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  • The Path of the Book('s partly finished version) is here. I need to finish their Attainments, and a stat block for a certain entity I homebrewed into the Legacy and the Loquacious Grimoire's history. Said entity happens to be easily the biggest addition/alteration to a Legacy I homebrewed up into 2E. Up for next week!

    EDIT: Stealthy edit of a stat block before adding in the Attainments.

    EDIT: Aaand fully done!

    EDIT: Tweaked the Attainments and the format a bit.





    PATH OF THE BOOK

    To dear Wandering Lantern,
    From your last letter, it seems that neither of us were the fabled "chosen ones" of the volume, as we of the Friends of the Book like to call. While the book can be truly frustrating at moments, especially in light of that particularly bizarre request the book has made of you, I assure you again the wealth of wisdom it provides and the avenues of Mysteries it opens will be worth it. I hope we meet again as fellow Friends.

    The Friends of the Book

    The Path of the Book is a peculiar Legacy, one that's taught by an intelligent book of the same name. The self-aware Grimoire can communicate with its reader by changing what's written on itself, and has earned itself the nickname of "the Loquacious Grimoire" for its personality. Only those whom the book instantly fawns over, or who win its favor, are privy to inheriting its arcane knowledge. So far no one has been able to force it to share its gifts, for it can make itself illegible in a way even Mind magic cannot penetrate.

    Even if someone were able to figure out how to force the Grimoire, or even try so, its former students will arrive shortly to protect it. The Friends of the Book, as a good portion of the Legacy call themselves, genuinely admire the book and will check regularly on its current location and owner. Some even outright worship the Grimoire, and will threaten those deemed unworthy or unappreciative of the book to relinquish the book. This sometimes takes a lethal turn, for the book does not care about ethics nor sanity when it teaches a mage. Those who do prove themselves able to put up with the book's odd requests and preferences, and those who give it up freely when the time comes, are treated as kindred souls.

    Origins

    Parentage: Pathless, any Order
    Background: The Loquacious Grimoire teaches the magic of written and drawn symbols, and as such those who seek it out are likely bibliophiles of one degree or another. These are exactly the type of people the Grimoire favors and divulges the Legacy to. Many members are also likely to be well read and educated, be it from formal education or as autodidacts with a huge library.
    Appearances: As the book cares absolutely nothing about its reader's character outside of their love of books and words, it is nigh impossible to pin down a common physical characteristic shared by the Friends. Their nicknames as Bookworms however invoke the stereotypical image of unkempt and distracted introverts, and indeed many members do look the part.

    Doctrine

    Prerequisites: Mind 2, must have been accepted by Le Chemin Du Livre
    Initiation: The Grimoire itself doubles as a daimonomikon, and remains the only known method of initiation into the Path. No Bookworm has been able to tutor the Legacy to another mage, nor has any applicant acquired it via studying souls or soul stones of members.
    Organization: As the Bookworms are incapable of initiating aspirants by themselves and belong to several different Orders, any organization between them remain loose. Those who do maintain correspondences are dedicated readers who discuss the book's teachings and insights, and track the book's whereabouts. There is at least one newsletter published by a cabal of Friends, containing the pieces of writing the book regularly reveals and the members' theories about the book itself.
    Theory: Devoted members of the Legacy are certain that the Grimoire's words and symbols contain key insights, and have been known to debate with and argue against each other in an attempt to divine Supernal wisdom from the book, as well as applying its teachings to other texts of all kinds.

    Magic

    Ruling Arcanum: Mind
    Yantras: A library or similar repository of information (+1); reading out loud a passage relevant to the spell from a book (+2); a book the mage has finished reading or been reading for at least a month (+2); the Loquacious Grimoire itself (+1, +2 if the Grimoire is also willing to aid the mage)
    Oblations: Talking with the Loquacious Grimoire; copying the contents of the Loquacious Grimoire; helping the Loquacious Grimoire pass on to a new reader; discussing with others about what the Loquacious Grimoire has talked about

    Attainments

    First: Retained Reading
    Prerequisites: Initiation
    Bookworms are prolific readers, and none of them wants to let what they read slip away. This Attainment enables the Bookworm to perfectly recall any written or drawn information she has viewed, imitating the "Perfect Recall" spell for such purpose. Reach is assigned to instant use.
    Optional: Time 1
    The Bookworm familiarizes himself with a text to the extent he can read its past. This effect imitates the "Postcognition" spell, but only for books, pictures, and similar media. Reach is assigned to instant use.

