Marrow-Drinker
Bone Grinder Fetish
Description: Usually made from the mouthparts of animals known for extracting even the most minute traces of nutrients (e.g. the beaks or teeth of carrion-eaters), this fetish can be used by a bone grinder to quickly extract portions of the vital essence of a carcass and store them so they can be fashioned into a bone grinder fetish later, when the bone grinder has the time to do so.
Special Rules: A character with the Bone Grinder ability can use a full action to stab a marrow-drinker into the carcass of a creature that could provide material for a bone grinder fetish. The bone grinder then makes an ARC+Alchemy skill roll and records the result (Bone grinders with the Brew Master ability (see IKU, p. 157) can re-roll the ARC+Alchemy roll, but must abide by the second roll); additionally, a carcass that has had its essence siphoned off this way becomes unsuitable for crafting any other bone grinder fetishes.
Later, a bone grinder may use the marrow-drinker to craft any bone grinder fetish that could have been crafted from the carcass the marrow-drinker was stabbed into, as long as the target number for crafting that fetish is equal to or lower than the result of the ARC+Alchemy skill roll made for the marrow-drinker. A fetish crafted this way can be made from any material that resembles the material normally used, as its real power comes from the marrow-drinker rather than the materials, which is also why these fetishes are sometimes called effigies instead. The marrow-drinker is always destroyed when it is used to craft a bone grinder fetish:
Morgan’s Notes: Let’s say the gatorman bone grinder William has found the carcass of a horse and would like to craft the moresel fetish (see MIKG2, p. 97) from it, but he just doesn’t have the time to butcher the animal right now. Instead, he takes a marrow-drinker from his pocket and jabs it into the carcass, scoring a total result of 14 on his ARC+Alchemy skill roll.
Later, William sets out to craft a moresel, but realizes that he didn’t drain enough of the horse’s essence to craft the fetish, which has a target number of 15, one more than the result of William’s ARC+Alchemy skill roll.
Pondering his options, William instead decides to craft a chomper charm (see MIKG1, p. 255), which only has a target number of 14. Crafting a chomper charm would normally have required William to have extracted the horse’s jaws and teeth, but as he can draw on the horse’s essence stored in the marrow-drinker, he can craft the charm from any available jaws and teeth instead. Now the only thing poor William has to do is find out what kind of seasoning could help him force down all that grass he’s going to be eating…
A marrow-drinker can only contain the essence of a single carcass. A bone grinder can also pass a marrow-drinker on to another bone grinder; additionally, a bone grinder touching a marrow-drinker can use a full action and make an ARC+Alchemy roll against a target number of 12 to sense how powerful the essence stored in a marrow-drinker is, and whether it can be utilised for crafting the bone grinder fetish they have in mind.
Creation: Creating this fetish requires the carcass of a small-based or larger carrion-eater known for consuming the last scraps of a carcass (e.g. bone-eating vultures or other beasts known for cracking open bones to get at the marrow), and which must not have suffered significant damage to the head (as would be indicated by a roll on the Injury Table that suggests eye damage, for example). Creating the fetish requires the bone grinder to remove the mouthparts (e.g. the beak or molars) and carefully clean them, which requires two hours of labour as well as a successful INT+Alchemy or INT+Lore (Extraordinary Zoology) skill roll, whichever is lower, against a target number of 15. On a failure, the bone grinder can make one more skill roll after another thirty minutes of labour.
A marrow-drinker fetish retains its potency for d3+3 weeks.
Comments welcome, as usual.