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Even more Legacies, updated to 2E

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  • I actually like Temporal Stutter with only one caveat. There shouldn't be any reason not to cast the Attainment on someone else. A Druid may travel with his allies and use Spell Factors to affect the entire group. Alternatively, The Druid might only send forward a person she touches. She could do that multiple times, due to the fact that Attainments don't count against Spell Control. A yet another option allows for a tense chase scene, where the Druid tries to stay ahead of an enemy long enough to activate the Attainment.


    ~

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    • A Reflexive use of Temporal Stutter would let one "Dodge" effects, right? Even Instant use, provided you know of the effect before hand.


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

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      • Tweaked the Attainment! Now it can potentially look like the Druid teleporting around the area, stuttering across split seconds.


        MtAw Homebrew: Even more Legacies, updated to 2E

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        • Looks good.

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          • The Transhuman Engineers are here! They were easier than I thought to work on, mostly because the writers from 1E did a fantastic work of creating them in the first place. I'm saying this now, but this applies to every other Legacy I touched and will touch upon.

            Note to self: When going back on my previous works, replace all instances of "bypasses Withstand when..." with "counts as having achieved an exceptional success when..." for sake of better integration with existing mechanics and allowing options other than bypassing Withstand. Along with reassigning Reach on sensory range, since it's only needed when using them sympathetically. Oh, and non-spell effects are awesome. Make up some more of them.

            EDIT: Oh wait a sec. The 2E core says their Attainments are based on Matter and Forces. Now please wait a few hours until I get them right...
            EDIT: Yup, got them.

            Since this was a new Legacy, next week will see me editing another one of my previous stuff. Any suggestions?






            TRANSHUMAN ENGINEERS

            He's the garish one snapping pictures at parties and showing off his latest gizmos, always a step ahead even among early adopters. He's also the creepy one who holes up in his room, surrounded by flickering screens and humming of cooling fans. Either way, he's the one with the camera, and who is one with the camera.

            The Technological Apocalypse

            Technological singularity is a concept where humanity's technological advance will reach a point where it surpasses human intelligence, exploding into existence as technology builds upon itself. The Transhuman Engineers want to usher in that era, despite worries and alarms of both Sleeper and Awakened peers alike. Even the Supernal will be no longer held back after the singularity, and anyone who opposes it will be an enemy of their crusade.

            The Transhuman Engineers are numerous for a young Legacy, and the advance of technology only feeds their growth. Each Prime Mover has a "crusade," the pet project of Obsessions reflecting their interest and expertise. Even the founder himself is aloof but still active, occasionally recruiting both Engineers and other mages alike to his own crusade. Because the Movers exalt progress of technology above all else, they push at the limits of both tech and magic alike, sometimes even "inspiring" Sleeper scientists with magically enhanced devices, and tend to dismiss anything else that does not contribute to their vision. Naturally, this often creates tension within the Awakened community.

            Origins

            Parentage: Obrimos, Free Council, Mysterium
            Background: As a passion for technology usually follows an understanding and access of it, potential Engineers come from the developed or quickly developing worlds. Most of them have the education to match, or quickly bring themselves up to it. Some Prime Movers claim to have literally seen the Singularity in their Awakenings, although the highly unique nature of Awakenings mean there's no real substance to it for the moment.
            Appearances: The Engineers see themselves as progressives on technology's bleeding edge, and many would like to remind everybody else that they are. Some even wear outfits straight out of sci-fi, or tattoo themselves with circuitry and computer language. All of them can be seen with various high-end technological items on their persons.

            Doctrine

            Prerequisites: Matter 2, Science 2, two dots in one of the following Skills; Computer, Crafts, Expression, Investigation, Occult
            Initiation: The aspirant must impress the mentor-to-be with technology to gain access to initiation. While not easy, different Engineers have different tastes and what gets shot down by one Mover may enthrall another. The shaping of Gnosis come from defining and developing her own crusade, which need not come from what the initiate used to prove herself.
            Organization: The Engineers respect privacy, but also encourage opportunities to gather in the form of global Expos. Here the Movers display the fruits of their latest crusade and discuss colloquia. Local Prime Movers working together in an area sometimes create communal "citadels" specifically where people gather, hoping to inspire and be inspired by the next generation of geniuses.
            Theory: Unopposed progress. Unfettered access to technology. Oppose corporate conspiracies. Technology Will Become Magic. These are the core tenets of the Transhuman Engineers, one that each Prime Mover takes to heart.