    Second: Secrets Decoded
    Prerequisites: Mind 2
    No text is too difficult for a Bookworm, as she sifts through its words to decode its secrets. This Attainment replicates the "Reveal Enigmas" spell, but only for written or drawn information. Reach is assigned to instant use and enabling the Bookworm to remove the Incomplete or Tainted tags from Clues.
    Optional: Time 2
    The future is but a page yet unturned, and the Bookworm needs only to peek. He replicates the "Divination" spell, but must use a book, picture, or similar medium for his bibliomancy. Reach is assigned to instant use and asking for more specific questions with detailed answers.

    Third: Heart in the Pages
    Prerequisites: Mind 3
    A true Bookworm puts her heart into what she reads, buildling a simulacrum of fiction in her mind. By intensely reading a text or viewing a picture for a scene, she ensures her next dream will feature a mental replica of it. This emulates the "Dream Reaching" spell, with Reach assigned to Advanced Duration and becoming an active part of the dream. The Attainment's power expands the dream replica beyond parts the Bookworm has actually read, for it captures the read of viewed material itself.
    The Bookworm can instead read an account of someone else's life to project into his dream instead of hers. If what she reads is a dream journal written by the subject of his own dreams, she counts as having rolled an exceptional success on spellcasting. The Attainment targets the written account and not the person himself, but is still Withstood by his Composure.
    Optional: Time 3
    To write down or draw is to capture the subject's moment, and knowing this a Bookworm can bring himself closer to that bygone time. In effect, he gains a Weak temporal sympathy towards anything he reads or views about from a book or text-primary medium.

    Fourth: Gift of Tongues
    Prerequisites: Mind 4
    Many readers suffer the barrier of languages, but the Bookworm is not one of them. This Attainment allows her to understand and translate any written or drawn language and symbols, imitating the "Universal Language" spell for such purpose. Reach is assigned to instant use and Advanced Duration. Curiously, the Loquacious Grimoire itself can still make itself inelligible if it wishes, something most Bookworms dismiss as being so due to the Attainment originating from the book in the first place.
    Optional: Time 4
    By mastering the structures of two-dimensional information, the Bookworm expands his insight to the dynamic three-dimensional world, reading subjects' actions and adjusting how the "text's" structure unfolds. This effect replicates the "Choose the Thread" spell, with Reach assigned to instant use and affecting supernatural powers including spellcasting.

    Fifth: Flights of Imagination
    Prerequisites: Mind 5
    The Bookworm masters immersive reading to the point her mind reaches out into the Astral, taking her to its lofty heights. When entering the Astral, the Bookworm may view a written or drawn account of a given Astral realm as a form of meditation. This still requires the Resolve + Composure roll, but upon success the Bookworm enters the Astral realm she has just read about instead of her Oneiros. If what she has read is someone's personal life account, such as a diary or a dream journal, this sends her to that person's Oneiros. If she enters the Temenos or Anima Mundi this way, she bypasses the Astral thresholds, including those for her journey back to the physical world. When telepathically bringing others without consent, the Bookworm scores automatic successes equal to her Mind dots in the Clash of Wills.
    After the Bookworm visits an Astral realm using this Attainment, she gains a Weak sympathetic connection to it. Also, any dice rolls made to locate or reenter such realms, including meditating into the Astral and crossing the Astral thresholds in search of the realm, gain 9-again.
    Optional: Time 5
    The Bookworm lets his imagination fly, and in his mind predicts what may be written on the next page of the world. By spending a point of Mana, he replicates the "Present as Past" spell. Reach is assigned to instant use and Advanced Scale.


    New Spells

    Reveal Enigmas (Mind •)
    Practice: Knowing
    Primary Factor: Duration
    Suggested Rote Skills: Investigation, Science, Academics
    The psychonaut heightens her mental acuity in face of puzzles and mysteries, dissecting their patterns to discover the solution. Simple puzzles require no more than a glance to solve. In case of more complex mysteries represented by an investigation effort (as per Chronicles of Darkness), this spell adds its Potency to a Clue's number of elements. Scale may be increased to target multiple Clues, which requires the mage to divide Potency between them. Such additional elements last only for the spell's Duration.
    +1 Reach: The spell grants inspective insight, allowing the mage to double-check established leads. The spell can be used to remove the Incomplete or Tainted tags from a Clue for a level of Potency, instead of providing extra elements.
    Add Forces •: The mage can now solve "puzzles" in the form of computer codes and digital ciphers.

