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  • Even more Legacies, updated to 2E

    Because I have a week or two of peace, and now's the only time I can do this.

    I'll be working on the Legacies that got short mentions in the Mage 2E book, but excluding the ones that Dave Brookshaw had said that he has plans to officially convert them in later books. That gives me the following:I'm using this thread as both a homebrew hub, venue for receiving criticisms, and way to receive suggestions for conversions should anyone reading this be interested in all this.

    Oh, and a disclaimer: I don't actually have the 1e books. I'm working on the short intros in the Mage 2E book, and the fluff descriptions found in the Unofficial White Wolf Wiki. So if a Legacy seems completely made-up and only shares the name and a few themes... it probably does. Feel free to enlighten me on any thing you feel that my works would need.

    EDIT: Started to add links of the Legacies themselves in the above list, including the ones I didn't originally plan for (like the Timori)
    Last edited by 21C Hermit; 03-20-2017, 07:58 PM.

  • #2
    I've done the Walkers of Mist here before, so I'm just pasting that over with minor adjustments.

    EDIT: It turns out that Legacies who use divination as part of their theme are closely associated with the Seers. And since the Walkers were a Seer-Mysterium Legacy in 1e as well, I've changed their Order parentage to fit it.

    Walkers in Mist

    Origins

    Parentage: Acanthus, Mysterium, Seers of the Throne
    Background: The Legacy has traditionally recruited members from those of Celtic descent, especially those who have at least a passing knowledge in the old druidic customs. However, as the modern world narrow their niche and their numbers dwindle, elder Druids have started to look for prospective pupils among non-Celtic peoples that display talents in pathfinding or divination, and those who enjoy traveling untraveled roads.
    Appearances: Druids prefer practical and casual garments suited for long times of outdoor activity. Backpacks are common, and so are hiking and camping equipment. In formal gatherings, they wear druidic robes embellished with Celtic accessories.

    Doctrine

    Prerequisites: Space 2, Survival 2, two dots in one of the following Skills; Academics, Occult, Medicine, Expression, Streetwise
    Initiation: The prospective member must travel seven days and seven nights, relying solely on mundane means that he has on his person at the start of the journey. He must not revisit the same location, but otherwise is free to design her course and destination. Once the journey is over, the mentor leads him inside an Iris into the Mists to recognize him as a member among other members of the Legacy. While this initiation has traditionally taken place in the countrysides where there are no developed roads, modern day Walkers have decided to relax this convention, and in some cases even allow city-walking.
    Organization: While many Druids go on journeys alone or in small groups, they are also expected to eventually return to society and share their wisdom and knowledge. They tend to set up headquarters of a sort, where Druids may return to for rest and sharing knowledge. A typical mentor figure settles in one of such centers and teaches several students about the Legacy's magical lore.
    Theory: There is a place and time, distant from that of ours, where destiny unfolds itself in the form of hazy fog. This is a nature beyond nature, a sort of "supernature", that is connected to the world through secret trods and fairy circles. The voices of the gods can be heard when walking these hidden paths and in the games of chance, both of which the world has long forgotten their purpose.

    Magic

    Ruling Arcanum: Space
    Yantras: Using dice, runes, or other games of chance in a divination (+1), tools made of consecrated wood (+1), large stone monuments and ruins (+2)
    Oblations: Carving runes or ogham letters into wood or stone, sharing knowledge about secret passages, meditating amidst a lit herbal incense

    Attainments

    First: At the Edge of the Paths
    Prerequisites: Initiation
    The Druid trains to familiarize herself with the hidden paths of nature. With this Attainment, her Peripheral Mage Sight now picks up the presence of Irises. Aberrances, which connect to the Abyss, do not fall under this Attainment's domain.
    Optional: Time 1
    By tracing the secret roads, the Druid is now unerred by the vagaries of time in his travels. This Attainment replicates the "Green Light / Red Light" spell, with Reach assigned to instant use. It is used solely to smoothe the mage's own movements. When used within the Mists, the Attainment also gains advanced Duration.

    Second: Striding the Paths
    Prerequisites: Space 2, Survival 3
    The Druid learns to move quickly along the paths to reach her destination. This Attainment replicates the "Ground-Eater" spell, with Reach assigned to instant use and advanced Duration. The Attainment is used solely to enhance the mage's own Speed.
    Optional: Time 2
    The Druid looks ahead the path to roughly determine where it leads to. This Attainment replicates the "Momentary Flux" spell, with Reach assigned to instant use and sensory range. The visions come in floral and wooden scents, with fresh fragrance representing good tidings and rotting stench signifying ill omens. When used within the Mists, the Attainment also gains advanced Duration.

    Third: Entering the Mists
    Prerequisites: Space 3, two dots in a second Skill among the initiation Skill list
    Experienced Druids are entitled to enter the Mists, the Emanation of Unknown Destiny. The mage may now enter an existing Thura to the Mists without fulfilling its Keys. She also negates Paradox risk of Space spells within the realm, in addition to Time magic.
    Optional: Time 3
    The Druid's contact with the Mists allow him to peer into the future even in the material realm. This Attainment replicates the " Divination" spell. Reach is assigned to instant use, sensory range, and enabling detailed questions and answers. When used within the Mists, the mage may use this Attainment in conjunction with the Sympathetic Range Attainment, but without expending Reach to access sensory range beforehand.