            Magic

            Ruling Arcanum: Matter
            Yantras: A metropolitan area, preferably busy (+1); succeeding on a Science or Crafts roll relevant to the spell (+2); high-tech devices inscribed with occult symbols (+2); digital identifiers (adds a +1 to what the identifier would have provided as a sympathy Yantra; these can still be used as sympathy for Sympathetic Range, etc.)
            Oblations: Writing a computer program; studying or creating Imbued and Enhanced items; breaking into restricted areas in order to access technology; convincing people to try out a new piece of technology
            Attainments

            First: Interaction
            Prerequisites: Initiation
            The first step of interacting with technology is learning its function. This Attainment gives the Prime Mover a natural knack for such, replicating the "Craftsman's Eye" spell. Reach is assigned to instant use.
            Optional: Forces 1
            Most high-end technology run on electricity in one way or another, so the Engineer finds it useful to master it. He emulates the "Influence Electricity" spell, with Reach assigned to instant use.

            Second: Connection
            Prerequisites: Matter 2, Science 3
            The Prime Mover works to transcend the limits of modern technology, such as having to physically touch a device to get them working. She replicates the "Remote Control" spell, with Reach assigned to instant use and changing the primary spell factor to Duration. Should a remote action require a roll, the Mover scores automatic successes equal to her Matter dots.
            Optional: Forces 2
            Most modern technology makes use of wireless transmission, which the Engineer can perceive and hijack freely. This combines the "Tune In" and "Transmission" spells. Reach is assigned to instant use, counted from Forces 2.

            Third: Dissolution
            Prerequisites: Matter 3, two dots in a second Skill among the optional prerequisite Skills
            After gaining remote connection to technology, the Prime Mover moves to gain physical access to items otherwise restricted from her. After a scene of preparation in which she stays still and uninterrupted, she conceals herself from all recording devices. This emulates the "Machine Invisibility" spell, with Reach assigned to instant use and Advanced Duration.
            Optional: Forces 3
            Cameras and microphones aren't the only eyes and ears, so the Engineer learns to hide himself more conventionally. He can choose to combine "Machine Invisibility" with the "Invisibility" and "Control Sounds" spells. Reach assignment stays the same, but additional spell factors will be now dependent on the lower of the Engineer's Matter or Forces should he add one or both of the Forces spells.

            Fourth: Activation
            Prerequisites: Matter 4, Science 4
            It is not enough to build technology. Technology has to be used, the Transhuman Engineers reckon, and to be used it has to be maintained. The Prime Mover may spend a point of Mana to generate a circular field of power in a radius equal to her Matter dots. This field is similar to a Matter-charged Node, with the Mover's crusade determining what area of technology counts as being Resonant with it. The benefitting technology need not be stationary or inanimate, and they heal Structure every hour instead of day.
            The field lasts for hours equal to the Mover's Gnosis, with every subsequent period equal to Gnosis requiring additional Mana. Maintaining the field too long may bleed the Prime Mover's Nimbus into the powered devices and their users, resulting in unknowingly left Signatures and devices flaring her Immediate Gnosis when someone misuses or overuses them.
            Optional: Forces 4
            All technology require power for activation, and the Engineer will provide them with it. The field of power now incorporates Forces, and the pieces of technology within it can now function without an apparent power source. The combination of Matter and Forces substitute for even solid fuel such as gas.