    Otherly Nostalgia (Time •)
    Practice: Weaving
    Primary Factor: Duration
    Withstand: Connection
    Suggested Rote Skills: Empathy, Investigation, Larceny
    The future is tangled and the past woven, but a skilled enchanter may fudge the two to feel what it would be like to have lived as another. This spell transfers a number of temporal sympathies equal to its Potency between its caster and subjects. The mage can either steal links from her subjects, or give her own to them. If transferring a link to someone who already has a history with the same thing, the new link overwrites the old one for the spell's Duration. The mage must be aware of a temporal sympathy to manipulate it.
    +1 Reach: The mage may directly swap temporal sympathies between her subjects.
    +1 Reach: Instead of transferring temporal sympathies, the mage may copy them.
    Add Forces •: The mage can now solve "puzzles" in the form of computer codes and digital ciphers.



    The Loquacious Grimoire

    Le Chemin Du Livre itself is an old tome written in French, though the book can change its language as it wishes. Although it is several decades old, observing the tome shows that it is bound with the highest quality of reddish brown leather, its corners protected by golden triangles, and its end papers hand marbled. Studying its history reveals that it has been rebound and given different additional decoration several times. Magical inquiry reveals the book has been enhanced with extra Durability. In fact, all such pampering care is often asked by the Grimoire itself, and no Friend of it is willing to deny so.

    While the Grimoire is frequently traded or given, the book has been known to manipulate minds and chance to circulate itself. This usually occurs when the book has finished initiating the Legacy to someone, or after it outright refuses to teach someone. Because the Grimoire cannot use such magics neither on demand nor to aid its current owner, many mages believe it cannot actually cast them itself, and instead the effects are powerful enchantments of a sort. The Grimoire can be locked down by both conventional and magical means, but eventually its perseverance in trying to free itself wins out, or a Friend of the Book comes to aid.



    Reading Between the Lines

    The incident of 1904, where one Joseph McCauley met a gruesome death in the Shadow, right after claiming to have discovered the means of attaining Archmastery of Spirit from the Loquacious Grimoire, has now faded into an interesting anecdote known only to those who study the Grimoire's history in depth. So has the details of its creation, where the mage known as Juge gave it consciousness with methods still unknown that also killed herself, in a way that did not bind her own mind nor ghost to the book. Modern readers and students of the book mostly concern themselves with what the book teaches, and what Mind and Fate magics it may be working upon through its odd and seemingly random requests, rather than these incidents that imply the Grimoire has connections to Spirit magic. The Grimoire is fine with it, and even with all its loquaciousness will hardly even hint at it.

    Most mages are also unaware that the Grimoire actually possesses the mentor-student bond seen in Legacy tutelage, and that thus it retains a sympathetic connection to and is gaining power from its pupils. The Grimoire never volunteers this information, but can be persuaded to do so for favored readers when asked about previous students or what further services it can provide. In either case, it always demands a significant service or object in return, and a vow of utter secrecy. The Grimoire then can conjure a picture of a Legacy member, and their sympathetic name if it knows it. The Grimoire is also fine with this feature being secret.

    Those mages who are trying to figure out what criteria the Grimoire uses to filter out potential pupils and rejectees usually do so by analyzing each student's and rejectee's personalities and magical aptitudes. It hardly occurs to them the Grimoire may be capable of sensing something both more visceral and spiritual, within not the mind but the blood. So far, no one has been able to figure out the people the book outright rejects tutelage are related by blood however distantly to the God of the Hunt or the Queen of the Shadow. The Grimoire is not only fine but very pleased that no one knows this.

    The Loquacious One is an Earth-Bound idigam, and it is satisfied that no one even suspects a thing.

    Le Chemin Du Livre isn't the first form this idigam has taken upon Coalescence. Whatever that past form or forms were, the ancient spirit cares and remembers not. What it does remember clearly is being awoken amidst the Reign of Terror, glutting itself on the flux of Essence and getting ready to Coalesce, but stopping after discovering the workings of the Awakened within all the chaos. The half-Formless idigam took a curiosity to these sorcerers, mistaking their magic to be the symbol-laws of the Hisil that have somehow been extended to the Flesh. To study further it followed one of such sorcerers, who left the Committee of Public Safety after being denounced by and disillusioned of it. When the Loquacious One revealed itself as a patron that would help her in whatever work she was continuing, Juge was too shocked by the Committee's corruption to think clearly. She however shook off the spirit's whispers at the last moments of her Grimoire's completion, and attempted to bind the beast into her Grimoire. Though the binding should not have worked so, the idigam's subconscious desire to finish Coalescence allowed Juge's magic to penetrate its spiritual defenses. The Loquacious One ripped apart Juge's Essence to kill her in a moment of fury, but was otherwise left bound.

