source parts, services or favours from these people.

This ability works like Merchant of Dreams, but additionally you can:

  • Instantly change a stocked item (this still costs a weymark for magical items).
  • Exchange 2 of your standard weymarks for one of a different type.
  • Provide unusually large items, such as a +2 Mercedes, for an extra 2MP surcharge.
  • Provide mundane but specialist services, such as an apartment, scalped concert tickets, suspiciously specific printed signs or expert restorative cosmetology, at a moment's notice.
  • Provide non-unique historical artifacts. (You can't procure the Hope Diamond or the Mona Lisa, but you should be able to swing a pair of Elvis' underwear, a Warhol print or a suit of medieval armour.)

Examples:

  • "Where is it etched in stone that there can't be a fourth best bud, or that it can't be a girl?", Sir Parker asks rhetorically. You provide the relevant stonework.
  • Your Marthter asks you for a fresh brain. You just happened to be carrying one.
  • You exchange two Weymarks of Inspiration for one Weymark of Gravity.

[7+Spotlight] This is What you Want

This is an Alchemist's lesser power of Revelation.
You lay bare the targets aims and motivations regarding an issue.

Your character confronts someone and describes what they really wants.
If their player agrees with your description, their character will be forced to realize that it is true. Otherwise, it's up to the character to present their own vision of themselves in reaction to your miracle prompting them.

For the rest of the chapter, the target enjoys supreme clarity of purpose; when working towards the stated motivation, they get [1]Auctoritas and their 0-Will Intentions are resolved as if they spent 3 Will.
(For the duration, they may also take Obsessive Action or Become Corrupted, regardless of the Genre.)

[4+4] Trader in Miracles (Cthonic)

This is an Alchemist's greater power of Motion.
While you maintain this miracle, it enables you to move and manipulate miraculous things, such as MP, Will, blessings, souls, skills, fates or active miracles.
(It also enables taking a mundane intangible of any sort without permission. Resisting this requires taking a Deadly Wound.)

Doing this requires overcoming the Miracle and any Auctoritas protecting it, unless the Miracle's owner lets you do so, or doesn't care. (Seals, barriers or protections are assumed to be putting up a fight.)

You start with a single technique - a type of transfer you are familiar with - but you can learn more, or harness the power with a Skill to improvise a use for it.

Note: Free Miracles can't be stored long-term. Unless you use the pilfered miracle, bind it to something or someone, or package it with Merchant of Dreams, it will evaporate once you release your action.
Mundane matter, however, can be compressed and stored pretty easily.

Examples:

  • You have a Technique for trading MP. You take a collection, gathering MP from your party members, gifting 8 MP to the party member who otherwise couldn't afford using their most expensive ability.
  • You have a Technique for swapping two similar things. You swap two people's Minds, enabling them to spend time in each-other's bodies.
  • You have a Technique for taking Skills. You buy someone's "Parcheesi 5" Skill. You remove your "Witchcraft 5" for the evening, slotting the new one in for board game night. Predictably, now you find yourself having to cleanse a haunted house with the power of Parcheesi.
  • You have a fate manipulation Technique. You take the fate of a city, fairly bartered for with its ruler, and put it into your 'odds and ends' storage chest.
  • You have a Technique for Miracle deconstruction. You take a miracle from someone else, deconstruct it into nothingness, then reconstruct it, proving that miracles are unreal.
  • You have a technique for freeze-drying. You spend an afternoon converting 10 000 people into freeze-dried cube form one by one. This will considerably simplify evacuation; you won't even need to feed them until you reconstitute them again.
  • Someone throws a fireball at you. You use Trader in Miracles combined with your Juggling Skill to pluck it out of the air and throw it back.

[8+0] Quintessence

This is an Alchemist's lesser power of Creation.
You consume a Weymark for an instant powerful effect related to the Weymark type.

This effect is enhanced compared to the amount of Estate that went into the Weymark.
For example, you may take the hope you extracted and return it threefold to the Region.

Note: Combining multiple Weymarks into a more powerful/diverse/permanent miracle is possible, but this will take harnessing this power with an intention, or even a Project.

Alternately, you may spend a Spotlight to ritually harness a large amount of your Estate and use the energy it lets off to continuously fuel a powerful Creation or Transformation in the same Region, lasting for the rest of the Chapter.
The gathered Estate is typically not directly consumed or harmed by this, but destroying or scattering it may end the Miracle early.
(You may substitute the mass of Estate with Weymarks, at a rate of 1 per Scene.)

Examples:

  • As a vampire, you take over a blood bank and leverage it to temporarily become a mega-vampire.
  • As a dragon, you use your Hoard of Gold to perform financial sorcery.
  • You return the Frustration you took, and transform the Vessel into a rampaging giant monster.
  • You take the Fear of the Dark you collected and transform it into a powerful Nightmare Demon.
  • You take three different Weymarks and put them together to alchemize up a magical servant golem.

