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  • Well I for one appreciate all of your hard work and dedication to the betterment of the game.

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    • Originally posted by Hardwire99 View Post
      Well I for one appreciate all of your hard work and dedication to the betterment of the game.
      Very true, they have done a grand favor for all of us.

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      • Prepared all this time for a not-so-small test. Screwed it up. A heart distracted is better than a heart broken, so I whipped up the Choir of Hashmallim before building up willpower to get back into the fray. (So this is how Vice works in the CoD...)

        I'm still busy in real life, so once again I say I can't visit here frequently. But hey, at least I'm still alive.






        Choir of Hashmallim

        Origins

        Parentage: Obrimos, Adamantine Arrows, Free Council
        Background: Formed by a Jesuit Obrimos who claim to have received a vision from the Aether, the Choir of Hashmallim is both a Legacy and a movement dedicated to purging the Abyss from the world. Grimaldi, the founder, found no shortage of applicants after news of the victory in Naples spread. After weeding out those who were merely in it for the power, the Legacy marched to the call of battle in the war against the Void. The war has only just begun, but the Choir persists in their faith and purpose.
        Appearances: Dominions are usually physically fit and experienced with combat, if not outright scarred and calloused in their harsh obligations. Many members adhere to Christianity or other Abrahamic faiths, having a solid faith and a good grasp of theology, but this is by no means a requirement. The true common characteristic of the Choir belief in the righteousness of the Aether, and a willingness to demonstrate through action the integrity of their purpose.

        Doctrine

        Prerequisites: Prime 2, Occult 2, two dots in one of the following Skills; Weaponry, Athletics, Empathy, Academics, Intimidation
        Initiation: The Legacy challenges its applicants with labors and ordeals as harsh as it can make them be, for the Choir believes the power of the Aether should not be entrusted to the merely curious or the self-aggrandizing. Trials commonly involve a test of character in the face of crisis, especially ones involving crises of faith and direct threats to life from the Abyss. However, even this screening is far from perfect, and every once in a while there are those strong-willed enough to pass these ordeals and access the Legacy.
        Organization: The Abyss is a massive foe that no single individual can face alone, and thus the Choir actually keeps in near constant contact. Still, the stereotype of the wandering exorcist and the lone crusader is not without credit, for the Choir emphasizes taking action amidst dangers where no one is willing to tread. On the other hand, just as much as Dominions work alongside fellow Awakened, aiding them with potent power and keeping a vigil against the seductions of the Abyss.
        Theory: The Abyss is there, pulsing in an orgy of unholy darkness. An obscene absence of all that is pure, and a blasphemy to all that is good. Let us wash and burn it away with the light of the Supernal.

        Magic

        Ruling Arcanum: Prime
        Yantras: Dark, stormy skies (+1); vocally invoking the Aether (+2); objects representing one's faith, such as a cross for Christians (+2); Acts of self-sacrifice in battle (+1, +2 if the mage is already worn and wounded herself)
        Oblations: Meditation and prayer to the Supernal; assisting local charity organizations; cleansing Abyssal taint; teaching others of the hazards of the Abyss

        Attainments

        First: Aetherial Cleansing
        Prerequisites: Initiation
        The Abyss is by nature infectious and corrosive, so the first step to fighting it is to purge the Fallen World of its presence. This Attainment is a variant of the Counterspell Attainment that counters the Numina, Manifestations, Influences, and other Dread Powers exhibited by Abyssal entities. The Dominion rolls Gnosis + Prime, and must be employing Prime Sight if she wishes to use this Attainment in combat.
        This Attainment does not work on Investments, Befouled spells, and other Abyssal powers wielded by Scelesti and other Abyss-corrupted creatures, nor does it work against Abyssal phenomena triggered by Paradoxes and Abyssal Verges. The Anunnaki, being both phenomena and entity, should be judged case-by-case by the Storyteller.
        Optional: Forces 1
        Abyssal energy easily disrupts the delicate balance of dynamic forces of the Fallen World, and the Chorister becomes adept and detecting it. His Forces Sight also highlights the presence of Abyssal Environmental Tilts.