            Fifth: Integration
            Prerequisites: Matter 5, two dots in a third Skill among the optional prerequisite Skills
            The singularity will come when technology invents technology, synergizing with itself to open completely unimagined areas. The Prime Mover is so close to kickstarting the singularity but for now she will have to suffice with a more physical synergization of technology. This Attainment resembles the "Wonderful Machine" spell, with Reach assigned to instant use, Advanced Duration, and Advanced Scale.
            The techno-Gnosis of the Transhuman Engineers allow the Mover to integrate technology into her own body without Life. If she actually has Life 3, she can do it to other life forms as normal.
            Some Movers even integrate themselves to technology, appearing to seamlessly enter and merge with a large enough device or a connected collection of them. In such a state she uses the technology's equipment bonus as her Physical Attributes, and its Durability as armor. Structure effectively becomes additional Health, as any damage targeting her reduces Structure first. The device keeps functioning even at zero Structure, until the Mover leaves or dies. The Mover has access to whatever functions the technology has, including Imbued spells if any, and can use Matter spells to further augment them. She can also heal herself with Matter spells in this state.
            Optional: Forces 5
            The Transhuman Engineer doesn't want to merely see the singularity. He wants to feel the singularity, and be the singularity. After a scene of trance-like calm in contemplation of her crusade, the Engineer dissipates into a cloud of data and electricity, submerging inside technology.
            Similarly to above, the Engineer has full access to the device's functions, although in most cases will be immobile unless integrating into moving machines. If the device is online or otherwise networked (including both internet connections and shared power cables), the Engineer can simultaneously exist inside multiple connected items, up to a number of his Forces dots within a radius up to his Gnosis in yards.
            The incorporeal nature of digital and electric existence mean that the Engineer does not gain the devices' Durability and Structure to his armor and additional Health. Any damage to the devices are also inflicted on him, but downgraded by a level. Attacks jamming the power source or corrupt stored data bypass even this defense and inflict lethal damage. The devices keep functioning even at zero Structure, until the Engineer leaves or dies. The Engineer has access to whatever functions the device has, including free access to networks it is connected to, and Imbued spells if any. He can augment their digital functions further, and even heal himself with Forces spells.
            Controlling multiple networked devices at once is possible but taxing. The Engineer must spend Willpower points equal to the number of additionally controlled devices after the first, and even then he cannot take multiple actions in a turn. Reflexive actions, mostly Perception checks viewing the surrounding area, are free and can still be taken in a single turn.





            The below is what I wrote with the assumption that the Transhuman Engineers' Arcana were Forces and Prime, not Matter and Forces. I was going to erase them, but I liked what I came up with, so they're staying here.


            Attainments

            First: Interaction
            Prerequisites: Initiation
            The first step of interacting with technology is learning how to turn it on or off. This Attainment gives the Prime Mover a natural knack for such, replicating the "Influence Electricity" spell. Reach is assigned to instant use.
            Optional: Prime 1
            The Prime Movers don't restrict themselves to 'mundane' technology, and are just as happy to fiddle with magical ones. The Engineer emulates the "Word of Command" spell, restricted to magical objects. Reach is assigned to instant use. If the use normally requires a roll, he scores automatic successes equal to his Prime dots. The Engineer may add other Arcana as normal to activate non-Supernal objects.

            Second: Connection
            Prerequisites: Forces 2, Science 3
            Most modern technology makes use of wireless transmission, which the Prime Mover can perceive and hijack freely. This combines the "Tune In" and "Transmission" spells. Reach is assigned to instant use, counted from Forces 2.
            Optional: Prime2
            At the cutting edge of blending magic with tech, the Engineer spends one point of Mana to inscribe a digital Grimoire as per the "Scribe Grimoire" spell in conjunction with Forces 2. Reach is assigned to instant use and making the effect Lasting.
            The Engineer counts as having achieved an exceptional success when targeting a digital medium he created himself.

            Third: Dissolution
            Prerequisites: Forces 3, two dots in a second Skill among the optional prerequisite Skills
            After gaining remote connection to technology, the Prime Mover moves to gain physical access to items otherwise restricted from her. This Attainment renders her both invisible and soundless, combining the "Invisibility" and "Control Sounds" spells. Reach is assigned to instant use and Advanced Duration.
            Optional: Prime3
            Sometimes other mages work against the Engineer's crusade, so he learns to hide from them as well. He can choose to add the "Cloak Nimbus" spell to the combination. The Attainment's Reach stays the same, but its additional spell factors are now dependent on the lower of the Engineer's Forces or Prime. He scores automatic success equal to his Prime on any Clash of Wills from attempts to read his Nimbus and aura.

