Soul Forging

Developed by the Great Grand Craftsman Knight Julius Artok III, esquire, Herald to High King Balor, and used in his challenge to acquire the title of Imperial Smith from Valravn of Appalachia, this path of magic forges a supernatural's soul into an object, allowing the wielder to benefit from the knowledge, experience, and power of the soul contained within. 

You cannot learn ANY level of Enchantment: Soul Forging higher than your level of Crafts ability. Thematically it doesn’t need to be *Forging*, it could be stitching, tattooing, or whatever other form of Crafts the user can creatively justify. The only requirement is that it binds the soul in question and infuses it into the crafted item. As with other crafting, it requires Hoard for the raw materials, and takes a number of weeks equal to twice the level of the item forged. In this case, though, it’s the level of Soul Forging used, not the power it duplicates. The subject must be bound / incapacitated and crafted over a number of weeks equal to twice the level of Soul Forging being used. The soul is trapped in the crafted item by this process and cannot be reincarnated by any means as long as it is. If the item is ever broken or disenchanted, the soul is released and can be resurrected by usual means.

Any traits, abilities, powers, etc. that are soulforged into an item will be random (i.e. chosen by an ST) unless the crafter knows exactly what the victim has on their sheet. They may attempt to replicate a specific trait or power they know the victim has, but any such attempts must be thematic and approved by an ST... you can’t gain access to someone’s Resources by forging their soul into an item, for instance.

Each item has an inherent flaw: the soul is still conscious, aware, and unhappy about being forged. The higher the item’s level, or the willpower of the victim, the more aware the soul is, ranging from a wordless moan at low levels to full-on blood sword encouraging the wielder to kill at highest levels. For every level of Soul Forging used to create an item, the wielder inherits a negative trait or flaw as well as the power. If the victim has no negative traits or flaws, an ST will choose generic ones to represent the forged soul’s influence on the item. 

Apprentice (basic)
The enchanter can create a simple talisman that might offer a one-Trait bonus to certain situations. Most Apprentice-level talismans are mistaken for well-crafted conventional items by those who do not know what to look for.
Example: Cloak of Shadows: A cape that adds one Arcane to the wearer
[Notes: Forged a soul into an item that copies 1xp of traits/abilities/merits/BGs from the victim sheet. ST choice, unless the crafter knows exactly what their victim has on their sheet (requires approval)]

Initiate (basic)
In addition to two-Trait talismans like apprentices can create, the enchanter can create a talisman that has a subtle but obviously magical effect.
Example: Bottle of Luck: A whiskey flask that intercepts and stops the first bullet that would hit its carrier.
[Notes: "Subtle but obviously magical effect" is vague. To clarify: Item can copy 2xp of traits/abilities/merits/BGs + 1 WP/Gnosis/etc, or a one-shot Basic power/rote/spell/ritual]

Disciple (intermediate)
The enchanter can create objects with obviously magical but not very powerful effects.
Example: Hermetic Damascene: Comfortable silk like material that is strong enough to absorb two health levels of lethal or bashing damage. The material lasts about a month before the process begins to degrade.
[Notes: Still pretty vague. Item can copy 3xp in traits/abilities/merits/BGs/WP/Gnosis/etc + a first-level Basic power/rote/spell/ritual]

Adept (intermediate)
The enchanter can create talismans that allow their user to surpass human abilities. Such talismans can also duplicate Basic-level supernatural abilities such as Disciplines, Gifts, etc.
Example: Peter's Torc: A solid silver torc that imbues the wearer with Brawny x 3. In addition, the wearer may call upon it once per day to double his natural Physical Traits in a single challenge. The torc must be kept where the moon can shine upon it whenever it is not worn or it ceases functioning.
[Notes: The item can steal 4xp in traits/abilities/merits/BGs/WP/Juice + a second-level Basic power/rote/spell/ritual]

Master (advanced)
The enchanter can create items and devices with formidable power, including Intermediate-level supernatural powers.
Example: Purse 0' Plenty: A change purse that always contains about $5 worth of coins appropriate to wherever its owner is. So long as at least a quarter is left in it and it is used no more than four times a day, it replenishes itself.
[Notes: Can copy 5 traits/abilities/merits/BGs/WP/juice, + a first-level Intermediate power/rote/spell/ritual]

Sage (elder) 
Continuing the pattern: copy 6xp of traits/abilities/merits/WP/Juice + a second-level Intermediate power/rote/spell/ritual.

Oracle (master)
7xp of traits/abilities/merits/WP/Juice + an Advanced power/rote/spell/ritual.