    Fourth: Where the Paths Cross
    Prerequisites: Space 4, Survival 4
    The Druid calls forth the rolling fog of the Mists into physical space, using its properties to blur distance as it blurs time. This Attainment replicates the "Co-Location" spell, with the resultant areas appearing to be covered in thick mist. Reach is assigned to sensory range and advanced Duration. Also, the mage may assign a number of pre-set locations equal to her Space dots to use this Attainment in conjunction with the Sympathetic Range Attainment.
    Optional: Time 4
    The occult principle of crossing into distant places now extend to crossing into distant futures. This Attainment replicates the "Present as Past" spell, with Reach assigned to instant use. Should this provoke a Clash of Wills, the mage gains automatic successes equal to her Time dots.

    Fifth: Inviting the Mists
    Prerequisites: Space 5, two dots in a third Skill among the initiation Skill list
    The eldest of Druids walk so closely with the nature beyond nature, that it now walks with her at all times. The mage may create a Thura into the Mists in her demesne. She may assign a Key to it either on moment of creation, or whenever she wishes later. Destroying either the demesne or the Thura destroys the other.
    Optional: Time 5
    The Mists fill the Druid's eyes and hands, allowing him to briefly dictate the path in front of him. This Attainment replicates the "Prophecy" spell, with Reach assigned to sensory range. When used within the Mists, the mage may use this Attainment as if he had assigned Reach to instant use, and in conjuction with the Sympathetic Range Attainment without expending Reach to access sensory range beforehand.
    Last edited by 21C Hermit; 02-21-2017, 02:00 AM.

    Comment


    • #3
      With these guys ends my "saved-up" stock.



      The Pygmalion Society

      Origins

      Parentage: Acanthus, Free Council, Silver Ladder
      Background: The Society claims descent from its namesake sculptor, who they believe was a Sleeper who Awoke after breathing life into Galatea. The Legacy has indeed maintained strong connections throughout history in the Greek regions and the Italian peninsula, both recruiting members and selecting proteges. The Renaissance significantly boosted their membership, and the Sculptors have enjoyed growth surges in moments of artistic revolutions afterwards and into the modern nights.
      Appearances: Many Sculptors see themselves as sponsors of art rather than its practitioners, which in turn requires higher-than-average levels of social status and thus the attending refinements in their appearances. Others see themselves more as Muses, and heads forth in the art community to work together with their chosen proteges.

      Doctrine

      Prerequisites: Mind 2, Expression 2, two dots in one of the following Skills; Socialize, Crafts, Empathy, Academics, Persuasion
      Initiation: The prospective member must show an understanding of art in her chosen field to the tutor, and then subtly guide someone else into creating a work of art in that field.
      Organization: Sculptors use museums, art galleries, libraties, concert halls, and other venues of art where artists gather as fronts for their gatherings. In such meetings Legacy members proudly report the progress of their current protege.
      Theory: As the story of Pygmalion of Cyprus attest to, Art is Magical. Even in the works of Fallen artists there are sparks of true Magic to be found, and henceforth the Society devotes itself to cultivating these last embers of the Time Before. By selectively sponsoring those destined to inspire the masses, the Sculptors wish to elevate Sleeper society into a mass Awakening.

      Magic

      Ruling Arcanum: Mind
      Yantras: Attributing artistic and aesthetic meaning to an object or action (+1); successfully inspiring an aspiring artist (+2); offering criticism on a protege's work of art (+2); prodding a protege into pursuing art prior to any other objectives (+1, or +2 if the protege risks himself in the pursuit)
      Oblations: Creating a work of art; giving financial or emotional support to a protege; using stimulants prior to viewing a work of art; discussing aesthetics with colleagues and proteges

      Attainments

      First: The Sculptor of Cyprus
      Prerequisites: Initiation
      The Sculptor must first assess the block of ivory that is her protege, to determine if he has the potential. This replicates the "Mental Scan" spell with Reach assigned to sensory range. If the mage uses something created by the target that can be interpreted as art as a medium in analyzing him, she bypasses his Withstand rating.
      Optional: Fate 1
      The mage may go further than assessing his potential protege, and he receives a vision on what she will eventually achieve. This replicates the "Serendipity" spell with Reach assigned to Skill substituion. When the Sculptor makes a roll to nudge the protege into artistic activities, he may substitute any Skill of the same category as the one the attempt normally calls for.