        Second: Aetherial Ward
        Prerequisites: Prime 2, Occult 3
        The Dominion invokes the righteous light of the Aether, thwarting and pushing back the Abyss as it lashes out at Creation. The Dominion's Prime Armor is augmented so that it applies against any attacks made by Abyssal entities, even those that are not wholly supernatural.
        Optional: Forces 2
        While the Choir specializes in fighting against the Abyss, their crusade requires them to walk the earth just as much as battle evil. And so divine providence protects them on their way. The Chorister replicates the "Environmental Shield" spell, with Reach assigned to instant use. He scores automatic successes equal to his Forces dots in a Clash of Wills against magical weather effects.

        Third: Aetherial Avatar
        Prerequisites: Prime 3, two dots in a second Skill among the initiation Skill list
        The namesake Attainment of the Choir, first exhibited by its founder Father Alessandro, summons forth an avenging Angel. This is a warrior angel, called a Hashmal for its Aetherial brilliance, that exists to battle the Abyss in the name of the Aether.
        This Attainment works similar to Targeted Summoning in that it augments a Supernal summon. The Dominion needs to prepare a summoning circle, but she does not need to do so in a Demesne or a Supernal Verge. Targeted Summoning cannot be used in conjunction with this Attainment, and the Angel's Arcana are always fixed to Prime and Forces.
        Despite being an Attainment, summoning a Hashmal is still an extended action just like a standard summoning. The Dominion uses the higher of her Prime or Forces in the dice pool. As an Attainment, however, the summoning is warded against the Abyss and thus the Dominion need not worry about Abyssal intrusion. In case of a dramatic failure, she still takes aggravated damage but does not invite the Abyss.
        The Hashmal is still vulnerable to the corrosiveness of the Fallen World, taking Corpus damage from exposure to it. A difference is that the Angel always returns to the Aether even if it perishes outside the summoning circle after its time runs out. Unless the Dominion personally caused the Hashmal's death, she does not suffer Wisdom degeneration.
        The Trial of the Hashmal is that the Dominion must be summoning it to battle the Abyss. Any other purpose results in her suffering aggravated damage equal to the Angel's intended Rank.
        The Angel is in a way an avatar of the Dominion's soul, and thus it reflects her capacities. Its Attributes equal the lowest of the Dominion's in their respective categories. Its Size also equals that of the Dominion. As the Hashmal is a combat-oriented entity, it uses the higher of its Finesse or Resistance as its Defense. Otherwise, its traits follow the Rank-derived limit for Supernal entities. The Hashmal shares the Dominion's Vice and Virtue, and although it will act in her best interests, it has no obligation to do so for her friends and allies. The Dominion must compel the Angel with magic to have it act just as she wants. If anyone else should attempt to do so, the Hashmal responds with a Clash of Wills on which it scores automatic successes equal to its Rank.
        Furthermore, the Hashmal has access to all the Dominion's Attainments, excluding this Attainment itself and other ones related to Supernal summoning. Lastly, in addition to its own Arcana, the Hashmal may spend a point of the Dominion's Mana to cast either the "Celestial Fire" or "Supernal Dispellation" spells. This does not count towards her Gnosis-derived Mana usage capacity. Any other traits of the Hashmal follow the standard rules for Supernal entities.
        Optional: Forces 3
        Hashmal is translated as amber or elektron, the latter which became the root word of 'electricity.' Whether Francis Bacon knew of the Aether or not when he coined the word, the Choir nevertheless knows just how true these words are. The Dominion duplicates the "Call Lightning" spell, with Reach assigned to instant use. In the presence of a Hashmal, neither this Attainment nor the regular "Call Lightning" spell requires an existing storm.

