The Spark

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The Spark

The Spark is the primal force of energy, from which most technology springs. The surge of electricity, the first smoldering of flames. When sentient mortals grappled with and mastered The Spark, the universe opened before them and their mastery was inevitable. The Spark is the lowest tier of the Machine Court, but is a proud spirit. It favors those who wield technology, especially those who are not afraid to brave the fires to make something new, rather then rely on tested and true methods.

Basic Pact

  • Bid: I bid you to discover.
  • Offer: I offer you inspiration and power.
  • Purpose: You will wield me, to forge new paths of flame and lightning and show the ascendancy of the machine court in all you do.
  • Gift: Those who accept the pact with Spark are given an attuned instrument. A wrench, hammer, saw, blowtorch, or other device of creation that becomes imbued with The Spark's divine essence. With a hero point, the item can revive a broken machine, but only works once on any given machine. Machines that have laid broken for too long, or were too brutally dismantled, may only be revived for a short time.
  • Mark: The hair of those loyal to The Spark tend to appear as a bonfire, or a lightning bolt, though the color can vary wildly, it is always bright and easy to spot. Dedicants find themselves unsatisfied with the tried and true way of things, and feel happiest when they are inventing new ways to solve old problems.

Benefits

  • Dedicants of the Spark are given to inspired solutions to problems. Given a few minutes, a supply of material, and some hero points, they can quickly jury rig something to get past their current problem. Assembling a grappling hook gun, a sudden bridge, or some really good glue are all in their purview. The storyteller is the ultimate judge of how many hero points are required for a given task, but here are some basic guidelines:
    • If the task could be done by anyone, but would take an hour or so, 1 hero point.
    • If the task could be done, but would be risky(climbing a sheer cliff in the rain), it can be bypassed with 2 hero points.
    • If the task could require more than a day's effort, 3 hero points.
    • If the task would normally not be possible, 5+ hero points.
      • The storyteller has the right to rule that no particular solution can be found, but should instead provide some hint towards proceeding.
  • These solutions are not stable, and will fall apart almost as soon as the dedicant has achieved what they set out to do. A bridge will stand sturdy, allowing the spark and their companions to cross, then fall into the ravine a few minutes later. A flamethrower may only have enough fuel to gush flames for about ten minutes of fire, and so on.
  • If the dedicant can make a Creator Tech roll and score 5 times the amount of hero points required, reduce the cost by 1, and another 1 per 2 points over that target, minimum cost of 1.