      Second: An Eye on Ivory
      Prerequisites: Mind 2, Expression 3
      With this Attainment, the Sculptor enables her protege to always keep an eye on his next potential masterpiece, so that he may return to that task when needed. The mage's protege may devote a part of his mind to creating new art, as if he was under the "One Mind, Two Thoughts" spell with Reach assigned to sensory use and Advanced Duration. The Sculptor cannot use this Attainment on herself, unless she is also trying to create art.
      Optional: Fate 2
      The mage also makes sure that his protege can work in maximum condition without distractions, by replicating the "Quantum Flux" spell with Reach assigned to sensory use and Advanced Duration. However, the effects are limited to artistic activities among actions the protege takes. The same limitation is applied to gaining bonuses by focusing for a turn, should the protege somehow think to do so.

      Third: Prayer to Aphrodite
      Prerequisites: Mind 3, two dots in a second Skill among the initiation Skill list
      Sometimes the Sculptor must persuade a downhearted protege into returning to his work, or cut him away from influences that would lead him astray. The mage projects certain emotions onto her protege to achieve this, which emulates the "Emotional Urging" spell with Reach assigned to instant use and sensory range. When the Attainment is used to bring the protege back into creating art, the mage may bypass Withstand ratings by engaging in artistic activities together with the protege.
      Optional: Fate 3
      Along with emotional influence, the mage introduces small fortunes and misfortunes so that the protege would think continuing her work is good luck. This emulates the "Reading the Outmost Eddies" spell with Reach assigned to instant use, sensory range, and causing the fortune or misfortune to occur within an hour. Bypassing Withstand may be done under the same conditions as the Attainment's non-optional version.

      Fourth: The Pygmalion Effect
      Prerequisites: Mind 4, Expression 4
      When a protege is sure to shine in the future but has no talent in the present, the Sculptor may temporarily hasten his development with this Attainment. The mage supports him in ways she can, be it emotional support, financial patronage, or even a well-placed criticism. This duplicates the "Enhance Skill" spell with Reach assigned to sensory range and Advanced Duration.
      Optional: Fate 4
      Instead of perfecting the protege's talents, the mage creates environments where she can succeed more easily by emulating the "Superlative Luck" spell. The Attainment costs one point of Mana as usual, with Reach assigned to sensory range and Advanced Duration. This option still requires the Sculptor to make some token sign of showing his support to his protege.

      Fifth: Until Ivory Lips Turn Soft
      Prerequisites: Mind 5, two dots in a third Skill among the initiation Skill list
      Some elder members of the Society have ill reputation in exhausting their proteges to create inspiring masterpieces, regardless of their health and conditions. Unrestricted use of this Attainment might have resulted in such, for it replicates the "Psychic Programming" spell with Reach assigned to sensory range and Advanced Duration. The effects are limited to fine-tuning the protege into maximizing his creative potential. If the Sculptor dedicates the time spent for the Attainment to take effect in showing the protege a glimpse of what he could achieve in the future, she may bypass his Withstand rating.
      Optional: Fate 5
      The mage exercises further control over how he routes his protege into creating the inspiring art that she is destined to create. This option emulates the "Divine Intervention" spell with Reach assigned to sensory range and Advanced Duration. Both the limitation on the Attainment's scope, and ways for the Sculptor to bypass Withstand ratings follow the Attainment's non-optional version.

      Comment


      • #4
        I'll be tackling the Legacies in the order I wrote them in the first post. If I ever get all of them done, I'll probably try the rest of the Elemental Masteries, anything left in WhiteWolf Wikia, and anything someone else suggests to me.

        Comment


        • #5
          I have the 1e books that the legacies are in and I can get you the attainments from the books if you want.

          Comment


          • #6
            I'm going to look for your works here. I'm myself most interested in your take on Uncrowned Kings as I made theri version just after Mage 2E Advanced PDF premier in last year and was thinking about rewriting them now, with stable rules. As I see your tendency to make double Orders origins of Legacy - Will your Uncrowned Kings be Silver Ladder & Free Council, like mine take? If not, why you think diffrent?


            MtAw 2E - My Legacies Updates and System Hacks Hubs
            MtAw - Children of the Stars - aliens loving Legacy
            MtAw 2E - Illusionists of Truth - illusionists and magicians Legacy

            Comment


            • #7
              Originally posted by Hardwire99 View Post
              I have the 1e books that the legacies are in and I can get you the attainments from the books if you want.
              If you could, that'd be a great help! Thank you for your support.

              Originally posted by wyrdhamster View Post
              I'm going to look for your works here. I'm myself most interested in your take on Uncrowned Kings as I made theri version just after Mage 2E Advanced PDF premier in last year and was thinking about rewriting them now, with stable rules. As I see your tendency to make double Orders origins of Legacy - Will your Uncrowned Kings be Silver Ladder & Free Council, like mine take? If not, why you think diffrent?
              Free Council for them being rooted in real Sleeper culture/craft, and Adamantine Arrow for the association with self-discipline and the quest to perfection.

              Now you've got me curious - why the Ladder? Is it about the Coal-Burners transmuting themselves into potentially perfect leaders?