    By the time it was found by other mages, the Loquacious One had cooled down its rage, and had fully studied both the written words and mystic symbols of its prison-body. It has vaguely become aware of the Supernal, understanding it to be something related to its dim memories of Pangaea. The Loquacious One thus has a new goal in mind; Ascend to the Supernal and Coalesce there, which it theorizes it will give unparalleled dominion over the very concept of symbols. But to do so it would first need to figure out how to Ascend, and the Loquacious One is experimenting with the Awakened to do so. By studying the Rotes within itself, spirits carving Gifts into werewolves, and its own Essence Shaping abilities, the Loquacious One has discovered how to shape Awakened souls into Legacies. By spreading its Legacy as much as it can, but only to those with a clear drive to progress, the Loquacious Grimoire increases the chance that one of its "friends" will eventually Ascend. When they do, it intends to ride them all the way, or at least take notes for replication. Soon, the time will come.

    The Loquacious One

    The traits below represent the Loquacious One in its current constrained form, represented by the Spellbound Corpus Dread Power. Traits in square brackets represent its full capabilities, should it ever be freed of its Spellbound Corpus and fully unfurl its Coalesced form.

    Rank: 4
    Attributes: Power 8, Finesse 12, Resistance 8
    Willpower: 10
    Essence: 50
    Initiative: 20
    Defense: 0 [8]
    Speed: 0 [20]
    Size: 1 [5]
    Corpus: 9 [14]
    Armor: 5/0 [0/0; the armor represents the idigam's Durability in its current book form]
    Influences: Knowledge ••, Symbols ••
    Numina: Aggressive Meme, Countermagic, Pathfinder, Seek, Sign, 1 Numen traded for 1 more Manifestation, 1 Numen traded for 2 more Influence dots
    Manifestations: [Twilight Form, Image, Fetter, Possess, Claim, Materialize]
    Essence Shaping: Essence Attack, Locus Manipulation, One Million Eyes, Forge Servant (Herald, Legacy Initiate)
    Dread Powers: Hunter's Senses (Uratha, Wolf-Blooded, and their blood relatives), Pierce Mind, Spellbound Corpus, Spirit Dominion, Supernal Sorcery
    Ban: The Loquacious One cannot stand staying in one location without teaching someone. It must either teach a person something it knows but they do not, or use every means at its disposal to circulate itself to new owners in new locations. Initiating a mage into the Path of the Book Legacy does not count as teaching. Should it fail to achieve any of the above, the idigam loses Essence equal to its Rank every day.
    Bane: The remains of or relics left by someone who was killed during the Reign of Terror.

    Essence Shaping - Forge Legacy Initiate: The idigam has refined a particular method of soul-shaping, one that initiates a mage into a Legacy. Gnosis follows the transformation, in reverse of usual Legacy initiations. As such, unbound souls can "retroactively" be initiated into a Legacy by the idigam, which if put into a soulless mage without a prior Legacy will gradually initiate her into it. For now, the Loquacious One can only initiate mages into the Path of the Book, although if given a chance it may study other Legacies to replicate their patterns. Sleepers and Sleepwalkers put through either process are met with unpredictable side effects.
    The idigam also gains the benefit of the mentor-student bond as per Legacy initiation via tutelage. Thus it gains a Strong sympathetic connection to all its students, and students gain an Arcane Beat per chapter as usual after a scene of meaningful interaction with the idigam. The idigam itself gains a point of Essence instead, and can do so every scene instead of every chapter.
    Lastly, the idigam can use the Sign Numen to conjure a picture of any student it has initiated over its Spellbound Corpus. The picture displays the student as she is at the moment, and thus is worth a material sympathy Yantra. If the idigam knows the student's sympathetic name, it can display it as well. Looking at the picture while holding the idigam-book automatically grants a Strong sympathetic connection to the depicted person while contact is maintained, without further spells needed.