        Fourth: Aetherial Celerity
        Prerequisites: Prime 4, Occult 4
        The Dominion is recognized as a champion of the Supernal, and when she calls forth the Aether the Aether responds with haste. She may now use the Aetherial Avatar Attainment to summon a Hashmal as an instant action rolling Gnosis + Prime. While the Attainment itself succeeds without fail with only a single success, factors that increase required successes in the summoning now work as dice penalties. Likewise, factors that decrease required successes work as dice bonuses. For example, adding one Rank imposes a -5 penalty, while summoning in a Demesne oriented to the Aether adds a +3 bonus.
        In addition, when summoning an entity from the Aether as an extended action, the time required between rolls is halved. This includes summoning a Hashmal using the Aetherial Avatar Attainment.
        Optional: Forces 4
        Even though the Chorister walks through the darkest valley, he will fear no evil. By spending another point of Mana when using the Environmental Immunity Attainment, the Chorister also becomes immune to Abyssal Environmental Tilts for the scene. Abyssal phenomena that specifically target him still requires active defense.

        Fifth: Aetherial Exaltation
        Prerequisites: Prime 5, two dots in a third Skill among the initiation Skill list
        The Dominion empowers her Aetherial Avatar with the grace of the Supernal, terrorizing the anti-beings of the Void and their wretched servants. The Hashmal is summoned at Rank 2 by default without cost. Its Attributes now mirror the highest of the Dominion's in their respective categories. The Angel also gains additional Corpus equal to the Dominion's Prime dots, and armor equal to her Forces dots. In addition to "Celestial Fire" and "Supernal Dispellation," the Hashmal can also cast the "Word of Unmaking" spell by spending a point of the Dominion's Mana.
        Optional: Forces 5
        The Chorister calls forth a sliver of the Aether's awesome power, manifesting both earth-ripping storms and clear skies at a whim. This effect emulates the "Control Weather" spell. Reach is assigned to instant use, Advanced Duration, and enabling more drastic changes. Weather conjured by this effect as being resonant with the Aether for purposes of easing Supernal summoning.


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

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        • But why Free Council added to Hashmallim? Not better working - beside Adamantine Arrow - would be Seers of Throne? Seers are all about opposing Abyss and having very strong faith, don't they? There is nothing really Libertine about Legacy, from my POV, but there are some things interesting to Seers.


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          • Originally posted by wyrdhamster View Post
            But why Free Council added to Hashmallim? Not better working - beside Adamantine Arrow - would be Seers of Throne? Seers are all about opposing Abyss and having very strong faith, don't they? There is nothing really Libertine about Legacy, from my POV, but there are some things interesting to Seers.
            I found the Choir's adherence to the more humble and self-sacrificing aspects of Christianity a better fit to the Free Council, who actually believe in the religions they incorporate into their magic, unlike the Seers of the Throne, who subvert the good parts of any given religion into a dogma of control and oppression.

            That said, I can totally see a Seer sneaking into the Legacy to steal their secrets. Maybe they already have.


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

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            • I really like the way you handled the sped up, specialized summoning.

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              • First off, I just wanted t say that I really appreciate all of the work that you have put into all of these Legacies. I especially love what you have done with Celestial Masters. They still feel like a dangerously powerful Legacy that instantly bring to mind characters like Dr. Manhattan, Silver Sufer and Solar.

                With that being said, I was just curious if you would be willing to explain how you saw your Third Attainment working. I have always had some issues understanding how Matter is allowed to collapse so many effects into one spell while Forces is left manipulating concepts (e.g., electricity, gravity) one at a time. I thought it was clever to just use the rules for "Shaping" to manipulate Forces, but then I was left wondering if this included everything from sound and vibration to gravity and electricity. And if so, does it provide similar effects as spells like Control Electricity. My confusion is probably due to my Sleeper logic failing to imagine how this would work.

                Originally posted by 21C Hermit View Post
                Third: Luminous Shapes
                Prerequisites: Forces 3, two dots in a second Skill among the initiation Skill list
                If energy and matter are one and the same as the stars have taught so, could not one shape raw energy as one would shape raw matter? This Attainment allows the Stargazer to do just that, mimicking the Matter spell "Shaping" but affecting energy instead of matter. Reach is assigned to instant use and leaving behind appropriate Environmental Tilts, if applicable. Although the latter usually requires two Reach, using Forces instead of Matter mitigates that requirement. Unless employing other Forces spells, the total volume of energy cannot be changed, nor can the energy cannot be made denser or dispersed to change its strength.
                Optional: Matter 3
                Stargazers are just as concerned with matter on Earth as extraterrestrial light, and they are no stranger to shaping its form to suit their needs. This effect replicates the "Shaping" spell, with Reach assigned to instant use and affecting solids. As the Stargazer knows matter is as fluid and mutable as energy, he scores automatic successes equal to his Matter dots in Wits + Crafts rolls called for shaping Matter into intricate shapes.
                In addition, the Stargazer may choose to shape both energy and matter together instead of only one, even blending them to create unearthly constructs. The volumes of both the energy and the matter must be within the Attainment's Scale to be affected. When shaping energy together with matter this way, both can be made denser or dispersed to suit the mage's needs.
                I did write up a quick spell to collapse some of the spells that I thought were connected while also bringing some utility that I haven't seen in the Arcana yet. I have been toying around with replacing the Third Attainment with this for my own Homebrew.

