Announcement

Collapse
No announcement yet.

Even more Legacies, updated to 2E

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • It's not a 1e legacy.

    Comment


    • The Morphean Continuity is here. Incomplete, but I figured it's complete enough for people to read (and fill in the empty spots, should they wish to use it).

      Next up is technically the Dreamers of the Black Sun, but I feel like I should go over and revise some of the past stuff. Typos, unclear context, omitted edits, formats in need of update and all that. Or just do the Dreamers. I'm a fickle man when left to my own devices.

      EDIT: Aaand finished. Removed the "Cells of the Continuity" section; that was intended for statting up Endymion (to have a feel for what a Claimed mage looks like) and possibly the Dreamtime entity itself, but I decided to cut it for now. May return later.






      MORPHEAN CONTINUITY

      Day 3017
      All is well. Another place found. Must expand.

      The Wayward Dream

      It all started when Endymion, an Acanthus Libertine, inadvertently contacted a massive entity in the Anima Mundi in his Astral meditation. The entity, a refuge from a shattered world, took lair in the Astral. But even the Astral was too constraining for it, and just as it was suffocating and fearing the end of its continuity, it noticed Endymion's Oneiros passing by. The entity stretched itself across Astral sympathies to lodge itself inside Endymion, shaping his soul and becoming the Morphean Continuity.

      Some who observe the Legacy suspect Endymion is warping his students into his extensions and instruments; only the half of this assumption is correct. Dreamcrafters gain their expanded awareness as a side-effect of becoming "cells" containing the metaphysical bulk of the Dreamtime entity, of joining a sort of hive-mind. This process is not unlike possession by ephemeral entities, as those versed in the ephemeral Arcana may note. Such observations are more accurate then they appear to be, for the Morphean Continuity can be abjured and exorcised away. It is not a true Legacy in this sense, for the "clay" of Gnosis haven't been "fired." Nonetheless, rare is the mage who comes to conclude that a self-aware pseudo-Legacy is infecting mages, and so thus the Continuity expands to this day, away from the prying eyes of the Awakened.

      Origins

      Parentage: Pathless, no Order (but Acanthus and Free Council are favored; see Initiation)
      Background: Anyone in theory can be initiated into the Continuity, most being Acanthus or Libertines, likely both. Those of other Paths and Orders may convince the collective into expanding towards them, should the overcome its hesitation. There is, however, one true shared aspect in all candidates; the Dreamtime entity dreads feelings of loss, isolation, alienation, confusion, and mortality, and thus will never expand to minds "infected" by such emotions.
      Appearances: As cells of a collective, Dreamcrafters' behaviors slowly become eerily similar to each other. A dreamy, unfocused gaze one would expect from drug addicts is common. Many also end up adopting personal mannerisms of Endymion, for it was from him the Goetia learned how to act human.

      Doctrine

      Prerequisites: Mind 2, Empathy 2, no Conditions nor Resonances representing the emotions that repel the entity
      Initiation: Becoming a Dreamcrafter is easy, for all it takes for the pupil is a few shared meditations into the Astral with her mentor. The shift in perceptions and cognition happen almost instaneously as the intrusion starts. To deflect suspicion, tutor-cells take plenty of time building trust and reassuring their students that the alien feelings are a natural development.
      While in theory any mage can be initated into the Legacy, in practice the Morphean Continuity highly prefers Acanthus Libertines.
      Organization: Dreamcrafters aren't usually interested in conversing with each other, in the sense that most people aren't usually interested in their limbs and organs until they come to use or are hurt. Similarly, Dreamcrafters usually organize when a structure is called for, such as initiating new members en masse or raising up a front to avoid the scrutiny of the larger Awakened society.
      Theory: The Wayward Dream is at the time concerned only with its continued expansion and survival. However, it still remembers a time. A time of its past home, a reality significantly more vast than even the Dreamtime. It remembers an affliction of otherness that chased it away, and the shock it felt when it could no longer connect to its old home. Should the entity feel secure enough, it may continue the search for its old home, starting from the edges of the Ocean Oroboros.