            Fourth: Activation
            Prerequisites: Forces 4, Science 4
            It is not enough to build technology. Technology has to be used, the Transhuman Engineers reckon, and no lack of power source will bar them from usage. The Prime Mover may spend a point of Mana to generate a circular field of power in radius equal to her Forces dots. This field is similar to a Forces-charged Node, but the technology need not be stationary.
            The field lasts for an hour, with every subsequent hour requiring more Mana. Maintaining the field too long may bleed the Prime Mover's Nimbus into the powered devices and their users. Objects may be marked with her Signature Nimbus, or even flare her Immediate Nimbus on their own.
            With Matter 3, the field also substitutes for solid fuel such as gas.
            Optional: Prime4
            Never content with being awestruck at what others have wrought, the Engineer takes the magical enhancement of technology into his own hands. When he uses the Imbue Item Attainment, he halves the time each roll takes, and achieves exceptional success on three successes instead of five. Furthermore, the Engineer can spend a point of Mana to reclaim spell control of a spell he imbued and relinquished. The item needs to be in his sensory range. Relinquishing the imbued spell again costs further Willpower. Lastly, when using an Imbued Item of his own making, the Engineer can choose to contain its Paradoxes normally.

            Fifth: Assimilation
            Prerequisites: Forces 5, two dots in a third Skill among the optional prerequisite Skills
            The singularity is nigh, and the Prime Mover will be there to see it, feel it, and be it. After a scene of interacting with technology in a trance-like state of calm, the Prime Mover's body dissipates into data and electricity, submerging into the devices in her presence. She effectively becomes a pseudo-ephemeral entity possessing a number of devices up to her Forces dots within a radius up to her Gnosis in yards.
            Use the Possessed Condition to represent the devices the Mover inhabits, with the following changes. She uses Mana to heal the item's Structure, and rolls her own dice pools to use their natural functions. She can also use the items in ways they weren't built for, such as animating them. If without Physical Attributes or equivalents to refer to, assume the objects have Attributes equal to their equipment bonus.
            Controlling multiple devices at once is possible, but this still does not allow the Mover to take multiple actions in a turn. Multiple non-physical actions may be possible depending on circumstances. She does perceive the surroundings of all devices she possesses at once, gaining appropriate bonuses to Perception checks and preventing ambushes.
            Even when not actively controlling a device at a time, the Mover's "Corpus" is assumed to be superimposed on top of all items she is possessing. Thus any Structure damage to an item is also dealt to her, but downgraded a level. Attacks that would directly affect the medium of control the Mover is using, such as causing a power malfunction or corrupting stored data, count as the Mover's bane and thus cut through Durability while inflicting lethal damage. While the Mover is not truly ephemeral, using Forces Sight or Unveiling spells will reveal her to be in Forces-attuned Twilight.
            Beyond exploiting the devices' functions, the Mover may use any of her Attainments freely, and any spells that target herself or the items she possesses.
            If possessing an online or otherwise networked device, the Mover gains full access to the network barring supernatural defenses, which provoke a Clash of Wills. Uploading herself fully into the network requires a spell, and removes her from her current menu of possessed items. What she encounters after is up to each Storyteller and table to decide.
            This effect ends with a reflexive action of the Prime Mover, or when she takes a full track's worth of lethal damage. Either way she reappears nearby one of the devices she was controlling, with any damage downgraded. Conditions and other status prior to using the Attainment remain, but time spent during the Attainment do not count towards any time required to resolve them.
            Optional: Prime5
            The Engineer is not content to just watch the singularity come forth. He knows it his duty to invite everybody else. He imparts the vision of the Transhuman Engineers via AR, effectively replicating the "Apocalypse" spell. Reach is assigned to instant use and Advanced Duration. The nature of the symbols revealed allow even non-mages to roll Intelligence or Wits + the relevant Mental Skill, interpreting the symbols on success. They are still subject to the usual hazards of uncontrollable Mage Sight, including potential breaking points.
            The Engineer counts as having achieved an exceptional success when when targeting those whom he have impressed with technology or his vision of it.
            Last edited by 21C Hermit; 03-11-2018, 08:24 AM.


