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  • The Tamers of Stone are here. Next will be the Tamers of the Cave.







    Tamers of Stone

    Origins

    Parentage: Moros, Elemental Masteries, Free Council
    Background: When the rest of the Elemental Masteries take up honored roles of society, the Tamers of Stone humble themselves as craftsmen, builders, and the common men. The Craftmasons embody the primal symbolism of the element of earth, and like it form the foundation and cornerstones of daily life with undaunting hands. To this end they toil together with even Sleepers, holding day jobs and befriending mortal colleagues, and prove that even mighty tyrants are brought down by the everyman.
    Appearances: Most Craftmasons come from the working class and blue-collar occupations. Some come from higher strata of society, but all Tamers share sympathy with manual labor of some kind. This shows on their appearances, with attire geared for practicality and rugged bodies chiseled by hard work. Rare is the Craftmason who stands out at a first glance, or those who take roles of leadership.

    Doctrine

    Prerequisites: Space 2, Crafts 2, two dots in one of the following Skills; Athletics, Science, Socialize, Computer, Survival
    Initiation: Gaining a new pupil is far from an individual act, for the tutor-to-be must first present his choice of pupil to the Legacy and put it to the vote. After a cursory examination based on a largely foregone conclusion, the elder Craftmason assigns the applicant to build a small edifice out of plaster and brick, while teaching the Legacy's philosophies. When the construction is complete the tutor bricks the aspirant inside. Within this coffin of earth the aspirant must successfully escape by understanding the earth, be it through miracle or a clever application of knowledge.
    Organization: The Tamers of Stone are the most organized of the Elemental Tamers, and have arranged guilds and lodges since the Middle Ages. With a strong emphasis on the power of the layman, the Craftmasons' organization is the most democratic and equal. However, this has never stopped them from enacting political machinations to become first of equals, making true equality
    Theory: Earth is incarnation, from where the Divine pulled the first man and woman into existence. The stones will remain after the flames burn out, the rivers dry out, and the winds still into silence. The earth and stones observe all creation in quiet contemplation, and like it we too stand together with our hands joined and hearts steady.

    Magic

    Ruling Arcanum: Space
    Yantras: Presence of large structures made of stone, earth or concrete (+1); success in a Crafts roll (+2); surveying and measuring equipment (+2); presence of like-minded colleagues of a cause (+1, +2 if including non-Awakened mortals)
    Oblations: Working with clay and stone; drawing blueprints of a building; single-handedly building a cairn with large stones; organizing a union

    Attainments

    First: Know the Stone
    Prerequisites: Initiation
    The Tamer of Stone stands together with the earth, and the earth reveals to her unseen trods that ease her path. This Attainment replicates the "Ground-Eater" spell on the Craftmason's person, with Reach assigned to instant use.
    Optional: Matter 1
    A master blames not his tools, but still knows how important they are. The Craftmason emulates the "Craftsman's Eye" spell, with Reach assigned to instant use.

    Second: Surveying the Stone
    Prerequisites: Space 2, Crafts 3
    Every builder learns to assess the structural integrity of a building, but a Craftmason can do a little more with her crafts. This Attainment duplicates "The Outward and Inward Eye" spell on the Tamer's person, with Reach assigned to instant use and Advanced Duration. However, a Tamer of Stone can only use this Attainment within a primarily earthen environment. Materials such as mud, clay, sand, stone, and concrete all count as earthen for purposes of this Attainment.
    Optional: Matter 2
    Those who know how to build something also know how to dismantle it, and a Craftmason is no exception. He replicates the Reach effect of the "Discern Composition" spell so that he learns the weak point of a structure he observes, but without learning its precise composition. This frees up Reach to be assigned on instant use and Advanced Scale.
    As the Tamer would have Space 2, he also learns where the structure's parts came from.

    Third: Catch the Stone
    Prerequisites: Space 3, two dots in a second Skill among the initiation Skill list
    Humans have often built to house and protect, and a Craftmason understands well that monsters threaten the people from the dark. To protect them the Tamer circles a building's walls, either symbolically or actually reinforcing the borders that separate it from the outside for a scene. This effort emulates the "Ward" spell on that area, with Reach assigned to Advanced Duration and Advanced Scale. The Tamer scores automatic successes equal to her Space dots in Clash of Wills provoked by sympathetic and spatial magic.
    Optional: Matter 3
    The Tamer firmly holds a structure and summons its sympathy to the vast mountains or crumbling sands, changing its Durability as the "Alter Integrity" spell. Reach is assigned to Advanced Duration. While the Craftmason must symbolically or actually reinforce the building for a scene just like the main effect of this Attainment, he may use both effects simultaneously with only one scene of preparation when targeting the same building.