      Magic

      Ruling Arcanum: Mind
      Yantras: The presence of other Legacy members (+1, +2 if more than three including the mage are present)
      Oblations: Instead of usual Oblations, Dreamcrafters gain the ability to gorge themselves on Mana similar to how spirits gorge on Essence, in locations Resonant with the Legacy; Synesi, places where the Shattered Time Tilt is present, and any other places where supernatural mental and temporal phenomena are ocurring. Dreamcrafters roll Gnosis + Composure and gain successes in Mana, ignoring the usual limit.

      Attainments

      First: Morphean Medley
      Prerequisites: Initiation
      Brushed with a vastness she hardly understands, the Dreamcrafter sees through the petty tricks of the mind in the waking world for what they are. With her Mind Sight she can also tell if someone is hallucinating, and detect the presence of mental illusions. However, this does not apply to any hallucinations that are caused by or otherwise part of the Morphean Continuity's Attainments.
      By learning this Attainment, the mage gains the Resonant Condition tagged to the Dreamtime entity behind the Morphean Continuity. This is Resonance is subtle; normal means that could detect Resonance fail to catch it unless incorporating the Mind Arcanum.
      Optional: Time 1
      The mind is a vigilant watcher, and the mage can consult it for guidance in what he may have missed. This effect functions as the "Postcognition" spell, cast on the mage himself. Reach is assigned to instant use.

      Second: Coordinated Splinters
      Prerequisites: Mind 2, no Conditions nor Resonances representing the emotions that repel the entity
      As the Wayward Dream shapes the mage's mindscape into a form that can receive it, her mind experiences a broadening of perceptions. This Attainment functions as the "One Mind, Two Thoughts" spell cast on the Dreamcrafter, with Reach assigned to instant use and allowing her to perform two Mental instant actions at once.
      Learning this Attainment progresses the Resonant Condition from the previous Attainment to Open. The Dreamtime entity cannot use Manifestations, but its presence still alters the mage's mind. She feels, especially in states of altered consciousness such as waking up from sleep, that her body is not hers and she's learning how to use it.
      Optional: Time 2
      Reconfigurating his thought patterns give the mage superior temporal perception, replicating the "Perfect Timing" spell. Reach is assigned to instant use and Advanced Duration.

      Third: Cogitation Convergence
      Prerequisites: Mind 3, no Conditions nor Resonances representing the emotions that repel the entity
      The psychic intrusion deepens, and the Dreamtime entity fully considers the Dreamcrafter one of its cells. The entity's protection manifests as the Dreamcrafter's ability to replicate the "Mental Shield" spell. Reach is assigned to instant use and extending the protection to physical attacks of Goetia. She scores automatic successes equal to her Mind dots in Clash of Wills.
      With this Attainment the Dreamtime entity imposes the Urged Condition on the Dreamcrafter, as if it had the Fetter Manifestation. The urges it implants are fortunately trivial at this stage of infection, usually having the cell doing unfamiliar things with her body, moving and stretching and touching things.
      While an urge is in effect, the Dreamcrafter benefits from the effects of the "Alter Mental Pattern" spell. Effective Potency equals their Mind dots, instead of being fixed.
      Optional: Time 3
      Through its cell the Dreamtime entity once again shifts its percpetions to look for its old home, but finds only shattered time. This effect is a variation of Supernal summoning, where the cell summons the Shattered Time Environmental Tilt instead of a Supernal entity. The dice pool is Gnosis + Time, and costs 1 Mana as usual. Other aspects of the summoning are modified as the following:
      The Tilt's range is determined by its "Rank," covering a radius equal to ten feet per "Rank," centered around the summoner. This "Rank" may go over 5, as long as the summoner can afford it.
      A success adds 30 minutes to the Tilt's duration. Unlike Supernal entities, the Tilt lasts for a scene by default without any successes; the added minutes count after the scene.
      Abyssal intrusion is a non-issue, but Sleeper presence is, adding to the required successes. The summoner's recent history of Paradox, and symbolic correspondences (or lack thereof) to the Supernal, are all non-issues as well and neither increase nor decrease the required total.
      There are ways, however, to subtract successes from the required total. Subtract one success if the summoning takes place in a Synese or parts of the Astral other than the Anima Mundi. Subtract three successes within the Anima Mundi. Subtract one success per every member of the Morphean Continuity present, excluding the summoner himself.