[5+4+Spotlight] As Below, so Above (Imperial)

This is an Alchemist's greater power of Industry.
You declare that a situation is cosmically significant, that it is a test case that Creation is watching closely to use as a prejudicate.
The situation becomes a 30-point Quest, if it wasn't a Quest before, and you add 5 XP towards its completion.
If it was already a Quest, its size is expanded by 15 XP, and you add 5 XP towards its completion.

(If you contribute the most XP to this Quest, you have a say in the resulting Quest Miracle.)

The Quest Miracle is enhanced by this miracle, and tends to resolve as something like "this event will happen more often", or "events like this will have this result more often".

Examples:

  • Your favourite ice-cream place is in trouble. You declare that you going there is Significant, and treat filling in their Buy-10-get-one-free coupon as a Quest. As the Quest completes a week later, their clientele miraculously grows. (In the world as a whole, Ice-cream is also trending this month.)
  • After the 137th Werewolf story you've made Significant resolves, Werewolves finally kindles as an Estate. However, you dislike one of the resultant Estate properties, so your event manipulation efforts for the next few decades will go towards changing it.
  • Using this miracle, you ritually sacrifice food and drink to a local monster in order to pacify it. Normally, this would be of limited use, but through generations of work, it has become feasible. After the quest resolves a few months later, the monster agrees to start wearing clothes and get a job.
  • You go out and beat up criminals, using this miracle to have an impact on the wider crime statistics. Unfortunately there's an Imperial Miracle in play to make your hometown the most crime-ridden hive of scum and villainy on Earth, but you still make small but steady progress on lowering crime on the entire planet, and Gotham by extension.

[6+4] Fate Shaping (Imperial Miracle)

This is an Alchemist's greater power of Influence.
You may shape the long-term fate of a Vessel through its Weymark.

This works as a Wish: “I wish that they would meet that fate.” or “I wish that they would struggle against that fate.”
The effect manifests as a Genre Convention affecting the target until further notice.

Note: This use consumes the Weystone, but it's considered still in use; no further Weystone can be extracted from the target until they either meet their fate or successfully defy it, meaning you cannot spy on or affect them through their Weystone until then.

This power has a specific weakness:
Anyone can spend 4 MP, or 0 MP when resolving an Issue, to snap the target free of their fate—expiating it, breaking free of it, or transcending it, as the target chooses.

[7+4] - This Is Who You Are (Imperial Miracle)

This is an Alchemist's greater power of Revelation.
You shatter the veil and show someone their True Self.

Your character confronts someone and describes their character.
If their player agrees with your description, their character will be forced to realize it. Otherwise, it's up to the character to present their own vision of themselves.

The aftereffects of this ability typically include permanent transformation - the essence of the character, now laid bare, is free to inform the rest of them.
The player may choose to for example change the character description, reformulate their Bonds, Skills, Wound powers or Techniques, to make the character better fit their new self-image.

The character gains 10 XP in a relevant Arc, and they may use this transformative moment to resolve an Issue.

[8+4] (Wish) - Equivalent Exchange

This is an Alchemist's greater power of Creation.
You listen to a heartfelt wish (possibly your own), and grant it.
You extract a fitting Intangible of any kind from the wisher, empower it, turn it into the core of an Imperial Miracle, and let it loose unto the world as a Wish.
(You may specify your own Evil Genie interpretation of the Wish, this is likelier to pan out for you if the Intangible is your specialty.)

If at any time the Weymark donor declares a wound to get their Intangible back, the Imperial Miracle ends by the end of that chapter.

Thoughts and Comments

This Arc turned out pretty OK, IMO. I was able to expand Alchemist from something a niche set of anime villains have, to a more general mad-science/fey powerset with a distinct Storyteller feel.

When revising Hustling, I noticed that characters I felt had this Arc tended to be dependent on their own supply.
Whether vampires or succubi or demons, their Estate isn't merely something they take from people - it's something they eat.
So I decided to reflect that with a Geas - but simultaneously, I felt I needed to make the extraction ability cheaper; if it's something a Player is basically forced to do, then gating it behind MP is a bit unfair.

—

[Here's Who You Are] was rightfully stolen from Impresario, because it was originally designed for Sickly Storyteller back when Impresario had that role. It even follows the tempter theme a bit.

Similarly, I outright stole [Merchant of Dreams] from the Awakening Arc; I liked Blessings, but never thought it really fit with Awakening.

This is not as big a change as it could be. Having both Arcs, Deceivers keep their ability to sell random knick-knacks. Mimics gain it - which is on point because generally they have all the mad-science arcs anyway - while Actuals lose it, which, did they ever use it? The ones that feel the loss most are Magisters of the Light and True Gods. (There may be too many archetypes with Awakening.)

…Stealing a lot of its abilities from other Arcs actually seems very in-theme.

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