    Fourth: Stepping Behind the Stone
    Prerequisites: Space 4, Crafts 4
    The Craftmason gains a profound understanding of construction and structure of buildings, and the walls within them never restrict his passage. This Attainment resembles the "Teleportation" spell cast on the Tamer's person, but only allows her to teleport over walls, doors, windows and similar structures of a building. Reach is assigned to instant use.
    The Craftmason can transport herself into and out of otherworlds by adding the appropriate Arcanum, but only by teleporting through doors and similar apertures.
    Optional: Matter 4
    After learning how to step between the space between walls, the Tamer may coax the walls so that they may yield to people other than him. He does so by emulating the "Ghostwall" spell, with Reach assigned to instant use.
    As usual, the Tamer may shift the wall into Twilight by adding the appropriate Arcanum.

    Fifth: Become the Stone
    Prerequisites: Space 5, two dots in a third Skill among the initiation Skill list
    The earth holds the potential of creation within its cavernous depths, and potent Tamers of Stone may call upon the hollow halls and unyielding walls to create a sanctuary. By meditating for a scene, mentally drawing out the entire blueprint of the structure she wishes to conjure, the Tamer emulates the "Pocket Dimension" spell. Unlike standard Pocket Dimensions, ones created by Craftmasons appear to be an empty chamber or hall within a building, and as such possess clear boundaries. Any features and items in the Dimension is purely aesthetical, providing no function as equipment. Reach is assigned to Advanced Duration, and the Tamer may include other Arcana such as Time and Spirit as usual.
    While this Attainment itself creates no doorways to the outside world, a Craftmason can use Stepping Behind the Stone to teleport herself in to and out of Dimensions she created and any other created by other Craftmasons whom she has gained the permission of. Attempting to teleport into Dimensions without permission provokes a Clash of Wills.
    Optional: Matter 5
    The earth may be the most silent and unmoving of the elements, but only because it is so vast and timeless that it seldom bothers to. A Tamer of Stone, however, may call out to the earth below and summon a portion of its power. After a scene of personally fashioning a shape out of earthen materials such as clay, stone, or even concrete, he replicates the "Golem" spell. Reach is assigned to Advanced Duration and Advanced Scale.
    As usual, the Craftmason may add Death or Spirit to bind an ephemeral entity to act as the golem's guiding intelligence, or create a new one by adding Mind.



    MtAw Homebrew:
    Even more Legacies, updated to 2E
    New 2E Legacies, expanded

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    • You are a beast! Thank you for your work.


      [2E] Moinen's Homebrew Hub

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      • At this point I kinda want them to sticky this work. Not because its official, but because its so wide encompassing and a resource that anyone could use who was translating mechanics and legacies over.

        Comment


        • Very Nice, Keep up the good work. You have a unique grasp on the Legacies.

          Comment


          • I would like to request an update for the cryptologos from Free Council be added to the list


            Second Chance for
            [ATTACH=CONFIG]temp_709_1572548741915_354[/ATTACH]
            A Beautiful Madness

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            • Originally posted by Seraph Kitty View Post
              I would like to request an update for the cryptologos from Free Council be added to the list

              Noted and added. But please understand that it'll take quite some time for me to get to them, because as of now my current to-do list is:
              • Tamers of the Cave
              • Thrice Great
              • Eyes of Ain Soph
              • Cloud Infinite
              • Subtle Ones
              • Choir of Hashmallim
              • Concord of Serpents
              • Katsinam Suukya
              • People of the Hour
              • Stygian Heralds
              • The Legion
              • Cryptologos


              MtAw Homebrew:
              Even more Legacies, updated to 2E
              New 2E Legacies, expanded

              Comment


              • Can I request the Dreamspeakers, if you're doing the ones that Dave Brookshaw are planning to do?

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                • Originally posted by Alpharn View Post
                  Can I request the Dreamspeakers, if you're doing the ones that Dave Brookshaw are planning to do?
                  Sadly, they're of my least priority for the moment, along with the other ones he mentioned.


