Antiquing

(• • • Entropy, • • • • Matter, • • Prime)                               Tradition Book: Hollow Ones  61

One may ponder, after exposure to Hollow Ones, how these usually unemployed vagabonds always manage to have the coolest goth stuff. The insides of their downtown crash pads/ studio apartments seem covered with trinkets and decorations that came straight out of a Hollywood monster-movie set. Just how these street kids afford all the antique candelabras and hearses with black-tinted windows while sleeping all day and not playing the Syndicate's paycheck game is a Hollow One secret. Antiquing allows Hollow Ones to find things in thrift shops, yard sales and junk yards that may be completely nonfunctional, broken down and/or forgotten. The junk, acquired through trade or minimal cash, is then transformed via magic, thus turning someone else's trash into a Hollow One's magical treasures.

System: The magic itself is a complex combination of restoring Matter patterns, turning back the clock on decay and channeling Quintessence to create something from nothing. The result is Gothic-style extravagance on a budget. Not all items require all Spheres, but the more used, the more extravagant the items created or restored.

The Effect is coincidental if performed over time and out of sight of others. If objects are restored instantly or within someone's view, it is vulgar.

MET: Disciple Entropy, Adept Matter, Initiate Prime, With a little magical assistance, antique shop and junkyard finds can be refurbished to their original state, bringing new meaning to the term "shabby chic." This rote can be coincidental if done over time, between games. If this rote is done instantaneously, it is considered vulgar. Item descriptions and Traits are best represented by item cards; the Storyteller has the final word on an item's Traits and refurbishing. Grades of Success: Each grade of success allows for one extra level of restoration.