                Shape Fundamental Interactions (Forces••)
                Practice: Ruling
                Primary Factor: Duration
                Suggested Rote Skills: Academics, Occult, Science
                While the Sleeper concept of the the four fundamental forces is a pale mockery of the True interaction of Forces, this theory does reveal the growing capability of Sleepers to understand the interconnectivity of reality. This spell allows the mage to redirect and shape these fundamental forces irrespective of each other. At the base level, the mage may only shape one fundamental force at a time (and can not shape the strong interaction without Matter). The mage can choose between: gravity, weak interaction (radiation decay), and electromagnetism (but only one form of electromagnetism). While this spell allows you to manipulate Forces that are covered by other Initiate and Apprentice level spells, this spell is more focused on the shape of these fields. Wanting to increase or decrease the strength of any of these forces requires a different spell.

                The interaction chosen determines the effect of the spell. For example:
                Gravity: Replicates the Control Gravity spell
                Radiation: Bend radiation to shape an Extreme Environment or block radio transmission.
                Magnetism: Shape a magnetic field to only affect a certain space.

                Particularly intricate shapes may require a reflexive Wits + Science rolls, at the Storyteller’s discretion.

                +1 Reach and add Matter••: The mage may now manipulate the strong interactions found in the nuclei of atoms. The mage may use this to reshape the mass of an object and in turn, move the center of gravity of the object. This can be used to impose penalties on equipment and vehicles equal to the spell’s Potency. However, this spell can also be used to provide bonuses to pushing over heavy objects as the center of gravity is moved to a more advantageous point for leverage.
                +1 Reach and add Matter•• and Life••: The has a similar effect as the above spell, but it is instead directed at a living being. This imposes a penalty to all physical actions equal to the spell’s Potency as the target struggles to navigate their altered balance.
                +2 Reach: The mage can create an appropriate Environmental Tilt, such as Extreme Heat, Extreme Cold, Poor Light, and Shock Current (Homebrew Tilt to represent when an individual closes a circuit while near a live wire or ground fault).


                Last edited by lladas; 10-29-2017, 07:48 PM.

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                • I think affecting two different forces at once is more the purview of a combined spell than a reach effect.


                  My Mage 2e Homebrew

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                  • Originally posted by Flinty View Post
                    I think affecting two different forces at once is more the purview of a combined spell than a reach effect.

                    Yeah, after reading that back that makes sense. Thanks for catching that.

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                    • Originally posted by lladas View Post


                      Yeah, after reading that back that makes sense. Thanks for catching that.
                      I also tend to sidestep the rules when making Legacy Attainments, as long as the book doesn’t flat-out say I can’t do that, period.



                      As a side note, I notice that it’s been ages since I visited this forum... life marches on, but I’ll try to write up the Concord of Serpents this Sunday. And the rest of the Legacies from Summoners, one slow step at a time.


                      MtAw Homebrew:
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                      New 2E Legacies, expanded

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                      • The Concord of Serpents is here.

                        Well, today is Sunday (based on where I live), just like I said how I'd write up the Concord of Serpents on Sunday... Studies for the civil service exams are piling up far more than I'd braced myself for, so my hobbies have gone to a crawl. But hey, at least they didn't stop!

                        Still doing the Legacies from Summoners. After that I'm planning on tidying up my previous works, hopefully making them more reflective of their original 1e versions and a bit more tidier to read. Of course, if anyone prefers newer content, that gets higher priority.