                  MtAw Homebrew:
                  Even more Legacies, updated to 2E
                  New 2E Legacies, expanded

                  Comment


                  • The Tamers of the Cave are here. With them ends my conversion of the (official) Elemental Masteries. I'm quite fond of this guys, especially since it was the Tamers of Fire that enabled me to establish a template for Legacies. Also, I found the Tamers' Attainments the easiest to do.

                    Next up are the Thrice-Great... but final exams are starting to creep over. So my next post may take a while, as usual.

                    EDIT: Altered the 3rd and 4th Attainments, with advice from Mrmdubois. Oh, and one of the Yantras too.






                    Tamers of the Cave

                    Origins

                    Parentage: Mastigos, Elemental Masteries, Guardians of the Veil
                    Background: Every society has its philosophers who give meaning to life, its saints who transcend death, and its prophets who speak of hope. The Tamers of the Cave are those who tame the Ether, that quintessence no Sleeper discovered precisely because it is Nothing. Because they know that Something comes from Nothing, the Saints are able to find hope amidst despair, life beyond death, and the divine within the mundane. To this end Saints gladly throw themselves into the void, knowing that their sacrifice will inspire and invigorate those they leave behind.
                    Appearances: Most Saints look nothing like their sobriquet, appearing as what is expected to be normal in any given context. However in their eyes they carry a presence of both calm reservation and all-consuming zeal. This contradiction is reflected in their mannerisms and personalities. A given Socratic may appear both eloquent and disturbing, attractive and frightening, or compelling and infuriating.

                    Doctrine

                    Prerequisites: Death 2, Persuasion 2, two dots in one of the following Skills; Empathy, Academics, Stealth, Occult, Survival
                    Initiation: The Ether is the element of the void, without form or shape. So the Saints also are indifferent to aspects of the individual such as gender, race, or class when it comes to recruiting. And it is mostly the elder Socratics seeking out new aspirants, for martyrs and prophets are not an attractive avenue of life for many. Would-be tutors also take care to differentiate between truly passionate souls and those with a death wish. The actual initiation itself involves fasting for days in desolation, meditating upon paradoxical topics until the aspirant's consciousness reaches the bardo between life and death. Upon symbolically resurrecting herself, the mage finds herself a Saint.
                    Organization: Like all the other Elemental Masteries, the Tamers of the Cave are built largely on simple tutor-pupil relationships and possess a certain degree of camaraderie towards others of the Elemental Mark. They're often found at the heart of the local Tamers, soothing their conflicting temperaments and reminding them that the Tamers ultimately exist to aid everyone, not just the Awakened. Others place themselves as martyrs of a cause, imprinting their will and legacy in the community.
                    Theory: The Allegory of the Cave tells us that Truth lies outside the cave that is the world. Those within that cave can only see Nothing, for the Truth is not in their world. But we have broken our chains and have seen that the Truth is behind what we have named Nothing in our Sleep. My brothers and sisters, we are those with one hand reaching out to the luminous Ether of the void, and the other hand reaching out to those who are still chained. Let our sacrifice end the cave.

                    Magic

                    Ruling Arcanum: Death
                    Yantras: Black and white colors featured prominently in the area (+1); declaration of support in a cause (+2); tools crafted out of Ether (+2); wound penalties (the Yantra bonus is equal to the wound penalty, and the wounds do not impair spellcasting rolls that use them as a Yantra)
                    Oblations: Prayer or meditation in a lonely place; taking responsibility for someone else's acts; fasting; volunteer work in a community

                    Attainments

                    First: Know the Ether
                    Prerequisites: Initiation
                    Ectoplasm, the ephemeral substance generated by Manifested ghosts and gates to the Underworld, is the closest thing to Ether that can be found naturally in the world. This Attainment replicates the "Ectoplasmic Shaping" spell, with Reach assigned to instant use.
                    In addition, a Tamer with this Attainment may affect Ether with this Attainment, and any other effects that manipulate ectoplasm.
                    Optional: Mind 1
                    Absence of a thing can tell much to a trained observer like the Socratic. He may assess a person's mind, looking for desires and deficiencies. In effect this emulates the "Know Nature" spell, with Reach assigned to instant use.