            MtAw Homebrew: Even more Legacies, updated to 2E

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            • Can I request the Chrysalides and Secret Order of the Gate?

              Thank you for everything you've done, man. Your work has helped me a great deal.


              Raksi plays Peek-a-boo for keeps. ~ nalak42

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              • Originally posted by Kleptomania View Post
                Can I request the Chrysalides and Secret Order of the Gate?

                Thank you for everything you've done, man. Your work has helped me a great deal.
                Chrysalides and the Secret Order, got it.

                Looks like Sunday will be busy a day.

                EDIT: I hope you don’t mind me ending up only with their skeletal outlines, like the one currently up for the Sisterhood of the Blessed, due to lack of time. If such happens, it might take two or more weekends for me to fully flesh them out.
                Last edited by 21C Hermit; 03-13-2018, 10:49 PM.


                MtAw Homebrew: Even more Legacies, updated to 2E

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                • Originally posted by 21C Hermit View Post

                  Chrysalides and the Secret Order, got it.

                  Looks like Sunday will be busy a day.

                  EDIT: I hope you don’t mind me ending up only with their skeletal outlines, like the one currently up for the Sisterhood of the Blessed, due to lack of time. If such happens, it might take two or more weekends for me to fully flesh them out.
                  Nah, I don't mind. Take all the time you need. Thanks a lot for this, Hermit.


                  Raksi plays Peek-a-boo for keeps. ~ nalak42

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                  • Could I request the Daksha be added to the queue?
                    Last edited by Dreaminggod; 03-14-2018, 03:06 AM.


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                    • Originally posted by Dreaminggod View Post
                      Could I request the Daksha be added to the queue?
                      Sure.

                      So, here’s my queue:
                      Unforgotten Scions - Pathless
                      Chrysalides - Thyrsus
                      Daksha - Obrimos
                      Secret Order of the Gate - Pathless
                      Cult of the Doomsday Clock - Moros
                      Path of the Book - Pathless
                      Scions of God - Obrimos
                      Morphean Continuity - Pathless
                      Dreamers of the Black Sun - Mastigos

                      Alternating between what people suggested for sake of reaching out to more people.


                      MtAw Homebrew: Even more Legacies, updated to 2E

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                      • You Sir are an Animal, I bow to you.

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                        • Originally posted by 21C Hermit View Post
                          So, here’s my queue:
                          Unforgotten Scions - Pathless
                          Chrysalides - Thyrsus
                          Daksha - Obrimos
                          Secret Order of the Gate - Pathless
                          Cult of the Doomsday Clock - Moros
                          Path of the Book - Pathless
                          Scions of God - Obrimos
                          Morphean Continuity - Pathless
                          Dreamers of the Black Sun - Mastigos
                          How can even any Legacy be Pathless in 2E?


                          Originally posted by MtAw, p. 197
                          Path, Order or Praxis: All Legacies possess an originating Path, and many (though not all) are connected to an Order. Normally, your mage must either belong to the Legacy’s Path or Order. However, it is possible for a mage of any Path or Order to join a Legacy if she learns a Praxis that duplicates the Legacy’s first Attainment, and utilizes one of the Legacy’s Yantras. She develops the understanding to join without other requirements. Note that some Legacies possess unusual Attainments that make this impossible. Once she learns the Legacy’s first Attainment, she loses the Praxis it duplicates but receives one standard Experience and one Arcane Beat.


                          My stuff for Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
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                          • Originally posted by wyrdhamster View Post
                            How can even any Legacy be Pathless in 2E?
                            It means they actively take members from any Path.

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                            • 'All Legacies possess an originating Path' means they all should have one Path originating. No 'Pathless' Legacies in 2E rules.


                              My stuff for Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
                              LGBT+ through Ages
                              LGBT+ in CoD games

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                              • Originally posted by wyrdhamster View Post
                                'All Legacies possess an originating Path' means they all should have one Path originating. No 'Pathless' Legacies in 2E rules.
                                Once again, It means they actively recruit from all Paths, it does not mean that they don’t have a Path of origin. Actually, it could also mean that the Path of origin has been forgotten, though you could speculate because of the attainments. Some legacies, like the Daksha, though make it unlikely you could guess with a hundred percent accuracy.

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