                        The Concord of Serpents

                        She whispered sweet venom in your ears and touched you with fingers coiling like tongues, promising a break from your dull life. She knows, somehow, the wild escapades of your youth and how you grew bored of your homely wife at home. Words like chastity and loyalty and love are torn apart by her barbed words. She promises that tomorrow will be a night you won't forget. Tomorrow is your wedding anniversary.

                        Many Awakened historians rank the Concord of Serpents as one of the oldest Mastigos Legacies, with some positing it to date back from times when the Supernal was closer to the Fallen. There is some truth to this analysis, for the ethos of the Adversaries is one that all Psychonauts can agree to one degree or another. Some even claim that the Legacy was inspired by or inspired the Biblical tales of the Accuser himself, a claim that the Concord doesn't deny.

                        In modern days the Concord manifest as unconventional gurus who preach suffering, fringe psychologists obsessed with pain and trauma, modern-day primitives, and soldiers in uncanny peace with all the blood around them. Some Adversaries make themselves caricatures of sin to prove how virtue is worth it, while some become merciless enforcers of morality. Either way, the Legacy continue to defy spiritual erosion born from the animal self, and expect the rest of the Fallen World to follow.

                        Origins

                        Parentage: Mastigos, Adamantine Arrows, Free Council
                        Background: Some mages lived their entire life as a perpetual struggle. If they saw this as a meaningless torment, the Concord comes to fix them of such notions. If they already saw themselves within a crucible to refine themselves, the Concord shows them the next step. Sometimes, someone who lived a sheltered life seeks out the Legacy, either out of some life-defining trauma or tiredom from ease. Either way, the Serpents take them as well both as targets of their practice and future successors.
                        Appearances: The Adversaries represent a force of opposition, and to do that they can't afford to be looked down upon. So the Serpents dress to look their best, but their idea of "best" follows the Legacy's ethos. Some may proudly wear physical marks of her suffering, others wear grim tones and accessories that sting and cut, or even display garish colors reminiscent of poisonous animals.

                        Doctrine

                        Prerequisites: Mind 2, Empathy 2, two dots in one of the following Skills; Intimidation, Survival, Brawl, Persuasion, Investigation
                        Initiation:
                        Organization: To outsiders, it would appear that the Concord is replete with mutiny and revolts, each Serpent attempting to devour another. This comes from Adversaries making their own no exception to their ideals, that conflict and opposition is healthy to the group. Struggles of power and assertions of authority involve eroding the other's will, but the remain mostly civil in the end. Mostly.
                        Theory: Pandemonium taught us that suffering cleanses our souls. That we are perfected by our own inner demons gnawing at us. What about the others, then? Someone must challenge their souls, for virtue untested is virtue worthless. And so we make ourselves Adversaries, Serpents who practice the highest form of philanthropy. Now, embrace your suffering and shed your weaknesses.

                        Magic

                        Ruling Arcanum: Mind
                        Yantras: Being alone amidst enemy territory (+1); staying completely still (+2); broken chains, fetters, and similar tools (+2); restricting own movement (+1, +2 if done with elaborate physical bindings)
                        Oblations: Pointing out the moral failings of oneself or others; interacting with or studying Supernal Demons; exposing oneself to and resisting intense temptation; subjecting others to brutal ordeals

                        Attainments

                        First: Test of Character
                        Prerequisites: Initiation
                        The Adversary's eyes become open to both the flaws and strengths of the human mind. She replicates the "Know Nature" spell, but is restricted to knowing her subject's Vice and Virtue. Reach is assigned to instant use.
                        If the Adversary's subject suffered an Integrity breaking point or a Wisdom degeneration roll in the same scene she uses this Attainment, she may bypass his Withstand ratings.
                        Optional: Space 1
                        The Serpent tests his subject, seeing if she can hold onto her virtue even when no one applauds her for it. He duplicates the "Isolation" spell, modified to sap Willpower only for human interactions that align with the subject's Virtue. The actions in question need not qualify for the Willpower recovery. Reach is assigned to Advanced Duration.
                        To prepare for this effect, the Serpent must work for a scene to make his subject conscious of her own Virtue, and that she recognizes it as her better nature. If the Serpent knows his subject's Vice and contrasts it with her Virtue in the preparation, he may bypass her Withstand ratings.