                    Second: Shake the Cave
                    Prerequisites: Death 2, Persuasion 3
                    The Tamer carries sympathy with the Etheric void, and using that resonance can conjure Ether from her own body. This Attainment resembles the "Ectoplasm" spell, but generates Ether instead of ectoplasm. Reach is assigned to instant use.
                    Unlike ectoplasm, Ether is visible and tangible even to the non-Awakened, appearing as a fluid window through which one can see outer space, flickers of light and swirls of color passing by. While Ether cannot create the Open Condition for ghosts nor be used for any purpose by them, a mirror crafted out of it still reflects entities and structures in ghostly Twilight.
                    If the Tamer adds appropriate Arcana, the Ether also reflects Twilight attuned to that Arcanum. When two lumps of Ether with separate Twilight attunement come into contact with each other, they merge so that the result reflects all Twlight that the two combined would have. This remains so even after the Etheric mass is cut off.
                    Optional: Mind 2
                    The Etheric void is a force of contradictions, bringing paradox in the original sense of the word. The Socratic instills this contradiction into his subject's mind, replicating "The Inescapable Question" spell. Reach is assigned to instant use.
                    Third: Touch the Ether
                    Prerequisites: Death 3, two dots in a second Skill among the initiation Skill list
                    Emptiness is potential, and from nothing does the Tamer coax out something. With this Attainment she touches Ether and shapes it into a solid object, much like the "Shape Ephemera" spell does with ghostly ephemera. Reach is assigned to instant use and Advanced Duration. The shaped object can interact with the Twilight state it reflects.
                    Tools crafted through this Attainment can be used as a Dedicated Tool, should the Tamer decide to replace her original one. In this case the Tamer dedicates not just that single instance of an Etheric tool, but all Etheric tools she shapes in the future with this Attainment.
                    Optional: Mind 3
                    The Saint learns to align his mind with the non-descriptiveness of the void. After a scene of meditation around an Etheric construct, he emulates the "Clear Thoughts" spell on his person. Reach is assigned to Advanced Duration and regaining a point of Willpower.

                    Fourth: Breach the Cave
                    Prerequisites: Death 4, Persuasion 4
                    The state of Twilight is that of liminality between the physical and the ephemeral, and in it the Tamers of the Cave find proof of their magic, that the borders between existences can be breached.
                    The Tamer either conjures Ether or touches an already existing sample of it to transform it into an Etheric gate. Anyone and anything passing through the gate enters ghostly Twilight, as if subject to the "Ghost Gate" spell. Reach is assigned to instant use and Advanced Duration. Unlike normal Ghost Gates, Etheric Gates are two-way. A subject turned ephemeral by this Attainment or a regular Ghost Gate can pass through an Etheric gate, even ones that he did not pass through in the first place, and become material again.
                    Alternatively, the Tamer may infuse a subject with Ether to directly turn him into ghostly ephemera as an instant action. This however means Reach is not assigned on Advanced Duration.
                    Optional: Mind 4
                    Reality itself is a shadow-play, an illusion that nevertheless hints at the truth. Under the same principle the Saint also attempts to deliver truth by replicating the "Hallucination" spell. Reach is assigned to instant use. To use this effect, the Socratic must use an Etheric object of any sort as a focus.

                    Fifth: Become the Ether
                    Prerequisites: Death 5, two dots in a third Skill among the initiation Skill list
                    The heart of the Saint is hollow, but in it she may embrace countless others. The flesh of the Saint is long dead, but her visage lives within the memory of generations to come. The brightest of the Saints may throw herself into the darkest chasms and emerge clad in Etheric grace. In effect this Attainment resembles the "Shadow Flesh" spell cast on the Tamer's person, with Reach assigned to instant use and Advanced Duration.
                    Instead of living shadow, however, the Tamer transforms into a mass of animated Ether. While she is not invisible in darkness, she may reflexively adjust her body into two- or three-dimensional forms. She may use "Know the Ether" or "Touch the Ether" Attainments to shape herself, and may use "Breach the Cave" on herself to become a living Etheric gate. With "Shake the Cave" the Saint may add to her bodily mass, with a Potency 5 mass roughly equaling one point of Size.
                    Optional: Mind 5
                    Instead of wearing an Etheric body, the Socratic directly projects his consciousness outside his body. This effect resembles the "Psychic Projection" spell cast on the Tamer's person, with Reach assigned to instant use and Advanced Duration. Anyone able to perceive mental projections or enter dreams see only a humanoid silhouette that looks like Ether.
                    The Saint may combine this optional effect and the Attainment's main effect, projecting his consciousness out of his body and into an Etheric construct.