      Shattered Time (Environmental Tilt) (from Dark Eras)
      Everything seems off. People move and talk too fast or too slow, or judder from place to place. Your inner ear swims and leaves you dizzy. You're sure you were here yesterday.
      Effect: At the beginning of each turn, roll a die and add it to one of the following traits for the remainder of the turn: your Defense, your Initiative, your Speed, or your Perception dice pool. Roll a second die and subtract that from one of the above traits. Whenever you roll a 10 on either of these dice, you suffer an additional minor effect - a key memory changes slightly, an old acquaintance changes his attitude towards you (and has now always had this new attitude), you never picked up a minor object, or you suffer 1 point of bashing damage from an injury that you didn't have until now. If you roll five or more 10s while in an area of Shattered Time, a greater effect occurs: Your history suffers a major rewrite, you gain a destiny, you leave before you arrived, or your timeline splits.
      Casting magic from the Time Arcanum in an area of Shattered Time is empowering but hugely dangerous. A character performing such a risky act adds a +1 bonus to her pool for the spell at the time she casts it, and treats it as a rote action. However, she also adds a +1 bonus to her Paradox pool and treats that as a rote action as well.


      Fourth: Benefice of Hypnos
      Prerequisites: Mind 4, no Conditions nor Resonances representing the emotions that repel the entity
      The Morphean Continuity goes on to realign its cell's functions, extending to the psychosomatic. This Attainment allows the Dreamcrafter to remain awake as per the "Sleep of the Just" spell, with Reach assigned to instant use and Advanced Duration.
      After a day passes without sleep, however, the Dreamcrafter enters a hallucinogenic "waking dream" state where they see fantastical and distracting elements peppered throughout their mundane life. This is actually a form of Active Mage Sight, activated against the Dreamcrafter's will. The experiences are made surreal rather than symbolic, and the Arcanum used shifts randomly each turn among any that the Dreamcrafter knows. Unlike usual Mage Sight, each shift replaces the Arcanum used rather than adding to it. They are however always reflexive and without Mana cost. The usual penalties to using and maintaining Active Mage Sight remain; if the Dreamcrafter runs out of Willpower points, they automatically fall asleep regardless of any Attainmentts or spells.
      Learning this Attainment progresses the previous Conditions to Controlled. Also, the urges implanted by the Urged Condition become more frequent and intense. A desire to impart the Legacy to anyone willing to listen is the most common urge. Also, the alien sensations from the Open Condition become more disquieting and alarming. A Dreamcrafter could what would it be like to do things such as eating a box of nails or scooping one's eyes out, then recoil from what they were just thinking now. Thankfully, the Dreamtime entity rarely urges a Dreamwalker to grievously hurt themselves or others; it is practical in its curiosity.
      Optional: Time 4
      The Wayward Dream laments at being unable to find its home, but is instead able to "dream" an alternate future through its cells. This replicates the "Shifting Sands" spell, with Reach assigned to instant use and traveling back one full scene.

      Fifth: Morphean Rhapsody
      Prerequisites: Mind 5, no Conditions nor Resonances representing the emotions that repel the entity
      The Dreamcrafter joins the Continuity fully, with barely any of its original consciousness left amidst the rhapsody played by the Wayward Dream. They gain the ability to leak their waking dreams to the minds of others, replicating the "Hallucination" spell with Reach assigned to instant use and including tactile senses in the illusions.
      More importantly, at this level of synchronization the Dreamcrafter is essentially a symbiotic, hybrid being. Any debilitating or limiting effects from the previous Attainments are gone; they were caused by the gap between the two minds, and now there is no gap. For the fourth Attainment, the hybrid can simply stop the prolonged Mage Sight, though this also ends the Attainment's effects regardless of Duration left.
      The symbiosis is more than mental, for it is represented as a variant of the Claimed Condition (as per Chronicles of Darkness). Assign 10 dots per category to Attributes every day, starting from the day this Attainment is learned. The hybrid gains five dots of Influence: Dream, fueled by their Mana instead of a separate Essence track. They do not physically mutate, and do not gain Dread Powers. The same emotions that repulse the Dreamtime entity compose the hybrid's ban and bane; their ban is that they lose all Willpower points when touching things Resonant with those emotions, and their bane is feeling the emotions themselves (usually forced by magic).
      Optional: Time 5
      The Dreamtime Continuity laments still the loss of its homeland and home time, and learns to retreat into solace in its own imaginings to find peace. After a scene of meditating to built a psycho-temporal construct, the cell replicates the "Temporal Pocket" spell. Reach is assigned to Advanced Duration. As a quirk of the power behind the Attainment, the cell is subject to the Shattered Time Tilt while the temporal pocket lasts. They do not, however, suffer greater effects from rolling five or more 10s.

