Ceramic Ornament (sage ability)
Enables the amateur ceramic glazer to transform a pre-existing modelled article of clay pottery, stoneware or porcelain into a warm, idiosyncratic object that has the potential to be immediately adored by a character for the sake of its dilettante quirkiness and modest imperfections.
Unless the glazer also possesses sufficient skill to make the ceramic to be transformed, the object must be obtained from a potter of at least amateur ability, prior to the object being fired. The glazer then makes the flux, decides if the object requires an underglaze or overglaze, as well as other considerations that may apply, and these together are fixed to the object in order to create an ornamental piece. This may be any aesthetic object made of ceramic, such as a cup, pitcher, bowl, plate, spoon, urn and so on. The object is limited in size to the hand span of a typical human, or seven inches in diameter.
A minimum of tools is required to mix the flux and apply it — a small putty knife, brush, half a dozen pots for mixing the flux, a hand fan for drying, with other materials to be named. The image may be of any conceived variety, including geometric patterns or even just the effect of a rich or desirable colour that catches the light. Application of the design will be 2-5 hours, with each turn in the kiln taking a full day, to fire and dry the piece. A kiln worker can be hired if the character does not own a kiln, or does not know how to operate one. The cost of materials and kiln varies depending upon where the work is being made.
Most probably, the glazer will need to make several attempts at the object. A success upon the first try is 5%, +5% cumulatively per attempt thereafter. Thus, a glazer would have a 25% chance of success on their fifth try. If the glazer is not operating the kiln, another attempt can be made while the first object is fired; or several attempts can be made and fired all at once. Success cannot be determined until after the ornament has been fired.
Objects made after the first success will continue to increase in likelihood (so that some efforts may yet fail), but after a measure of 100% has been reached, the glazer may continue to turn out like objects, each requiring no more than two hours per ornament.
Appreciation & Benefits
Once the ornament can be regarded as a success, the glazer should then share the piece around for others to view. Of those who see it, 1 in 20 will regard it as something special enough to want it for their own. The actual value will not be high — approximately three times the typical cost of the original ceramic. The glazer may charge for the ornament or give it away — but none of the benefits for generosity listed below will accrue to the maker of the ornament.
The character (NPC or Player) who then possesses the ornament will quickly begin to adore and appreciate it as something sentimental, so long as it is not broken or otherwise ruined. Once a week has passed, the pleasure of using or handling the object for a minute a day will convey a sense of well-being that will affect the character’s good spirits, particularly with respect to others. Whatever act of selfless acts the character might perform, in the way of spells, work done, kindness provided and so on, gains a 10% bonus. Acts must be truly selfless for the bonus to take effect.
A healing spell would heal 10% more hit points, work would be performed 10% faster, an effort to save a person by carrying them from danger would increase the encumbrance capacity of the ornament’s owner by 10% and so on. Risking all to defend a helpless friend would add 10% to the d20 roll. Further examples may be included here once they have presented themselves in play.
A single character only has enough personal love and adoration for one such object, sadly. A character may possess both a ceramic ornament and a keepsake, with both active; but the effects cannot be combined.
If two persons or more, viewing the object while still in the possession of the glazer, both roll a 1 on a d20, it should be noted that the object cannot be shared. However, the first person to renounce the object out of generosity for their peer, will gain a +20% bonus to all selfless acts that day (while the new owner would receive no benefits for another week). No other immediate benefits would be gained by the generous character after the day had ended (count sunset as the end of each day, with the new day beginning immediately thereafter).
However, should the ornament ever come back to the generous character, as a legacy of the owner who has passed on or has retired their character from the campaign, the ornament then becomes a keepsake. As a keepsake, the piece will now benefit its new owner in the ways described above, AND the new owner will also gain a +1 to the ability stat matching the primary attribute of the previous owner. For example, if the previous owner was a cleric, the new owner’s keepsake would increase the new owner’s wisdom by one point — so long as they used or handled the object pointedly that day.
Once the object is broken, all benefits are lost. There are no negative penalties for a broken ornament.