              Comment


              • #8
                Originally posted by 21C Hermit View Post
                Now you've got me curious - why the Ladder? Is it about the Coal-Burners transmuting themselves into potentially perfect leaders?
                You can look at it this way. In original idea it was more with that Legacy of Uncrowned Kings is OLD ( it's mentioned in To the Strongest Dark Era ) and their hail from strata of Alchemists perfecting themselves as base matter. Their philosophy strongly resonate on Elemental Perception ideas and many Uncrowned Kings would in earlier times easily worked for Sleepers royalty seeking alchemy secrets in Middle Ages. Rosecructians also sounds more like Silver Ladder followers in Cryptopoly. Becoming perfect leaders is just another argument for making them Tearchs before Nameless War.


                MtAw 2E - My Legacies Updates and System Hacks Hubs
                MtAw - Children of the Stars - aliens loving Legacy
                MtAw 2E - Illusionists of Truth - illusionists and magicians Legacy

                Comment


                • #9
                  I know that this one isn't on your list but how would you do this one?

                  Timori – Banishers, pg. 163
                  Parent Path: Any; Obrimos comprise the majority
                  Nickname: The Feared
                  Suggested Oblations: Sitting in complete darkness for at least an hour and remaining completely alert, without the use of magic; fasting for a day, successfully following a mage to their sanctum without being discovered; destroying an imbued item; turning all the clocks in a stranger’s house back 12 hours; completing the taxidermy of a predatortype animal.

                  Attainments:
                  Thanks to the theft of Mana and Gnosis from the living bodies of other mages, the Timori are able to extend their lifespans. Nothing comes without a price, however, and the Timori suffer from a couple of ailments as a result of meddling with their Patterns.
                  Because their bodies are more like preserved corpses than normal, healthy bodies, the Timori have effectively removed their bodies from the Life Arcanum. As they saturate their Patterns with raw infusions of magical power, their bodies begin to crystallize. The result of the crystallization is that the Timori cannot be affected by any Life spell that changes their Patterns in a significant manner. Any attempt to transfigure, hone, heal or wound the Timori, as the result of a Life spell, automatically fails.
                  The other condition suffered by all Timori is addiction. From the first time a Timori tastes Mana that has been harvested from a living host, he longs to relive the experience. No high, not that of drugs or sex, can compare with the sensation of stolen Mana. The addiction only worsens when the Timori first tastes Gnosis. Mana addiction is only a mental addiction, but addiction to Gnosis is a true mind and body addiction. All Timori gain the Flaw: Addiction (see the World of Darkness Rulebook, p. 218) from the moment they use their Quintessal Harvest Attainment. This Flaw may never be overcome regardless of how long a Timori goes without consuming Mana or Gnosis.
                  Use of Timori Attainments damages the minds and bodies of the mages the Timori target. A mage may only be subjected to an Attainment, or any combination of Attainments, a number of times equal to his Stamina + Gnosis. Once this total has been exceeded, the mage becomes a shattered wreck that is of no further value to the Timori and is disposed of. Mages who have been so thoroughly violated in this manner (who manage to escape their tormentors) are broken people. A very small percentage of these pitiful figures may eventually be able to recover from their ordeal, but most simply go insane and frequently end their own lives.
                  The use of the Attainments listed below is not strictly considered spellcasting, and any call for an extended roll does not follow the usual rules for the length of an extended casting.
                  Primary: Mind & Prime, Optional: None

                  First Attainment: Plundered Lore
                  Prerequisites: Gnosis 3, Mind 4
                  The first real step on the Timori path to power is the accumulation of the knowledge required to understand the forces of magic they will deal with as part of their transformation. The master passes much of this knowledge on to an apprentice, but there are some things that a student must simply understand. If such understanding is beyond them, the Timori long ago discovered a method of gathering information from their foes.
                  Apprentices often require years of training and study to reach the point at which they can use this Attainment. Once they have mastered it, however, they have nearly completed their apprenticeship. Even when an apprentice has become a master, he still find this Attainment to be useful in the imprisonment of order mages. This particular Attainment is the source of many of the stories about Banishers stealing magic from the minds of mages.
                  The Timori use this Attainment to steal magical knowledge from another mage. Activating the Attainment costs a point of Willpower. The Timori then enters into a battle of wills with her target in an extended contested action. The player rolls Resolve + Intimidation + Mind versus the target’s Resolve + Subterfuge + Gnosis. Each roll represents five minutes, and the first mage to reach 20 successes is declared the winner.
                  If the Timori wins, she reaches into the mind of the mage and may steal either:
                  — all knowledge of a rote, allowing the Timori to add that rote to her list of rotes (if she has met the usual Arcanum requirements to cast it)
                  — some of the accumulated knowledge of the target, allowing the Timori to rob the mage of one dot of Occult and add it to her own (within normal limits)
                  — steal an amount of Arcane Experience from her target equal to the target’s Gnosis rating
                  If the targeted mage wins, the Timori is unable to use this Attainment against that mage for a number of days equal to the difference in successes of the final total. If the target, for example, won by a total of five successes, the Timori would be unable to use Plundered Lore to affect that mage for five days.
                  Use of this Attainment is considered an act of hubris and requires a degeneration roll for mages of Wisdom 4 or higher (roll three dice).