      Banishing the Wayward Dream

      Those who discover the similarities between initiation into the Continuity and possession by ephemeral entities will quickly conclude that an exorcism is in need. The conclusion is correct, but the first solution that will come into most mages' minds will be not; the Dreamtime entity is completely immune to being driven out by spells of the Mind, Spirit, or Death Arcana. Technically the spells do work, but triggers a Clash of Wills upon which the entity always wins.

      When direct methods prove useless, the Awakened will get creative. A careful and observant mage who stalks the Continuity's recruits and early initiates may realize their indoctrination involves scrubbing them of negative emotions; specifically those that pertain to isolation and mortality, to loss and confusion. Instill those emotions in the Dreamcrafter and the entity will retreat, freeing the initiate's mind and soul. Magic is useful in this endeavor, and mandatory for treating Dreamcrafters who have achieved the third Attainment and beyond, who at that point cannot natually feel such emotions.

      Another way to dispel the Wayward Dream is via abjuration; not the esoteric magic of the Supernal, but the kind that mortal occultists employ. Follow the rules for Abjuration as per Chronicles of Darkness, but each successful abjuration removes not all Conditions but only the most progressed one, with "most progressed" defined as what the Dreamcrafter's highest-rank Attainment imposes. When an Attainment's associated Condition is removed, so is the Attainment; removing all Attainments this way is how the Legacy is banished. Mages substitute Wisdom for Integrity when calculating dice modifiers, and can invoke their Vice or Virtue as desired. An abjurist can, however, invoke the Dreamcrafter's Vice or Virtues instead of their own; this always adds a +2 to abjuration, as it helps awaken the Dreamcrafter's own ego. Lastly, because Abjuration is non-Supernal, theoretically any Sleeper, Sleepwalker, or other supernatural entities can banish the Morphean Continuity this way. They must however spend a Willpower point per abjuration roll to do so.

      A third method exists, one that need not end in conflict with the Dreamtime entity and thus only confirm its desperate need to expand and survive. Through either happenstance or purposefully tracking down a Dreamcrafter's Astral path, mages may locate the sympathetic osmosis that links the Dreamtime entity and all its cells. Follow the traces to the corners of the Anima Mundi, and mages will meet the hulking mass of the Wayward Dream itself. Then they will discover it is no mere Goetia; the entity is a greater Bound, licking its wounds in the deepest reaches of the Astral instead of Ruins. Unlike its kin, this Bound sates its hunger for Mana through the Legacy's bonds, not unlike what the totem spirits of werewolves' lodges experience. This makes the entity no less dangerous, since it currently has the mentality of a wounded and cornered animal. Especially in danger are mages bearing a Paradox Condition, for the Bound will recognize the resonance between them and what drove it out of its home in the first place, and certainly attack. Mages can, however, with both empathy and guile, convince the entity of its current safety; that it need not seize further Oneiric spaces to sustain itself, and could afford to retreat from them. Supplying the entity with Mana sweetens the deal, but what is guaranteed to seal it is the promise to help it return to its home. Mages who reach this point will gain powerful allies in the form of the Bound itself, and cabals of still existing Dreamcrafters left "just in case." However, it means they have just enlisted themselves willingly (and likely unknowingly) into the games of the Imperial Mysteries and its Seekers, and there's no turning back now.
      Last edited by 21C Hermit; 07-29-2018, 08:49 AM.