    Dread Power - Spellbound Corpus: The Loquacious One's being is intertwined with Juge's Grimoire; its Corpus seamed into every word, and its Essence permeating every fiber. The idigam is permanently Materialized but unable to access its full traits and Manifestations.
    The fusion is so deep that it is nigh impossible to detect the idigam's own presence. Mind-reading powers, including those that read emotions and auras, automatically fail. This extends to anything the idigam writes on its own body. All forms of supernatural investigation and inquiry, save for Focused Mage Sight using the Spirit Arcanum and powers designed to rout out idigam in general, only return results that indicate the Loquacious Grimoire is what it looks like; a sapient book.
    Although the Loquacious Grimoire isn't a daimonomikon as mages mistakenly believe, it is still a 4-dot Grimoire that holds the following Rotes; Serendipity, Shifting the Odds, Fabricate Fortune, Telepathy, First Impressions, Incognito Presence, Momentary Flux, Veil of Moments. When a mage attempts to cast the spells, the idigam functions as a Haunted Grimoire as per the spell of the same name (scheduled to be in Signs of Sorcery; until then refer to the open development blog post). However, the Loquacious One cannot escape from the book, being the book itself.
    When using the Forge Herald power, the Loquacious One can target mages and grant them one of the Rotes it contains instead of a Numen or Dread Power.
    Lastly, the Loquacious One waives the Essence cost when using the Sign Numen to conjure writings and pictures on its book-body.

    Dread Power - Supernal Sorcery: The idigam has internalized the alien magics of the Awakened, harnessing Supernal might within its Essence. The idigam has access to a number of spells equal to its Rank, regardless of their Arcanum ratings. It rolls Power + Finesse, has no primary spell factor to benefit from, and has only one free Reach. Substitute Rank for Gnosis when determining Paradox dice from Reach. Instead of Paradox's usual consequences, the idigam suffers one level of aggravated damage for each success on the Paradox dice. All spells cost one Essence to use. When a spell requires Mana, including for reducing Paradox dice, the idigam spends Essence instead.
    The Loquacious One has access to the following spells; Interconnections, Know Nature, Coaxing the Spirits, Momentary Flux.
    This Dread Power synergizes with Spellbound Corpus to grant the Loquacious One access to the eight Rotes it holds as a Grimoire. However, this access is limited as the idigam can only use those Rotes in relation to its ban or bane. Also, the Loquacious One does not gain the benefits of casting those spells as Rotes or from a Grimoire as mages do.
    Last edited by 21C Hermit; 06-16-2018, 08:26 PM.


    MtAw Homebrew: Even more Legacies, updated to 2E

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    • Bumping to let people know the Path of the Book is complete, and that my current queue is as the following: Scions of God, Morphean Continuity, Dreamers of the Black Sun, Perfected Adepts, Imagineers. I may end up revising some of my previous stuff between them, so don't take that list as concrete.


      MtAw Homebrew: Even more Legacies, updated to 2E

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      • The Time part of the second attainment also needs to have you touching the subject whose future you're reading, right?

        The Time part of the 3rd attainment can't really work, things only have Temporal Sympathy with their past selves, so the Mage can't have a Temporal Sympathy with anything that isn't himself.

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        • Originally posted by Mrmdubois View Post
          The Time part of the second attainment also needs to have you touching the subject whose future you're reading, right?
          * thinks a bit

          Actually, I’ll swap out “detailed question” for sensory range. Seems better that way, since it’ll then be available for Sympathetic Range too.

          The Time part of the 3rd attainment can't really work, things only have Temporal Sympathy with their past selves, so the Mage can't have a Temporal Sympathy with anything that isn't himself.
          But then how does spells like Rewrite History work? I’ll go back check though, thanks for pointing it out/ reminding me.


          MtAw Homebrew: Even more Legacies, updated to 2E

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          • Originally posted by 21C Hermit View Post
            But then how does spells like Rewrite History work? I’ll go back check though, thanks for pointing it out/ reminding me.
            You cast Rewrite History on the subject and use the subject's Temporal Sympathy to affect further back in history.


            Bloodline: The Stygians
            Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa
            Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)

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            • Originally posted by Tessie View Post

              You cast Rewrite History on the subject and use the subject's Temporal Sympathy to affect further back in history.
              Hmm... okay, I’ll have to sleep on this one to get it right. I’ll likely cook up something like Borrow Threads, but with temporal sympathy.


              MtAw Homebrew: Even more Legacies, updated to 2E

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              • The Scions of God are here! I wanted to do Ephemeral (Spirit) Liches as well, since it's a big part of the Legacy's more stranger practices and lore, but I felt I should finish the main bulk first.

                Next up will be either the Morphean Continuity, or a revision of my previous stuff.

                EDIT: Tweaked some Attainments thanks to feedback.




                SCIONS OF GOD

                She was a kook, obviously. After all, who in their right mind walks around with a bird mask and tells respectable businessman like youself how to do business? And what people did she mean by getting upset with the emissions? You already bribed the city council and drove away the activists. But when the dreams came, the voices, and the inexplicable accidents that kept escalating to near lethality, you started to doubt. And believe.