                    The Inescapable Question (Mind ••)
                    Practice: Ruling
                    Primary Factor: Potency
                    Withstand: Resolve
                    Suggested Rote Skills: Persuasion, Investigation, Computer
                    Change begins by challenging assumptions, which it turn begins with a simple question. As the spell is cast the psychonaut asks her subject a question fitting the situation. Provided the subject can hear and understand her, the question takes root in his mind for the spell's Duration. Depending on context this replicates one of the Guilty, Shaken, or Spooked Conditions, but without implying the same degree of mental trauma.
                    The Question itself can be delivered through telepathic methods, such as the "Psychic Domination" or "Telepathy" spells and similar effects.
                    +1 Reach: The mage doesn't need to speak, not even telepathically. An action, a gesture, even a look instills aporia in his subject. This also allows him to deliver the Question with methods that normally transmit only emotions and images, such as the "Emotional Urging" spell and similar effects.
                    +1 Reach: The spell instills the Obsession Condition instead.
                    +1 Reach: When the subject resolves the Condition imposed by the spell, depending on the method she immediately gains either the Inspired or Steadfast Condition.
                    Last edited by 21C Hermit; 05-25-2017, 09:18 PM.


                    MtAw Homebrew:
                    Even more Legacies, updated to 2E
                    New 2E Legacies, expanded

                    Comment


                    • Eh, not sure about that one, but I've never been a fan of the Tamers of the Cave. I think I'd want to toy with Death's having Absence under its purview.

                      Mechanically my biggest gripe is probably The Inescapable Question. The Conditions it imparts will only last a turn and it has to be used as a touch or aimed effect.

                      Ghost Gate unless it's using the +1 Reach effect to convert you to ephemera doesn't really need the Advanced Duration, and if that's what it's doing then you don't need to worry about it destroying your stuff. If it's the actual gate thing then you could switch it up, and say the gate converts you and your stuff to Ether which presumably keeps stuff from being destroyed. Alternatively, having stuff destroyed and converted to Ether isn't that bad since it seems to be a more formable thing than ectoplasm or ephemera? I'm not sure how it's better or different than ephemera except for its reflective qualities.

                      That last attainment is pretty sweet.

                      Comment


                      • Originally posted by Mrmdubois View Post
                        Eh, not sure about that one, but I've never been a fan of the Tamers of the Cave. I think I'd want to toy with Death's having Absence under its purview.
                        I wanted to touch that, but I got Legacies The Ancient a while ago, and I decided to go for a direct translation. Maybe I'll write an alternate version in the future if I also manage to homebrew such spells.

                        Mechanically my biggest gripe is probably The Inescapable Question. The Conditions it imparts will only last a turn and it has to be used as a touch or aimed effect.
                        Hmm, how did the other Condition-making spells work again? Did they give Lasting Conditions? On my phone now, so I can't look it up. In that case I'll make the Condiions Lasting as well.

                        I'm personally fine with aimed spells/Attainments- could you elaborate how that could become troubling?

                        Ghost Gate unless it's using the +1 Reach effect to convert you to ephemera doesn't really need the Advanced Duration, and if that's what it's doing then you don't need to worry about it destroying your stuff. If it's the actual gate thing then you could switch it up, and say the gate converts you and your stuff to Ether which presumably keeps stuff from being destroyed.
                        I thought Ghost Gate's Twilight effects were always non-Lasting for living subjects, Reach or not? That only non-living subjects got Lastingly turned to ephemera, in both the normal and Reach effects? Will have to check. I think I saw a thread before dealing with this spell. Didn't check it back then.

                        While turning into Ether is an excellent idea, I kinda feel it'd overlap with the 5th Attainment.

                        Alternatively, having stuff destroyed and converted to Ether isn't that bad since it seems to be a more formable thing than ectoplasm or ephemera? I'm not sure how it's better or different than ephemera except for its reflective qualities..
                        Ether isn't much different than ectoplasm or ephemera, but it holds a special place in these Tamers' philosophies.

                        I remember the 1e writeup having Etheric tools count as Dedicated tools for these guys. I don't know how Dedicated tools worked in 1e, so I just put them as plain Yantras for the Legacy.


                        MtAw Homebrew:
                        Even more Legacies, updated to 2E
                        New 2E Legacies, expanded

                        Comment


                        • In 1e "ether" was basically just ectoplasm, I figure you could still let them use ectoplasmic tools as dedicated tools.