      MtAw Homebrew: Even more Legacies, updated to 2E

      Comment


      • Nice. I'd like to point out that many of the Mind attainments have Reach spent on Instant Activation and Advanced Duration, but you really only need one or the other depending on how you want to model it, and then you'd have more Reach to spend on something else.

        In the third attainment you give Mental Shield, but then the Urged Condition from the MC grants Alter Mental Pattern, did you intend to double up on attainment benefits like that?

        Comment


        • Originally posted by Mrmdubois View Post
          Nice. I'd like to point out that many of the Mind attainments have Reach spent on Instant Activation and Advanced Duration, but you really only need one or the other depending on how you want to model it, and then you'd have more Reach to spend on something else.
          Using Reach on those two is how I try to emulate the “persistently on” Attainments that were often in 1E. But I’ll try to see if there’s better Reach like you say (but any suggestions meanwhile? I gotta fly now)

          In the third attainment you give Mental Shield, but then the Urged Condition from the MC grants Alter Mental Pattern, did you intend to double up on attainment benefits like that?
          Yeah, the excuse being that the urge + Alter Mental Pattern effect is not what the character wills or even aware of. First I tried to make it a combined spell, but liked the idea of the Dreamtime entity’s presence replicating a spell as a side effect.


          MtAw Homebrew: Even more Legacies, updated to 2E

          Comment


          • Yeah, with those you can use the dice penalties you have access to and the fact that the attainments are Duration primary to achieve them being Indefinite Duration anyway. So basically, you activate them once, and then after Mastery never again.

            Other Reach effects, One Mind, Two Thoughts can allow you to perform 2 Mental Instant Actions at once. Mental Shield can protect you from the physical attacks for goetia for a Reach, you could probably come up with something for Sleep of the Just, but you kind of already have AMS tacked in there.

            Comment


            • Originally posted by 21C Hermit View Post

              Using Reach on those two is how I try to emulate the “persistently on” Attainments that were often in 1E. But I’ll try to see if there’s better Reach like you say (but any suggestions meanwhile? I gotta fly now)
              Advanced Potency on Mental Shield gives another +1 to Clash of Wills dicepools, it's what I did for my Mentats legacy.
              Last edited by proindrakenzol; 07-23-2018, 03:43 AM.


              Mentats - a 2e Free Council Obrimos Legacy (Mind/Forces) built around being a human computer; Thaumatech Engineers - a 2e Free Council Obrimos Legacy (Matter/Prime) focusing on the creation of Imbued items and the enhancement of Sleeper technology; Priests of the Watchful Eternity - a 2e Silver Ladder Moros Legacy (Life/Death) of Mages that enhance Mortals to fight strange entities

              Comment


              • That’s a pretty good alternative suggestion.

                Comment


                • Originally posted by proindrakenzol View Post

                  Advanced Potency on Mental Shield gives another +1 to Clash of Wills dicepools, it's what I did for my Mentats legacy.

                  Wait... I thought when dice rolls are called for when using Legacy Attainments, they just gained automatic successes equal to Arcanum dots?


                  EDIT: Oh, and finished the Morphean Continuity. Next up, either the Dreamers of the Black Sun, or a revisit of the Elemental Masteries.
                  Last edited by 21C Hermit; 07-29-2018, 09:00 AM.


                  MtAw Homebrew: Even more Legacies, updated to 2E

                  Comment


                  • They do, but I imagine many STs won’t like auto-succeeding at that kind of thing.

                    Comment


                    • I think it's common to interpret that rule to only apply to the activation roll, not secondary rolls. If something would try to contest a Legacy Attainment or remove successes from its activation, then it's important to know how many successes it would be considered to have.


                      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)

                      Comment


                      • Originally posted by 21C Hermit View Post


                        Wait... I thought when dice rolls are called for when using Legacy Attainments, they just gained automatic successes equal to Arcanum dots?


                        EDIT: Oh, and finished the Morphean Continuity. Next up, either the Dreamers of the Black Sun, or a revisit of the Elemental Masteries.
                        Not according to Dave Brookshaw:

                        Originally posted by Dave Brookshaw
                        Originally posted by proindrakenzol
                        No explanation of how Clash of Wills works with Legacy Attainments.
                        Could it possibly be Gnosis + Arcanum? Like every other Mage Clash?