                  Second Attainment: Quintessal Harvest
                  Prerequisites: Gnosis 5, Prime 5
                  After more long, hard years of study, when the apprentice is finally able to perform the second Attainment, he passes from the rank of apprentice to that of master. Although this Attainment doesn’t provide true power over natural aging, it does slow the process considerably. The Timori reaches into the Pattern of a mage and extracts by force the Mana stored in her Pattern, similar to the function of the spell “Siphon Mana” (see p. 231 of Mage: The Awakening).
                  Activating the Attainment requires the Timori to spend one Mana. The player then rolls Resolve + Intimidation + Prime – the Stamina and Gnosis of the target. If successful, the Timori steals Mana from his target equal to the number of successes rolled. The Timori may not gain more Mana than the target has in her pool. Timori mages may not “steal” Mana from their own pools.
                  Rather than just adding the pilfered Mana to his own pool, the Timori weaves it directly into his Pattern. The Timori may store up to twice their maximum Mana pool in stolen Mana in their Patterns, but if the Mana isn’t used immediately, it bleeds out of their Patterns at a rate of one Mana per day. The Timori can spend stored Mana at a rate per turn equal to their Gnosis rating (with Gnosis 5, the Timori can spend five stored Mana per turn). Stored Mana may be used for one of the following effects:
                  — The Timori may reinforce their Patterns with Mana to resist the effects of aging. The Timori age one day for every week that passes for each point of Mana used in this way.
                  — Because their bodies are so heavily fortified with magic, the Timori may spend stored Mana to heal themselves. The Timori may spend one Mana to heal one point of bashing damage, two stored Mana to heal one point of lethal damage or five stored Mana to heal one point of aggravated damage. Spending stored Mana to heal is considered a reflexive action.
                  — If a Timori manages to completely saturate his Pattern (i.e., reach his maximum allowance) with Mana, he may choose to convert all of the stored Mana in one fell swoop to increase his magical prowess. For each five Mana spent in this way, the Timori gains one Arcane Experience point. Use of stored Mana in this fashion ignores the normal restrictions for how much
                  stored Mana may be spent per turn.
                  Many Timori will feed captured mages regular sources of Mana so the Timori can prolong the pleasure of Quintessal Harvest for as long as possible. Mages that attempt to thwart the Timori by wasting their Mana are severely punished for their defiance, often by the torture and deaths of friends or loved ones.
                  Use of this Attainment is considered an act of hubris and requires a degeneration roll for mages of Wisdom 4 or higher (roll three dice).

                  Third Attainment: Quintessal Theft
                  Prerequisites: Gnosis 7, Prime 5
                  Once the Timori have discovered the secrets of the second Attainment, most Feared rapidly ascend to the final Attainment. Rather than the petty theft of Mana, this Attainment targets the very center of a mage, their Gnosis. With mastery of this Attainment, the Timori finally discover the secret to true immunity from aging.
                  Activating this Attainment requires the Timori to spend one point of stored Mana (see above). The Feared then enters into an extended contested action with his victim. The player rolls Resolve + Occult + Prime versus the target’s Resolve + Stamina + Gnosis. Each roll represents five minutes, and the first mage to gain 20 successes is the winner.
                  If the target wins the contest, the Timori may never attempt to drain that particular mage of her Gnosis again. The target has proved herself the master of her mystical soul. If the Timori wins the contest, he drains the target mage of one Gnosis.
                  Drained Gnosis must be spent immediately for one of the following effects:
                  — The Timori may add the drained Gnosis to his own Gnosis rating, artificially enhancing his Gnosis for the next 24 hours. After the 24 hours is up, the Gnosis rating of the Timori returns to its usual rating, and the extra Gnosis dissipates.
                  — The Timori can infuse his Pattern with the stolen Gnosis to halt the aging process. If the Timori chooses this option, he spends the dot of Gnosis and rolls Stamina + Occult. With a single success, the Timori has managed to process the Gnosis and ceases to age for one year. Multiple uses of this aspect of the Attainment don’t provide additional benefits. A Timori may only ever dodge death for one year at a time.
                  — The Timori can use the captured Gnosis to reduce his apparent age for a short time. The Timori spends the dot of Gnosis and rolls Resolve + Medicine. For each success gained on the roll, the Timori can choose to reduce his apparent age by up to 10 years. This effect lasts for one week, after which the Timori swiftly ages, in the span of a few hours, back to his usual appearance.
                  A mage who has been completely drained of her Gnosis returns to Sleep and retains only partial dream-like memories of her life as a mage. It might be possible for the new Sleeper to re-Awaken, but the Timori have no record of this ever happening.
                  Use of this Attainment is considered an act of hubris and requires a degeneration roll for mages of Wisdom 2 or higher (roll two dice).