                          Yeah, there have been discussions about what Ghost Gate being Duration primary means, and it's generally been decided that going through the gate is essentially a Lasting effect (Including the destruction of your stuff), and Duration just covers how long the gate remains open. When using the +1 Reach the Duration covers how long you and your stuff will remain ephemeral.

                          Conditions only last as long as the spell that creates them. This is why a Mage who imposes a Condition on himself to get a Beat has to resolve the Condition before the Duration of the spell expires.

                          Comment


                          • Originally posted by Mrmdubois View Post
                            In 1e "ether" was basically just ectoplasm, I figure you could still let them use ectoplasmic tools as dedicated tools.

                            Yeah, there have been discussions about what Ghost Gate being Duration primary means, and it's generally been decided that going through the gate is essentially a Lasting effect (Including the destruction of your stuff), and Duration just covers how long the gate remains open. When using the +1 Reach the Duration covers how long you and your stuff will remain ephemeral.

                            Conditions only last as long as the spell that creates them. This is why a Mage who imposes a Condition on himself to get a Beat has to resolve the Condition before the Duration of the spell expires.

                            Changed the 3rd and 4th Attainments a bit. How's it now?

                            Still no idea, though, on how to make Inescapable Question work. Maybe just change its Primary factor into Duration?


                            MtAw Homebrew:
                            Even more Legacies, updated to 2E
                            New 2E Legacies, expanded

                            Comment


                            • The Thrice-Great are here. Or at least, 90% of them are. I haven't yet written their Yantras and Theory, and I wanted to do some Merits as well, but time was running short.

                              After finishing these guys the next will be the Eyes of Ain Soph, but I have no idea when I'll be able to get to them. I might not even have free time to spend on the internet, for a long time. (Longer than my usual inactive periods, that is)


                              EDIT: Added Yantras and Theory, changed some Oblations and the fluff of the 5th Attainment, and added some Merits inspired by the stuff back in the Thrice-Great's 1E writeup.





                              Thrice-Great

                              Origins

                              Parentage: Obrimos, Silver Ladder, Seers of the Throne
                              Background: The Thrice-Great are Hermetic mages. Or rather, the Stargazers claim that Hermeticism is a simplified form of their doctrine that would-be wizards managed to glimpse. The Stargazers understand the world in the Ptolemaic system, where the stars are not distant balls of matter but crystal spheres that symbolize the Supernal World. The Hermetic Mysteries' golden age was the era of Neoplatonism, but ever since that time the Legacy has seen a slow decline due to the increasing diversity of mystic doctrines available to the Awakened and the marching progress of Sleeper astronomy that challenges their cosmology.
                              Appearances: With its roots in the educated elite of the Greco-Roman world, the Legacy is still scholarly and aristocratic in their bearings. It helps that Hermetic rituals and ceremonies require intensive education and an assortment of rare materials. Many Hermetics see themselves as the intelligentsia of Awakened society, for both good and bad, and they strive to at least look the part.

                              Doctrine

                              Prerequisites: Spirit 2, Academics 2, two dots in one of the following Skills; Politics, Occult, Science, Craft, Drive
                              Initiation: Candidates must first demonstrate expertise in several areas that pertain to Hermetic teachings, and aspirants are often trained by their future mentors in Platonist and Neoplatonist philosophy, naked-eye astronomy, Classical astrology, and the Spirit Arcanum even before presenting themselves to the rest of the Legacy. The examination takes place in front of senior members and a Teletarch., powerful planetary spirits allied with the Legacy as a whole. If the Teletarch does not veto the candidate, she is taken to a Shadow Verge where seven fetish-bound spirits from each of the planetary courts anoint her with their Resonances, completing the initiation.
                              Organization: Stargazers organize in lodges that have their own offices, laws and rituals separate from those of the Consilium. They also have several titles signifying their level of initiation. Such secrecy and exclusiveness, combined with the high opinion the stereotypical Hermetic holds of himself, are not appreciated by many mages. Nevertheless the Legacy's pride serves well in maintaining its organization. Individual lodges, however, are prone to schisms and conflicts both internal and external just like any other political entities are expected to be.
                              Theory: The Celestial Ladder, the pinnacle of the Wise that has been lost. Or so says those among us poor in confidence and knowledge. We are the philosophers of Fallen alchemy, the kings anointed by the living stars of the Shadow, and priests heralding the glory of the Supernal. For this we are Great in the Three Worlds, and with our Will and Word we shall pull down the gods themselves if need be and inherit the Celestial Ladder.