                        Second: Inharmonious Rhapsody
                        Prerequisites: Mind 2, Empathy 3
                        Inner harmony comes from overcoming the mind's disharmony, and the Adversary can extend the latter to the body's strife. When the Adversary suffers lethal or aggravated damage while her Mind Armor is raised, she regains Willpower points equal to her current wound penalties plus one.
                        Also, whenever the Adversary succeeds in a Wisdom degeneration roll, or resolves a mental Condition without using magic or Pattern Restoration, she regains one Willpower point.
                        Optional: Space 2
                        Refinement through struggle transcends the boundary between its subtle and gross elements. The Serpent now extends his Mind Armor's augmented benefit towards his Space Armor. In addition, when suffering from at least -1 wound penalty, he no longer needs to spend Mana to raise either or change between Mind and Space Armor.

                        Third: Virtue's Pact
                        Prerequisites: Mind 3, two dots in a second Skill among the initiation Skill list
                        The Adversary's foremost opponent in her venomous trials will always be herself. Pandemonium makes good on this promise, sending forth a Wraith that will be her most loyal mentor and most persistent enemy.
                        This Attainment works similar to Targeted Summoning in that it augments a Supernal summoning. The Adversary needs to prepare a summoning circle, but she does not need to do so in a Demesne or a Supernal Verge. The summoning will always summon a Wraith of Pandemonium, who has Space as its default secondary Arcanum unless specified by Targeted Summoning.
                        Despite being an Attainment, summoning the Wraith is still an extended action just like a standard summoning. The Adversary uses the higher of her Mind or Space in the dice pool. As an Attainment, however, the summoning is warded against the Abyss and thus the Adversary need not worry about Abyssal intrusion. In case of a dramatic failure, she still takes aggravated damage but does not invite the Abyss.
                        The Trial of the Wraith is that the Adversary must undertake an action that reaffirms her Virtue in a way that would refill all her Willpower points. She must intentionally focus on incarnating her Virtue through her action, which robs her of the Willpower she would normally gain. This counts as the per-chapter chance of Willpower recovery via Virtue, but the Dominion can still summon the Wraith as long as her action is of enough quality. Attempting the summoning without the required caliber results in the summoner suffering aggravated damage equal to the Demon's intended Rank.
                        The summoned entity is still vulnerable to Fallen corrosion, taking Corpus damage from exposure to the Fallen World. However, the Demon always returns to Pandemonium even if it perishes outside the summoning circle after its time runs out. Unless the Adversary personally caused it, she does not suffer Wisdom degeneration from the Wraith's death.
                        The Demon reflects its summoner's soul and her abilities. Its Attributes equal the lowest of the Adversary's in their respective categories. Its Size also equals that of the summoner. Otherwise, its traits follow the Rank-derived limit for Supernal entities.
                        The Wraith shares the Dominion's Vice and Virtue. Although it will act in her best interests, it does so as befitting of a Demon of Pandemonium, who sees no problem with inflicting trauma to make a point. To have the Demon act just as she wants, the Dominion must compel it so with magic. If anyone else should attempt to do the same, the Wraith responds with a Clash of Wills on which it scores automatic successes equal to its Rank.
                        Lastly, the Wraith's presence grants a dice bonus equal to its Rank on any action the Adversary takes that directly upholds or is benefitted by her Virtue.
                        Optional: Space 3
                        The Serpent proudly wears his scar-tissue of the soul as a testimony of his victories and those scars resonate with people who also face the same struggle in life. This Attainment augments the Sympathetic Range Attainment so that, towards subjects who share his Virtue in a broad context, the Serpent counts as having the sympathy Yantra representing them.