                        It could!


                        Mentats - a 2e Free Council Obrimos Legacy (Mind/Forces) built around being a human computer; Thaumatech Engineers - a 2e Free Council Obrimos Legacy (Matter/Prime) focusing on the creation of Imbued items and the enhancement of Sleeper technology; Priests of the Watchful Eternity - a 2e Silver Ladder Moros Legacy (Life/Death) of Mages that enhance Mortals to fight strange entities

                        Comment


                        • Originally posted by Tessie View Post
                          I think it's common to interpret that rule to only apply to the activation roll, not secondary rolls. If something would try to contest a Legacy Attainment or remove successes from its activation, then it's important to know how many successes it would be considered to have.
                          Huh, I thought the Clash still happens normally, and the Legacy initiate just gets a fixed result on it. Like how their Reach is fixed and spell factors constrained. And, uh, that’s how I wrote all the other Legacies up till now. Mmm.


                          MtAw Homebrew: Even more Legacies, updated to 2E

                          Comment


                          • Well, CoW is used to resolve conflicting powers, not as a mechanic that individual powers should directly reference or interact with.
                            (The only reason I can imagine Shielding spells to use CoW as a primary mechanic is because they're blanket protections against many different sources of powers with different ways of resisting and resolving. Wards and Signs doesn't use CoW because it only works against a single source of supernatural effects and can thus interact with that source's inherent resistance mechanism: Withstand.)


                            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)

                            Comment


                            • Anybody saw me in the Geist forum, arguing how Tyranny-Bound, Reapers etc are terrible people whose actions should not be justified and such? Well, here's another batch of terrible people and villains. The Dreamers of the Black Sun are here. I do love my villains when they're villains.

                              Next up, the Perfected Adepts, And then it's the Imagineers, and then finally my queue is over. If no one suggests me do something after those two (which likely will take a month or so, seeing my recent pace), I'll start revisiting my past stuff and fixing the links in the front page.




                              DREAMERS OF THE BLACK SUN

                              Everyone was shaking, crying, cursing, raging, and despairing. The staff weren't much help either; what was left of their training already vanished with the blood on their faces, and it's not like they had experience with a plane crash before. You were casting every spell you knew to protect yourself and anyone else you could, and then you saw him. A skeleton of a man, sweating in fear like the others, but sitting content and satisfied. But there was nothing you could do now.

                              Opening the Bone Passage

                              The Dreamers of the Black Sun started as a minor cult within the Aztec priesthood during the Flower Wars. They teach that the world was a paradise, identified as Tamoanchan of Aztec mythology. But this paradise was torn apart to create this Fallen World, its ruler Itzpapalotl (the "Obsidian Butterfly" or "Clawed Butterfly") dethroned and its natives the Tzitzimime exiled to the darkness between stars. So the world is broken from its conception, the Saboteurs argue, and that it must be destroyed so that paradise can be restored.

                              The Black Sun Cult, as the Legacy was originally called, sow chaos and engineer disasters in the mortal world, the resulting panic of the masses being their sacrament to the Obsidian Butterfly. They do not exempt even themselves from sacrifice; they inflict themselves with deathly fear and expose themselves to the very disasters they cause. Such self-destructive beliefs and practices mean the cult is always minor and near extinction, but the sheer fanaticism of loyal adherents keep it alive. In modern nights, the advent of technology has allowed them to create mass deaths surpassing what they achieved in the last century, and more worryingly, given them means to spread across the world.

                              Origins

                              Parentage: Mastigos, Nameless
                              Background: Saboteurs are almost always recruited from the failed and anguished, the ones who believe the world has gone wrong or never was right. The mentally ill and socially ostracized are often lured into the cult, with many already in a cycle of self-abuse and suicidal behaviors. Occasionally an idealist, broken themselves by the world's brokenness, join the Legacy and become one of their most terrifying agents.
                              Appearances: The emotional stress Dreamers expose themselves to eventually take toll on their bodies. Many appear gaunt, nervous, and quite often disfigured from surviving what they caused. Despite this Saboteurs take effort to appear as mundane as possible for practical reasons of hiding among the masses before and after their sacrificial workings.