                              Magic

                              Ruling Arcanum: Spirit
                              Yantras: Glyphs signifying the astrological planets; procusing astrologically Resonant substances; using an astrolabe or a strophados (a golden sphere on a cord that can emulate the circling motions of stars); major celestial events relevant to the spell (+1 to +3, depending on the rarity and significance of the event)
                              Oblations: Celebrating the first sight of a planet in the night sky; charting horoscopes by the naked eye; granting Essence to planetary spirits; explaining the Hermetic doctrine and methodology to others

                              Attainments

                              First: Seven-Fold Sight
                              Prerequisites: Initiation
                              Spirits of the Shadow reflect the seven planets, so to know the planets is to know the spirits. This Attainment replicates the "Know Spirit" spell, with Reach assigned to instant use. If the subject spirit is one of the henads, spirits aligned with the seven planetary spirit-courts, the Stargazer may bypass its Withstand ratings.
                              As this Attainment is simple and basic, a Hermetic who gains it still remains at the rank of Zelator as non-initiated apprentices are.
                              Optional: Prime 1
                              Ley lines and nodes are crucial to spiritual activity, especially when pertaining to the henads whose Resonances are unavailable in many circumstances. The Stargazer duplicates the "Sacred Geometry" spell on his person, with Reach assigned to instant use. This effect automatically includes Spirit, and thus the Hermetic detects Loci as well.

                              Second: Sidereal Command
                              Prerequisites: Spirit 2, Academics 3
                              When a Hermetic calls to the spirits, she does not kneel and pray. With the right rituals she commands lesser spirits and compels even the gods. This Attainment emulates the "Command Spirit" spell, with Reach assigned to instant use. When the command would provoke a Clash of Wills, the Stargazer scores automatic successes equal to her Spirit dots. If the subject spirit is a henad, she may bypass its Withstand ratings. This Attainment still fails against spirits of Rank 6 or higher.
                              Hermetics who reach this Attainment are given a proper title at last, at the rank of Praticus.
                              Optional: Prime 2
                              A display of power and influence goes a long way to establish superiority, especially among spirits whose Influences are tied to their survival. When using the Universal Counterspell Attainment, the Stargazer may counter the Influences used by spirits as well. He uses the higher of Prime or Spirit in the Clash of Wills, while the spirit rolls Rank + Influence.

                              Third: Celestial Beacon
                              Prerequisites: Spirit 3, two dots in a second Skill among the initiation Skill list
                              The Stargazer lights a beacon in the Shadow, beckoning loyal henads to the material world or discouraging unwanted spirits from trespassing. By ritually placing several paraphernelia aligned to the planets in an area for a scene, the Stargazer replicates the "Place of Power" spell. Reach is assigned to Advanced Duration and Advanced Scale. From the Shadow the changes are visible as alluring glints of light if the Gauntlet is weakened, and foreboding curtains of darkness if the Gauntlet is strengthened.
                              Hermetics who reach this Attainment are titled Philosophus. This is the minimum rank required for the Stargazer to overwatch an initiation ritual as a senior Legacy member.
                              Optional: Prime 3
                              The Beacon now reaches out to the Supernal World, and channels celestial energies to the mortal realms. With a scene-long ritual identical to what the Attainment's main effect requires, the Stargazer may alter a Node's Resonance Keyword to match that of the wanted planetary court. This effect resembles the "Geomancy" spell, with Reach assigned to Advanced Duration and Advanced Scale. Stargazers may use the same ritual for both effects when targeting the same location.

                              Fourth: Planetary Portal
                              Prerequisites: Spirit 4, Academics 4
                              To prove her mastery of the material and spirit worlds, the Hermetic commands the two worlds to join under her will. After a scene of studying the planets and zodiac signs visible in the night sky to divine their influences tonight, the Stargazer opens a Shadow Verge as if she cast the "Reaching" spell with Reach assigned to Advanced Duration and opening an Iris to the Shadow.
                              Hermetics who reach this Attainment are titled Dominus. Unless she was exceptionally talented and well-recognized, this is the usual rank required for a Hermetic to claim the office of Pontifex and head a lodge of her own.
                              Optional: Prime 4
                              Experienced Hermetics command Iynges, henads bound as familiars. A Stargazer with this Attainment gains other benefits in addition to the usual provided by the familiar link. First, the mage and his Iynx do not lose Mana or Essence when transferring it between each other. Also, the mage may have the henad hold spells for him as if it were a Sleepwalker with a Strong connection to him. Lastly, the mage may imbue the Iynx with a spell using the Imbue Item Attainment. The spirit triggers the imbued spell by spending a point of Essence. The mage cannot purchase the spirit as the Imbued Item Merit, nor does the spirit gain Mana from being an Imbued Item. If the spirit is discorporated even once, the imbuement is lost.