                  Comment


                  • #10
                    Originally posted by wyrdhamster View Post

                    You can look at it this way. In original idea it was more with that Legacy of Uncrowned Kings is OLD ( it's mentioned in To the Strongest Dark Era ) and their hail from strata of Alchemists perfecting themselves as base matter. Their philosophy strongly resonate on Elemental Perception ideas and many Uncrowned Kings would in earlier times easily worked for Sleepers royalty seeking alchemy secrets in Middle Ages. Rosecructians also sounds more like Silver Ladder followers in Cryptopoly. Becoming perfect leaders is just another argument for making them Tearchs before Nameless War.
                    Oh, so they're the old power. I don't know much about in-setting histories of the various factions, which is why I focus on (relatively) modern history periods. That way, I can protect the far-historical parts from being contaminated by clumsy rewrites

                    Still, I'm working on them now since you seemed to be interested in it. What do you suggest for their optional Arcanum? Matter to make them do physical alchemy as well, or Death to focus on the soul?

                    Comment


                    • #11
                      Originally posted by Hardwire99 View Post
                      I know that this one isn't on your list but how would you do this one?

                      Timori – Banishers, pg. 163
                      Parent Path: Any; Obrimos comprise the majority
                      Nickname: The Feared
                      Suggested Oblations: Sitting in complete darkness for at least an hour and remaining completely alert, without the use of magic; fasting for a day, successfully following a mage to their sanctum without being discovered; destroying an imbued item; turning all the clocks in a stranger’s house back 12 hours; completing the taxidermy of a predatortype animal.
                      Woah, the Attainments almost make them a new template on their own. Especially with them being from any Path... I know Dave Brookshaw implied the Tremere are basically another template - maybe these guys would be such as well?

                      Still, I'll try something using Obrimos, Death, and Prime as basis.

                      Comment


                      • #12
                        The Blank Badges are here. Somewhere along the line, they ended up being magical anarchists and revolutionaries. Wonder if that used to be the case back in 1e.

                        I'll come back after thinking of names for their Attainments. Next stop, the Uncrowned Kings and the Timori.

                        EDIT: Modified the Attainments to reflect Mrmdubois's advice. The older versions are wrapped up in spoiler tags.



                        Blank Badge

                        Origins

                        Parentage: Acanthus, Free Council
                        Background: The Blank Badge is one of the founding Legacies of the Free Council, dating back to the Nameless War. Their particularly vicious rebellion against the Lie earned much wrath from the Seers and the Exarchs, nearly being annihilated before the Council fully formed. However they have persisted despite it, and now are fighting in the edges of Awakened society to purge the world of the Lie.
                        Appearances: The first Blanks wore a blank or white badge on them, adopting it as a badge of honor against being called Nameless. This evolved into a sign of allegiance, purity of their beliefs, and limitless potential. Modern members use other tokens such as handkerchiefs, flowers, or even cellphone cases.

                        Doctrine

                        Prerequisites: Mind 2, Politics 2, two dots in one of the following Skills; Socialize, Empathy, Persuasion, Athletics, Computer
                        Initiation: The prospective Blank must forswear all of her past allegiances and bonds, and swear again to Destroy the Followers of the Lie by dismantling traditions and the establishment used to foster the Lie. In truth, the initiation is not complete until the applicant receives the signature white token from another Blank, something kept secret so that the Legacy can determine whether she truly embraced the ideals of the Legacy.
                        Organization: Blanks rebel against all forms of society, Awakened or not. They approach their allies with extreme caution, without really trusting anyone outside the Legacy. This attitude, resembling highly-paranoid spy agents, unnerves even other Libertines but are nonetheless accepted by their contribution to the war against the Lie. A side-effect of this thorough methodology is that the Legacy draws affinity from the Guardians, creating unexpected alliances in several occasions.
                        Theory: Conformity and expectation are the Lie of existence. The Lie infiltrates even the most liberated minds, so the Blank Badge chooses its allies carefully. However, the Legacy believes collective action taken with trusted allies is also the key to finally defeating the Lie and the Exarchs, and develop the techné of shared responsibility.

                        Magic

                        Ruling Arcanum: Mind
                        Yantras: Acting in protection of an ally (+1); acting under group responsibility (+2); accepting shared consequences (+2); open attack on the Legacy's enemies (+1, +2 if the mage risks counterattack)
                        Oblations: Crafting the Legacy's signature white token; studying political and social theories; developing an anonymous route of attack; engaging in debates about revolutions

                        Attainments

                        First:
                        Prerequisites: Initiation
                        In any form of war, knowing who your enemies and allies are is paramount to survival and victory. The Blank takes this maxim to her heart, and replicates the "Know Nature" spell with this Attainment, with Reach assigned to sensory use. The mage typically questions her target about seemingly innocuous questions to determine his ideological affiliations, which while can only be denied with magic, may be suspected even by mundane perception.
                        Optional: Fate 1
                        The Blank expands his perceptions so that when he activates Fate Mage Sight, it highlights those who are not loyal to the Legacy. This includes those who are indifferent to the Legacy's purpose and even not aware of the Legacy, making it a poor tool for seraching enemies and only a way to confirm present allies.