                              Doctrine

                              Prerequisites: Mind 2, Resolve 3, Intimidation 2, Fear Specialty in a relevant Skill
                              Initiation: All Dreamers are initiated as priests of the Black Sun Cult, often involving actual positions in its mortal fronts (represented by the Mystery Cult Influence Merit). They also tie themselves to a specific Tzitzimitl, invoking her name and symbols with every sacrifice.
                              Organization: Being terrorists in all but name, the Saboteurs operate as a point organization using communications off the grid, from both Sleeper authorities and Awakened ones. Each cell usually consists of less than a handful of members, often in direct tutor-student relationships. A cell however can command surprisingly large numbers of field agents, in the form of mortal members of the Black Sun Cult.
                              Theory: Despite being Left-Handed, the Dreamers are still reaching out to the Supernal in their own twisted ways. At least a part of Pandemonium approves of their sacrifice, a force the Dreamers identify as the Obsidian Butterfly herself. Other mages argue back that propositions of fact do not justify propositions of value.

                              Magic

                              Ruling Arcanum: Mind
                              Yantras: A disquieted crowd (+1); succeeding on an Intimidation roll relevant to the spell (+2); obsidian tools (+2); invoking the name of the Tzitzimime (+1, +2 if invoked under a solar eclipse)
                              Oblations: "Opening the bone passage" (experiencing true terror); making others fear for their lives; wtinessing or surviving a catastrophic accident; leading several mortals to death

                              Attainments

                              First: Feeling the Bone Passage
                              Prerequisites: Initiation
                              Modern humanity was created from blood and bone stolen from the underworld, and so everyone contains the "bone passage" that leads to Tamoanchan. This Attainment replicates the "Mental Scan" spell, with Reach assigned to instant use. If the Saboteur uses this Attainment on someone currently feeling fear, count her as having rolled an exceptional success on spellcasting.
                              Optional: Death 1
                              A Dreamer regularly subjects himself to mortal fear, but sometimes his own isn't simply enough. After a scene of examining a corpse, especially its expression upon death, the Dreamer replicates the "Forensic Gaze" spell. Reach is assigned to witnessing the corpse's final moments.

                              Second: Harbinger of Fear
                              Prerequisites: Mind 2, Intimidation 3
                              The Saboteur opens a conduit to Tamoanchan in her mind and shocks herself into fear. This fear bleeds into those the Saboteur targets, emulating the "Emotional Urging" spell. Reach is assigned to instant use. If the Saboteur uses this Attainment on someone who has never seen her before, count her as having rolled an exceptional success on spellcasting.
                              Optional: Death 2
                              Some horrors make their presence known before striking, but a Dreamer's terror relies on an abrupt end of safety. He cloaks his presence as the "Suppress Aura" spell, with Reach assigned to instant use. In a Clash of Wills provoked by magical awareness, the Dreamer scores automatic successes equal to his Death dots.

                              Third: Opening the Bone Passage
                              Prerequisites: Mind 3, Resolve 4
                              For a moment, the Saboteur tears apart the bone passage within herself, summoning forth a starry Demon of Pandemonium identified as a Tzitzimitl. Whether these Tzitzimime are the ones invoked by the Legacy in their mass sacrifices are ambiguous; the Dreamers certainly believe so, but the Demons themselves refuse clear answers.
                              This Attainment augments a Supernal summoning. The Saboteur prepares a summoning circle, but doesn't need a Demesne or a Supernal Verge. Targeted Summoning cannot be used in conjunction, and the Demon's Arcana are fixed to Mind and Death.
                              Unlike most Legacy Attainments, summoning a Tzitzimitl is still an extended action. The Saboteur uses her Mind dots in the dice pool. As an Attainment, the summoning is warded against Abyssal intrusion. In case of a dramatic failure, however, the Saboteur still suffers aggravated damage but does not invite the Abyss.
                              The Trial of Tzitzimime is that the Saboteur must be intensely feeling genuine fear enough to inhibit her thoughts. As a general rule, the Insane Tilt is sufficient to qualify. In any other state of mind, the Saboteur suffers aggravated damage equal to the Demon's intended Rank.
                              The Tzitzimitl is still suffers 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 Saboteur personally caused the Demon's death, she does not risk Wisdom degeneration from it.
                              The Tzitzimitl is constrained by its summoner's abilities, its Attributes equalling the lowest of her's in their respective categories. All other traits follow the Rank-derived limits for Supernal entities.
                              The Tzitzimitl will act in whatever ways it deems necessary to fulfill its purpose. This includes putting the Saboteur and her allies in danger. The Saboteur must cast spells to command the Demon to her exact will. If anyone else attempts the same, the Demon responds with a Clash of Wills.
                              Lastly, all Tzitzimitl have an augmented version of Scream of the Dying Sun detailed below as their initial Boon. The Demon still must charge the scream, but does not suffer Corpus damage for it. It can move without canceling the charge, and suffering damage during charging only cancels the scream without it backfiring on the Demon. Also, the Demon can apply the Blind Condition to a number of victims equal to its Rank instead of one.
                              Optional: Death 3
                              When Itzpapalotl and her handmaidens the Tzitzimime claim sacrifice through the bone passage, they grace their priests with driplets of power. This effect functions similarly to the "Devouring the Slain" spell, with Reach assigned to instant use. To use this effect, the Dreamer himself must have caused the victim's wounds, but not in person.