                              Fifth: Orb of the Firmament
                              Prerequisites: Spirit 5, two dots in a third Skill among the initiation Skill list
                              In Hermetic cosmology, stars are crystal spheres embedded in the celestial firmament. While this has been revealed to be factually untrue, the Stargazers glean from it the principle of binding spiritual forces into material forms that emanate mystic power, essentially recreating the stars on Earth. After a scene of a full Hermetic ceremony, with ritual items below and astrological conjunctions above that are Resonant with the subject henad, the Stargazer binds it into an object as the "Craft Fetish" spell. Reach is assigned to Advanced Duration, and enabling indefinite Duration should the Stargazer wish and is able to. One point of Mana is still required for using indefinite Duration. If both the ritualist and the henad are within a demesne formed from the soul stone of a Thrice-Great member at the moment of the preparation, she may bypass the henad's Withstand ratings.
                              A fetish created by binding a henad within a hollow statue filled with Resonant substances, called a telestika, is called a Synocheus. While Synocheis can be created with normal spells, using this Attainment to create one has extra effects. The bound henad is conscious and cognizant of its surroundings, and can telepathically communicate with anyone touching it. The henad can use its powers as limited by its fetish-form, and can deny would-be wielders from accessing its powers. Depending on the mage and the henad, their relationship may be represented by the appropriate Social Merit.
                              Reaching this Attainment is the minimum requirement for the Hermetic to obtain the final rank of Magister Caelestis. To gain this title the Dominus must first contact several messengers of the Archons, masters of the planetary courts, and wrest from them the seven secret words of the stars. These seven passwords are said to be Keys leading to an Emanation of Aion, another name for the Oracle of the Aether whom the Thrice-Great claim to have shaped the soul of the first Stargazer. Those few who return from the quest return triumphant with a new revelation from Aion, and are titled as Magisters. However, rumors are abound that not all Magisters are truthful in their claims of success, and are lying to protect their own ego and reputation.
                              Optional: Prime 5
                              As Above, So Below. The Stargazer brings forth celestial perfection to the imperfect material world, creating a wellspring of sidereal energy. With a full scene-long ceremony like the Attainment's main effect requires, the Stargazer replicates the "Create Truth" spell. Reach is assigned to Advanced Duration. The created Hallow is Resonant with the planetary spirit-court that were invoked in the preparation.. The Hermetic may bypass the Hallow-to-be's Withstand rating by first encircling it with Synocheis corresponding to all seven planets.









                              Celestial Name (•)
                              Prerequisites: Shadow Name •, Language (First Tongue)
                              Effect: The mage has been nominally accepted into a planetary spirit-court of the Shadow. When she initiates Social Maneuvering with spirits of that court, she raises her level of impression by one step. Also, she gains a +1 to all non-violent and non-threatening actions against such spirits. Lastly, when spellcasting she may incorportate the astrological symbolism into her Shadow Name so that she may count it as one dot higher, even if this takes Shadow Name above three dots.
                              This Merit may be taken multiple times, each one reflecting goodwill in a different planetary court.


                              Ceremonial Magic (•)
                              Prerequisites: Gnosis 3+
                              Effect: The mage is talented in both rituals and cooperative spellcasting, and she may conduct ceremonies of potent magic. When she is the primary caster in a spellcasting using teamwork actions, she may roll as if she is casting a Rote from a Grimoire. As a secondary caster who meets the Arcanum requirements of the spell, she rolls Gnosis + Arcanum with a -3 penalty. As a secondary caster who does not meet the Aracnum requirements, she rolls Gnosis with a -3 penalty instead of serving as an environmental Yantra.
                              Last edited by 21C Hermit; 06-02-2017, 10:02 PM.


                              MtAw Homebrew:
                              Even more Legacies, updated to 2E
                              New 2E Legacies, expanded

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                              • It has been said before and I will repeat it, you are a beast.

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