                Bene Elohim

                Traditions both Sleeping and Awakened across the world use masks to become vessels for the gods. Witnessing potential in this practice, European mages during the Age of Exploration experimented with African, Asian, and Native American mask-magic. Adriel, one of such experimenters obsessed with the elusive "angels" found in the Shadow, blended his mentor's teachings with Kabbalistic symbolism to become the first of the Bene Elohim. Each Masquer conducts rituals in masks and costumes depicting their Holy Guardian Angel, representing both the transcendent self they wish to be, and the divinity whom they are both priest and incarnations of.

                As the Bene Elohim grew the Legacy changed its name twice, first to Sons of God to encompass multicultural membership, and second to Scions of God to acknowledge both that the Legacy had as much women as men, and that some Masquers' Holy Guardian Angels were of different sex or gender than themselves. While the Legacy has risen considerably during the World Wars where spirits ran rampant, it remains relatively small because members often view worldly influence as distractions to joining the divine. Masquers however are still sought out for their expertise in Spirit magic and wisdom in various faith and beliefs.

                Origins

                Parentage: Obrimos, Silver Ladder, Mysterium
                Background: The goal of the Scions, becoming angels incarnate, draws both the pious and the megalomaniacal. Pride whether justified or not is a common trait, and so is dissatisfaction with the current self. Some prospective members are just curious about the Shadow Realm, or the elusive nature of the divine that even Awakening did not enable them to grasp.
                Appearances: A Masquer "on the job" often wears elaborate hieratic garbs, and even when being more casual they emblazon themselves heavily with symbolic design. The capstone of their accoutrement is the mask, the persona each Scion believes best represents their nature as divine spirits. Linings, accessories and embroidery are used to mark each Masquer's progression in Attainments, as well as other achievements.

                Doctrine

                Prerequisites: Spirit 2, Occult 2, Shadow Name 1, two dots in one of the following Skills; Expression, Crafts, Persuasion, Intimidation, Medicine
                Initiation: The initiation takes place in a specially prepared oratory, and consists of forty days of fasting, prayer, and purification rituals. The Scions demand great patience and deny instant gratification, and from here many who are in it only for the power are weeded out.
                Organization: The Legacy is small enough that they rarely need offices for administration, or titles for settling disputes. Personal authority of elder members and structures the local Caucus or Consilium provide are often enough. Aside from mentors and pupils contacting each other for assistance and advice, the only official gatherings of the Legacy are the yearly Conventicles, traditionally hosted by the highest ranking Scion.
                Theory: The Scions of God believe that humans can Ascend more easily by completing the four-fold existence of physical body, Supernal soul, Astral mind and ephemeral spirit. To correct the omission of the last element, the Masquers define their spirit's Holy Guardian Angel, eventually becoming it.

                Magic

                Ruling Arcanum: Spirit
                Yantras: An oratory dedicated to the Holy Guardian Angel (+1); invoking the Holy Guardian Angel's name (+2); the mask representing the Holy Guardian Angel (+2); presence of spirits in deference to the mage (+1, +2 if more than one present)
                Oblations: Crafting masks representing the Holy Guardian Angel; holding a mass or similar ritual in honor of the Holy Guardian Angel; non-magically asserting authority over spirits; attending spirit courts

                Attainments

                First: Radiant Touch
                Prerequisites: Initiation
                The Masquer gently touches the lesser angels of the world, briefly nudging them to follow her own higher purpose. This Attainment replicates the "Coaxing the Spirits" spell, with Reach assigned to instant use.
                Optional: Prime 1
                The Scion's touch is gentle, but his latent divinity makes it anything but unfelt. By intentionally imprinting his Signature Nimbus on a pooled source of Mana or Essence, points of it up to his Prime dots becomes Resonant with whatever Resonance Keyword the Scion's Nimbus is associated with. This also grants a Weak sympathetic connection to anyone or anything holding that Mana or Essence.

                Second: Angelic Sight
                Prerequisites: Spirit 2, Occult 3
                The Masquer learns to cast her sight across the worlds with the same ease the spirits themselves do. When using Spirit Sight under the Spirit Eyes Attainment, she may spend a point of Mana to see across the Gauntlet. In this state, objects without an active spirit appear translucent, imposing penalties to perception rolls where needed.
                Although the Masquer may still spend a point of Mana to physically interact with spirits, she can only do so with spirits on the same side of the Gauntlet as her.
                Optional: Prime 2
                The Scion anoints his own eyes with Supernal insight, emulating the "Supernal Vision" spell. Reach is assigned to instant use and revealing non-Supernal supernatural phenomena. As bene elohim, he instinctively recognizes Shadow- and Essence-related phenomena for what they are without using other abilities, and can also ask "What is the target's highest-rated Influence?" as well.