                        Second:

                        Prerequisites: Mind 2, Politics 3
                        Rebels live a life of constant threat by the established enemy, and thus need to move in secret on many occasions. This Attainment emulates the "Incognito Presence" spell with Reach assigned to instant use. The Attainment is limited to being used on the Blank herself, and costs the usual one point of Mana. Attempts to concentrate on her passing and presence provoke a Clash of Wills, on which the Blank scores automatic successes equal to her Mind dots.

                        Prerequisites: Mind 2, Politics 3, at least one dot in the Occultation Merit
                        Although rebels like the Blank Badge maintain a lifestyle of occlusion and anonymity, sometimes their battle requires them to infiltrate certain organizations in espionage. This Attainment allows the Blank to achieve just that, by giving her an illusion of authority and belongingness to confuse the enemy. She may gain a "phantom" Status rating in any mundane organization equal to her Occultation dots, which is in turn limited by her Mind dots. After the imitation, Occultation expands beyond its normal effects to make the memories of those involved hazy and dream-like.
                        Optional: Fate 2
                        The Blank cares to prevent even his own mind and fate from revealing himself. This Attainment emulates the "Warding Gesture" spell on the mage's person, with Reach assigned to instant use. Supernatural oaths, compulsions, and manipulations of destiny provoke a Clash of Wills upon which the Blank scores automatic successes equal to his Fate dots. This Attainment does not allow the mage to selectively exclude himself from his spells.

                        Third:
                        Prerequisites: Mind 3, two dots in a second Skill among the initiation Skill list
                        Experienced mages learn the double-edged nature of the Nimbus, how it is both an effective tool and an avenue for enemy attack. The Blank practices a variant of the "Rashomon Effect" spell, with Reach assigned to instant use and befuddling Mage Sight. She scores automatic successes equal to her Mind dots in the resulting Clash of Wills. The Attainment only affects the Blank's own Nimbus, and effectively overlaps it with that of her Legacy colleagues. The number of Legacy members participating in the concurrence is equal to the mage's Mind dots, chosen among those physically nearest to her location. Scrutinizing the collective Nimbus does not give away the identities of the individual Legacy members, and only reveals that the Blank Badge as a whole is responsible. In case of Nimbus Tilts, they are chosen randomly among those of the participating Legacy members.
                        Optional: Fate 3
                        The Blank gains further control over the emanations of his Nimbus. When flaring the Nimbus to impose a Tilt, he can selectively exclude subjects from it as if the Nimbus Tilt was elligible for the "Warding Gesture" spell. The Attainment counts as if the spell was cast with Reach assigned to instant use and Advanced Duration.

                        Fourth:
                        Prerequisites: Mind 4, Politics 4
                        When the first Blank Badges wore items of the Legacy's namesake, they swore to give up on their former affiliations and identities to become occluded from their enemies. This oath is reenacted in this Attainment, where the Blank duplicates the "Subtle Occlusion" spell on her person. Reach is assigned to instant use, Advanced Duration, and allowing for achieving more than five dots in the Occultation Merit. However, the amound of dots the mage can attain above five is capped by her Mind dots.
                        Optional: Fate 4
                        Even when a Blank appears to surrender to pressure, it is a temporary means to avoid certain doom and plan for the future. This Attainment replicates the "Sever Oaths" spell on the mage's person, with Reach assigned to instant use. If the Blank is using the Attainment against effects that would compel him to compromise the Legacy, he may make the Attainment's effects Lasting without additional cost.

                        Fifth:
                        Prerequisites: Mind 5, two dots in a third Skill among the initiation Skill list
                        At the pinnacle of mastering the techné of collective action, the Blank is now able to partake in the magical consequences of her colleagues in the name of the rebellion. When a Blank Badge member rolls Wisdom to Contain Paradox within the mage's sensory range, she may assist him as a secondary actor in a teamwork action. She may transfer resistant bashing wounds suffered by her colleague to herself, up to her Mind dots. If the colleague gains a Paradox Condition, either by Releasing or Containing Paradox, the mage may add her Mind dots to the colleague's Wisdom rating for purposes of determining the Condition's duration. When it is the Blank herself who is Containing Paradox or determining how long her Paradox Conditions last, she increases her Wisdom rating by the number of Blank Badge members in her sensory range for those purposes. In all the above cases, the mage and her colleagues must be working together in service of the Legacy's ideals. Also, all Blank Badge members near the mage activating this Attainment is aware of its use, and may freely choose not to lend her their aid if they deem her actions not in concurrence with the goals of the Legacy.
                        Optional: Fate 5

                        When a fellow Legacy member is suffering from a Paradox Condition, the Blank may insert an alternate means of resolving it. This emulates the "Atonement" spell with Reach assigned to instant use and sensory range, counting the Paradox Condition as a "curse" for the mage to escape from. The quest imposed must be something that serves to rebel against elements of the establishment and the society that fosters the Lie.