                        Fourth: Virtue's Gauntlet
                        Prerequisites: Mind 4, Empathy 4
                        The Adversary brings Pandemonium even closer to the surface, and she runs herself through a gnashing gauntlet. The Virtue's Pact Attainment now summons the Wrath at Rank 2 by default, and its Attributes equal the highest of the Adversary's in their respective categories. The Demon also gains additional Corpus equal to the Adversary's Mind dots, and armor equal to her Space dots.
                        In addition to the Arcana, the Demon now holds Influence over the Adversary's Virtue, at a rating equal to its Rank. Although this does not affect the Wraith's Manifestation in any way, it can wield its Influence just as ephemeral entities do. The Demon spends Mana instead of Essence, and can opt to spend its summoner's Mana instead of its own. This does not count towards her Gnosis-derived Mana usage capacity.
                        Optional: Space 4
                        A Serpent is no ascetic dwelling in high mountains, and he believes in having other people run the gauntlet of suffering. He can "send" the Wraith he summoned by Virtue's Pact through a sympathetic connection to another person. The subject counts as having the Urged Condition, represented by the Demon constantly pushing her to act on her Virtue. The Demon instantly returns to the Serpent when he wills so or when someone successfully ejects it from the subject. If the subject's Virtue was contextually similar to the Serpent's own, she benefits from the dice bonus granted by the Wraith, while the Serpent gains a Weak connection to her upon the Wraith's return.

                        Fifth: Manumission's Fetter
                        Prerequisites: Mind 5, two dots in a third Skill among the initiation Skill list
                        As the ultimate self-scourging of her mind, the Adversary severs her Virtue from herself, proving that she upholds it not because she has to but because she chooses to. This Attainment is a modified form of the "Amorality" spell, cast on the Adversary herself to remove her Virtue. She is still tempted by a two-point Willpower gain to indulge in her Vice, but affirming her Virtue in a way that would have refilled all her Willpower now refills all her Mana instead. Benefitting from this effect counts as having used her Virtue for Willpower refill for the chapter.
                        Optional: Space 5
                        More than one fetter binds the soul's virtue, and the Serpent's task is a constant struggle to shatter them all. However, as someone who has broken his own fetters before, the Serpent gains a better understanding of those who are still bound by the same fetters as he were. By spending a point of Mana, the Serpent emulates a modified form of the "Perfect Sympathy" spell cast on himself. He gains the spell's benefit not on those whom he shares sympathy with, but on those whom he shares his Virtue with. Like the previous Attainments, the Virtue in question need only be equal in spirit and not in word. Reach is assigned to instant use, Advanced Duration, and grantingthe rote quality on a number of actions equal to the Attainment's Potency.
                        Last edited by 21C Hermit; 11-26-2017, 09:43 AM.


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

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                        • I like it, Though I feel like a similar Legacy could be done with Fate as Primary (Mind as Secondary) that focuses on Fate's Oaths and detecting when they are broken to act as a monitor of a subject's behavior. IE. Oath's Fulfilled, but keyed to something like "I will embody my Virtue" or "I won't act on my Vice".


                          Malkydel: "And the Machine dictated; let there be adequate illumination."
                          Yossarian: "And lo, it was optimal."

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                          • Originally posted by Vent0 View Post
                            I like it, Though I feel like a similar Legacy could be done with Fate as Primary (Mind as Secondary) that focuses on Fate's Oaths and detecting when they are broken to act as a monitor of a subject's behavior. IE. Oath's Fulfilled, but keyed to something like "I will embody my Virtue" or "I won't act on my Vice".
                            Thanks, and good call. I only went with Space because that’s what the Concord had as its additional Arcanum for their Attainments in 1e, and I liked the symmetry of the five Summoner Legacies each embodying their Path by specializing in their Realm’s Arcana pair.

                            If you have further ideas on Fate Attainments for the Serpents, please share if you don’t mind! After all, I never meant for this thread to be my one-man show.


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

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                            • Hopefully you won't be opposed to adding The Roses of Eden to your list. I've always like the anarchist acanthus

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                              • Originally posted by Mordred9971 View Post
                                Hopefully you won't be opposed to adding The Roses of Eden to your list. I've always like the anarchist acanthus
                                They were in Keys to the Supernal Tarot, weren’t they? Always wanted to cover that book’s Legacies as well myself.

                                But please pardon me for the inevitable delay. Life’s keeping my 20s quite busy.


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

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