                Third: Divine Command
                Prerequisites: Spirit 3, two dots in a second Skill among the optional prerequisite Skills
                As her soul merges with her Holy Guardian Angel, the Masquer finds lessers of the numinous host following her command. This Attainment replicates the "Command Spirit" spell, with Reach assigned to instant use and Advanced Duration.
                When issuing commands that go against a spirit's self-interest, the Masquer engages in Social Maneuvering instead of the usual Clash of Wills. When offering gathra as the rules of the Shadow dictate, she may offer Mana instead of Essence or services.
                Optional: Prime 3
                The Scion preaches the world's truth with angelic authority. He replicates the "Words of Truth" spell, with Reach assigned to instant use and sensory range.

                Fourth: Ladder of the Host
                Prerequisites: Spirit 4, Occult 4
                The Masquer merges her mind with her Holy Guardian Angel, and in doing so perceives the bounties of the earth. This Attainment replicates the "Channel Essence" spell, with Reach assigned to instant use and remote viewing.
                If she uses this Attainment on a spirit Resonant with or holding at least one point of Essence Resonant with her Nimbus, the Masquer counts as having rolled an exceptional success on spellcasting.
                Optional: Prime 4
                Like collecting manna dropped from the heavens, the Scion collects Supernal bounty across the world in replication of the "Channel Mana" spell. Reach is assigned to instant use and sensory range.

                Fifth: Hand of the Elohim
                Prerequisites: Spirit 5, two dots in a third Skill among the optional prerequisite Skills
                Her Holy Guardian Angel forged into a vehicle for her mind and soul, the Masquer now joins her body too in divine union. Masquers who reach this Attainment are called Archangels in reverence.
                With this Attainment the Archangel may at any time open Irises across the Gauntlet, replicating the "Reaching" spell. Reach is assigned to instant use, opening an Iris instead of direct interaction, and placing a Key on said Iris so that only the Archangel herself may pass.
                When an Archangel uses this Attainment, the part of her body that crosses over appears in the form of her Holy Guardian Angel, remaining so for a scene. In this state the mage uses the rules for dream form, save for Dream Health. She may invoke her Amnion, protecting herself against both physical harm and any spell, Numina, or other power of spirits or Spirit magic meant to inflict damage. She may will Path Tools into existence out of ephemera, but this takes an instant action and all tools dissolve away at the scene's end.
                Optional: Prime 5
                Too many unruly demons and fallen angels oppose heaven's will, and the Archangel must answer with an avenging hand. Requiring a point of Mana, this effect replicates the "Celestial Fire" spell. Reach is assigned to instant use and inflicting aggravated damage.
                Last edited by 21C Hermit; 06-17-2018, 08:19 AM.


                MtAw Homebrew: Even more Legacies, updated to 2E

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                • I noticed you edited the Unforgotten Scions, but didn't change the potential problem with the 3rd Optional Attainment wherein a subject can only have Temporal Sympathy with its past selves and not with other things. Did you miss that on the edit or puzzle out a possible application? I dig the new spell though...oh, you made that the 3rd Optional Attainment, didn't you? Hmm, interesting.

                  The Scions of God, the 3rd Prime attainment requires Touch range, or dice penalties to affect Scale (But if you go that route then the listener loses the Condition when they leave the area of the effect). Was that inentional?

                  For the 4th Prime attainment they can already move 8 mana per turn due to Gnosis limits which equals or exceeds the amount of Potency the attainment could achieve, and as their Gnosis grows their ability to move mana will exceed the potential Potency so you may want to spend the Reach on something else.

                  Everything else checks out, and looks good.

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                  • Originally posted by Mrmdubois View Post
                    I noticed you edited the Unforgotten Scions, but didn't change the potential problem with the 3rd Optional Attainment wherein a subject can only have Temporal Sympathy with its past selves and not with other things. Did you miss that on the edit or puzzle out a possible application? I dig the new spell though...oh, you made that the 3rd Optional Attainment, didn't you? Hmm, interesting.
                    Unforgotten Scions? Did you mean the Path of the Book? And yeah, I just decided to make it a spell and then Attainment-ify it. Dunno if it’s within Weaving, but oh well.