                        If Paradox is still inevitable despite the Blank's efforts to mitigate it by share its consequences, then he may take a step further and release a smokescreen to cover up the act. This Attainment is a variation of the "Swarm of Locusts" spell with Reach assigned to instant use. The Fortean phenomena conjured by the Attainment overwrites the presence of any Abyssal Environmental Tilts, but only those that were provoked by members of the Blank Badge. In addition to causing mundanely useful distractions, Sleepers who witness Supernal magic practiced by Blank Badge members while the Fortean phenomena last do not count as witnesses for purposes of determining further Paradox dice pools.
                        Last edited by 21C Hermit; 02-20-2017, 05:02 AM.

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                        • #13
                          Originally posted by 21C Hermit View Post
                          Oh, so they're the old power. I don't know much about in-setting histories of the various factions, which is why I focus on (relatively) modern history periods. That way, I can protect the far-historical parts from being contaminated by clumsy rewrites
                          I can see this, but Legacies in 2E have history - it's almost whole point of those double Orders in the first place. If you are not sure if groups shows up in old Dark Eras - mostly To the Strongest, as they are as far as Legacies are organised in first place - you can just ask me if you do not show up in some Era.

                          Originally posted by 21C Hermit View Post
                          Still, I'm working on them now since you seemed to be interested in it. What do you suggest for their optional Arcanum? Matter to make them do physical alchemy as well, or Death to focus on the soul?
                          In 1E they were Mind/Matter group, and I would stick to it. Easier than writing whole things I would change on them, I just post here link to my own take, from 9 months ago. Simply read it and judge if Attainments works with final rules or what changes you would made to them. Most problem I had with making Matter changes lasting, to let Legacy being truly Alchemical one. But then maybe using Matter 2 Arcana Attainment would solve this mechanical problem...
                          Last edited by wyrdhamster; 02-20-2017, 02:52 AM.


                          MtAw 2E - My Legacies Updates and System Hacks Hubs
                          MtAw - Children of the Stars - aliens loving Legacy
                          MtAw 2E - Illusionists of Truth - illusionists and magicians Legacy

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                          • #14
                            Originally posted by 21C Hermit View Post
                            Fifth:
                            Prerequisites: Mind 5, two dots in a third Skill among the initiation Skill list
                            At the pinnacle of mastering the techné of collective action, the Blank is now able to partake in the magical consequences of her colleagues in the name of the rebellion. When a Blank Badge member rolls Wisdom to Contain Paradox within the mage's sensory range, she may assist him as a secondary actor in a teamwork action. She may transfer resistant bashing wounds suffered by her colleague to herself, up to her Mind dots. If the colleague gains a Paradox Condition, either by Releasing or Containing Paradox, the mage may add her Mind dots to the colleague's Wisdom rating for purposes of determining the Condition's duration. When it is the Blank herself who is Containing Paradox or determining how long her Paradox Conditions last, she increases her Wisdom rating by the number of Blank Badge members in her sensory range for those purposes. In all the above cases, the mage and her colleagues must be working together in service of the Legacy's ideals. Also, all Blank Badge members near the mage activating this Attainment is aware of its use, and may freely choose not to lend her their aid if they deem her actions not in concurrence with the goals of the Legacy.
                            Optional: Fate 5
                            When a fellow Legacy member is suffering from a Paradox Condition, the Blank may insert an alternate means of resolving it. This emulates the "Atonement" spell with Reach assigned to instant use and sensory range, counting the Paradox Condition as a "curse" for the mage to escape from. The quest imposed must be something that serves to rebel against elements of the establishment and the society that fosters the Lie.
                            Beautifully done on the Blank Badges, and yeah in 1e they were total rebels. I'm just wondering about the Incognito Presence and if it couldn't be switched out with a Veiling effect more similar to what they had in 1e that let them fake social standing in mortal power structures. Basically it let them treat Occultation as Status in any non-Supernatural organization.

                            The only thing I'd actually nitpick at is the fifth attainment, it seems highly circumstantial. I wonder if it can't be changed up. In 1e they were actually able to tell Sleeper witnesses they were about to give an explanation of any piece of magic (Fictional or non) and then when they did said magic the Sleepers wouldn't count against them as witnesses of it. They could also reduce the effects of released Paradox. Maybe ideas can be pulled from that?

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                            • #15
                              Originally posted by wyrdhamster View Post

                              I can see this, but Legacies in 2E have history - it's almost whole point of those double Orders in the first place. If you are not sure if groups shows up in old Dark Eras - mostly To the Strongest, as they are as far as Legacies are organised in first place - you can just ask me if you do not show up in some Era.
                              Which is exactly why I decided to keep the histories short, so that conflicts with the official material would be minimized. I'll have to review Dark Eras when I get the chance, though. I do love me some Dark Eras.

                              In 1E they were Mind/Matter group, and I would stick to it. Easier than writing whole things I would change on them, I just post here link to my own take, from 9 months ago. Simply read it and judge if Attainments works with final rules or what changes you would made to them. Most problem I had with making Matter changes lasting, to let Legacy being truly Alchemical one. But then maybe using Matter 2 Arcana Attainment would solve this mechanical problem...
                              Ah, so they were Matter. Interesting. I'll look over your version as well.

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