                              Fourth: Horrifying Spasm
                              Prerequisites: Mind 4, Intimidation 4
                              As bone passage in her soul widens, the Saboteur can channel Tamoanchan's energies in more visceral ways, her body jerking disturbingly as she does so. This Attainment is a inversion of the "Enhance Skill" spell, reducing Skill dots but not below zero. Reach is assigned to instant use and Advanced Duration.
                              If the Saboteur spends a pont of Mana, she can instead curse her victim to automatically fail the next single Skill roll made within the Attainment's Duration. This however puts even more strain on her psyche, and inflicts the Soul Shocked Condition on her.
                              Optional: Death 4
                              The Dreamer unleashes by proxy the Obsidian Butterfly's contempt for the Fallen World, and even inanimate matter spasms and falls apart. This replicates the "Decay" spell, with Reach assigned to instant use, Advanced Scale, and decreasing objects' Structure directly.

                              Fifth: Scream of the Dying Sun
                              Prerequisites: Mind 5, Resolve 5
                              As the high priest of the Black Sun Cult, its most accomplished agent in destroying this world to make way for paradise, the Saboteur is now a vessel of Tamoanchan's glory. She can flood her body and soul with Tamoanchan's energies, building it up into a painful scream she unleashes as a wave of fear and chaos.
                              After spending a point of Mana, the Saboteur spends turns "charging" the scream, gathering a number of charges equal to turns spent. When successfully released the scream manifests as an Extreme Environment covering ten yards surrounding the Saboteur, its Level and duration determined by how many charges are assigned; one charge for each Level, and once charge for every minute.
                              In addition to the Extreme Environment, the Saboteur can assign one specific victim. If he fails a Resolve + Composure roll, he suffers the Blind Condition for the scream's duration as his eyes are filled with visions of a neverending eclipse.
                              Each turn spent charging inflicts a level of bashing damage to the Saboteur, and she loses her Defense while charging the scream. Moving while charging cancels the build-up, requiring to begin the process anew. If the Saboteur suffers damage while charging, the scream is released prematurely according to charges gathered at the moment, and she suffers the Blind Condition as above.
                              Optional: Death 5
                              The Dreamer has witnessed Tamoanchan's glory, and confident in the promise of its neverending eclipse, can distill its power into a more controlled and refined form. He replicates the "Enervation" spell, with Reach assigned to instant use and adding the Immobilized Tilt for the effect's Duration. The Dreamer may choose to inflict the Blinded Tilt instead of the Arm Wrack or Leg Wrack Tilts.


                              MtAw Homebrew: Even more Legacies, updated to 2E

                              Comment


                              • Could I suggest the Broken Pillar? (I think it makes sence to have them originate as Mastigos/Mantriki, being yoga ascetics before branching out to monastic/sufi ascetics, but that's just IMO.)


                                Simurgh, Mysterium Thyrsus in Mountains of Shadow (IC|OOC)

                                Comment

                                Working...
                                X