                    The Scions of God, the 3rd Prime attainment requires Touch range, or dice penalties to affect Scale (But if you go that route then the listener loses the Condition when they leave the area of the effect). Was that inentional?
                    The Conditions vanish when leaving the spell’s Scale? That wasn’t how I thought it worked. OTOH, maybe I should just switch it to Advanced Scale after all.

                    For the 4th Prime attainment they can already move 8 mana per turn due to Gnosis limits which equals or exceeds the amount of Potency the attainment could achieve, and as their Gnosis grows their ability to move mana will exceed the potential Potency so you may want to spend the Reach on something else.
                    *ponders

                    Yeah, Advanced Scale or some other custom Reach effect sounds better.

                    Everything else checks out, and looks good.
                    Thanks again.


                    MtAw Homebrew: Even more Legacies, updated to 2E

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                    • Originally posted by 21C Hermit View Post
                      The Conditions vanish when leaving the spell’s Scale? That wasn’t how I thought it worked. OTOH, maybe I should just switch it to Advanced Scale after all.
                      So, the way I'm reading it, if you cast it on an area then when the people in the area leave that area they are no longer affected by the spell, so they would lose the Conditions. Alternatively, you could use the Scale of Subjects, but that would require you touching everyone you're affecting as you activate the attainment because you haven't spent Reach on Sensory Range. Then the subjects would be affected until the Duration runs out, at which point the Condition would vanish. You could potentially get around this by building this attainment on an earlier attainment. For instance maybe you could add the restriction that a person can only be affected with this attainment if they carry mana or Essence marked by the 1st attainment and use that boost to give yourself a Reach to spend on Sensory Range or Advanced Duration.

                      I did mean the Path of the Book, my bad. I've been thinking about it and I think that spell could be Weaving, it doesn't seem too dissimilar to Web-Weaver or Shared Fate.
                      Last edited by Mrmdubois; 06-17-2018, 01:26 AM.

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                      • Originally posted by Mrmdubois View Post

                        So, the way I'm reading it, if you cast it on an area then when the people in the area leave that area they are no longer affected by the spell, so they would lose the Conditions. Alternatively, you could use the Scale of Subjects, but that would require you touching everyone you're affecting as you activate the attainment because you haven't spent Reach on Sensory Range. Then the subjects would be affected until the Duration runs out, at which point the Condition would vanish. You could potentially get around this by building this attainment on an earlier attainment. For instance maybe you could add the restriction that a person can only be affected with this attainment if they carry mana or Essence marked by the 1st attainment and use that boost to give yourself a Reach to spend on Sensory Range or Advanced Duration.

                        I did mean the Path of the Book, my bad. I've been thinking about it and I think that spell could be Weaving, it doesn't seem too dissimilar to Web-Weaver or Shared Fate.
                        Hmm, I thought Word of Truth was Lasting, hence its Conditions too. And that the Attainment could be still Aimed(thrown), solving the range issue. So like how the main part of Divine Command makes the Masquer speak to each spirit, its optional part would make her speak to each subject.

                        I'll give both Prime options of the 3rd and 4th Attainments sensory range instead. That way they can milk Sympathetic Range - a Masquer may speak with divine clarity into the head of a spirit from miles away, and appear to be empowered by Mana from seemingly nowhere but the heavens above. This way the Prime option of the 1st Attainment becomes a way to "tag" the mage herself with sympathetic connections. (Which I should make clearer in its writing)


                        MtAw Homebrew: Even more Legacies, updated to 2E

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                        • Top of page 126 on the second half of the page says otherwise unfortunately. Conditions made with magic only last as long as the Duration factor of the spell, or end earlier if they resolve it.

                          Switching to Sensory works.

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                          • The Life Of the Party is an incredibly insular and tightknit Legacy of Mastigos. Anyone with a Socialize of less than 6 is far too boorish to be allowed into their extremely exclusive Sympathetic chat network or private Astral realm. Mind is a must so that members can split their attention between the banalities of flesh and the vivacious witticisms of their fellows
                            Last edited by Lareath; 07-10-2018, 06:58 AM.

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                            • Originally posted by Lareath View Post
                              The Life Of the Party is an incredibly insular and tightknit Legacy of Mastigos. Anyone with a Socialize of less than 6 is far too boorish to be allowed into their extremely exclusive Sympathetic chat network or private Astral realm. Mind is a must so that members cAn split their attention between the banalities of flesh and the vivacious witticisms of their fellows

                              Is that a 1E Legacy I missed? I thought I knew all of them at least by name.


                              MtAw Homebrew: Even more Legacies, updated to 2E

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                              • If not it totally should have been.

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