Imbued Treasures
Example: Herrero, a satyr collector of rare fiction, obtains
a first draft of The Adventures of Tom Sawyer. Mark Twain
autographed the text, dedicating it to Herrero’s great-grandmother.
The satyr wants to imbue the book with chimerical magic, and pass
it on to his own descendants as a gifted imbued Treasure. He reads
the story from beginning to end, studying every word, tracing every
crease in each page with his fingertips, imagining how it must have
felt to hold such a rare prize when it was new. He studies the work
next to its latest version, marking out differences in wording, and
changes in plot course. Herrero meditates on the book. As all this
research takes place, the satyr’s player rolls Intelligence + Gremayre
(seven dice), intending to imbue the Treasure with two points of
the Primal Art. He rolls 3, 3, 6, 7, 7, 9, 9 — five successes.
Ultimately, Herrero requires 10 successes. He contributes a single
point of Glamour to the Treasure to lock the five successes in place.
The player cannot roll again until the next hour of in-game time.
Perhaps the satyr now takes a break, and pursues an adventure with
his companions. He can return to this project later.