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  • #76
    The Tamers of Blood are here!

    Took a while, thanks to a combination of busy days and the Legacy being nearly a homebrew, without any 1e materials I can peek and take notes from. Next will be the Illumined Path as I said before, but don't count me on doing it quickly.



    Tamers of Blood

    Origins

    Parentage: Thyrsus, Elemental Masteries
    Background: The Tamers of Blood are one of the oldest Thyrsus Legacies dating back to the dawn of civilization, or so the Bloodletters themselves claim. They speak of ancient times when monsters walked besides men and shamans would offer sacrifices of blood to the gods. While such claims are suspect, the power of blood and sympathies the Legacy command makes them frighteningly potent sorcerers, allowing them to persist in the modern nights despite frequent accusations of being Left-Handed.
    Appearances: Modern Bloodletters often have jobs that relate to blood, both literal and metaphorical. Phlebotomists and genealogists are common, and such mages taking part in the educated class usually cover their more gruesome activities behind academia. Others fully embrace the darker sides of the Legacy, throwing themselves into a life of violence involving plenty of bloodshed, or into strange and terrible occult studies in the corners of the world.

    Doctrine

    Prerequisites: Space 2, Occult 2, two dots in one of the following Skills; Medicine, Animal Ken, Persuasion, Survival, Empathy
    Initiation: The Tamers of Blood recruit primarily from those with blood relation to themselves. As the Legacy keeps track of genealogy dating back to generations, the pool isn't limited as outsiders might believe. However, in keeping up with the modern society's lessened emphasis on large families and clans, Bloodletters do allow initiates to be married or adopted into their lineage.
    Organization: Those sharing the Elemental Mark are the only ones the Tamers of Blood can expect acceptance from, and even then the Legacy's apocryphal existence and unsavory practices leads them to being largely ignored. This leads the Bloodletters to further insular modes of living, often relying solely on their extended family that is the Legacy. Some individuals barter their services to local Awakened societies, and quietly withdraw once their affiliation is revealed and suspicions start flying.
    Theory: Blood is life. Blood is connection. Blood is power. Our predecessors were blood-wise, and we uphold their lineage and pass it to our sons and daughters. Draw deep your blood and drink deep that of your enemies, and you shall find a wealth of power transcending the boundaries of the mortal body.

    Magic

    Ruling Arcanum: Space
    Yantras: Blood on the floor or the walls (+1); gathering sympathetic Yantras derived from body parts (+2, the act itself is the Yantra); blood-letting or phlebotomic equipment (+2); body parts (+1, +2 if the parts are fresh enough to still have blood in them)
    Oblations: Studying a sample of blood; constructing genealogy tables; drinking blood; visiting distant blood relatives

    Attainments

    First: Know the Blood
    Prerequisites: Initiation
    As Bloodletters often take many blood samples from various sources, it helps to know which belongs to whom. When the Bloodletter uses this Attainment on a portion of blood, either contained or spilt, she may use a variant of the "Locate Object" spell. She locates the source of the blood, despite the Attainment targetting the blood itself. Reach is assigned to instant use. If the blood's source is concealed supernaturally, the Bloodletter scores automatic successes equal to her Space dots in the resulting Clash of Wills. If the Bloodletter consumes the blood sample, she may continue to track its source even after it leaves the Attainment's area-of-effect.
    For the Attaiment to work the blood must be relatively fresh, meaning that it must have not dried, and there has to be at least a mouthful of it. As long as the blood is kept fresh and plenty, it can be used continuously for purposes of the Legacy's Attainments.
    Optional: Life 1
    The Bloodletter can control her own blood to an extent, and expel unwanted elements from it. He imitates the "Cleanse the Body" spell on his person, with Reach assigned to instant use.

    Second: Taste the Blood
    Prerequisites: Space 2, Occult 3
    Blood is a powerful symbol of connections and passion, so the Bloodletter uses that symbolism to track down the emotional ties a person has to others. After a scene of observing the blood, usually through smelling it, the Bloodletter imitates the "Correspondence" spell. Reach is assigned to instant use. The Atainment being directed to the blood's source despite targeting the blood, and the conditions regarding the blood's state in using the Attainment are identical to the first Attainment. If the Bloodletter consumes the blood sample, she may track the trail of sympathetic connections.
    Optional: Life 2
    The whole can be learned by studying its parts, or at least the Tamers of Blood can with their chosen element. The Bloodletter uses a variant of the "Analyze Life" spell. Reach is assigned to instant use and Advanced Duration. The effect being directed to the blood's source despite targeting the blood, and the conditions regarding the blood's state in using the Attainment are identical to the Attainment's main effect. If the Bloodletter consumes the blood sample, he may learn the specific rating in a Physical Attribute the blood's source has.

    Third: Catch the Blood
    Prerequisites: Space 3, two dots in a second Skill among the initiation Skill list
    The Bloodletter now may drink the mystic energies within blood, letting its power course through her own veins. She replicates the "Borrow Threads" spell with Reach assigned to instant use and Advanced Duration. The Atainment being directed to the blood's source despite targeting the blood, and the conditions regarding the blood's state in using the Attainment are identical to the previous Attainments. If the Bloodletter consumes the blood sample, she bypasses Withstand ratings of the connections she is borrowing.
    Optional: Life 3
    The skin is just a shell for blood to run through, and mastery of blood can shape the skin. The Bloodletter duplicates the "Mutable Mask" spell on his person, with Reach assigned to instant use and Advanced Duration. Against supernatural detection of his true form, the mage scores automatic successes equal to his Life dots in the resulting Clash of Wills.

    Fourth: Perfect the Blood
    Prerequisites: Space 4, Occult 4
    Blood runs thicker than water, and for the Tamers of Blood it runs even thicker, almost tangible to their mystic senses. This Attainment is a variant of the "Web-Weaver" spell, where the Bloodletter specifically reinforces the sympathetic connection between herself and from whom her chosen blood sample came from. Reach is assigned to instant use and Advanced Duration. The conditions regarding the blood's state in using the Attainment are identical to the previous Attainments. If the Bloodletter consumes the blood sample, she may amplify an otherwise non-existent connection into a Weak one. Spells or further uses of this Attainment can strengthen it even further.
    Optional: Life 4
    If blood is life, then mastery over blood would be mastery over life. As the Tamer of Blood perfects his powers over blood, he learns to manipulate it even when inside living bodies of others. He replicates the "Control Instincts" spell, with Reach assigned to instant use, sensory range, and affecting living supernatural creatures. Although this Attainment can be used directly on the subject, the Bloodletter may target the subject's blood sample instead to affect her, as with previous Attainments. Otherwise, the conditions regarding the blood's state in using the Attainment are identical to the previous Attainments. If the Bloodletter consumes a blood sample from the subject, he can bypass her Withstand ratings for the scene.

    Fifth: Become the Blood
    Prerequisites: Space 5, two dots in a third Skill among the initiation Skill list
    The Tamer of Blood can now wholly embrace the blood of her subject, becoming one with her on a sympathetic level. After a scene of drawing sigils with the subject's blood, spending it in the process and spending a point of Mana, she emulates a variant of the "Perfect Sympathy" spell on her person. The Bloodletter specifically aligns herself with the subject from whom she took the blood sample used, and the Attainment thus only works if she has a sympathetic connection with her subject. Reach is assigned to Advanced Duration, extending the effect's scope to Medium sympathy, and augmenting the Attainment's effects so that it grants rote quality for a number of rolls equal to Potency. The Atainment being directed to the blood's source despite targeting the blood, and the conditions regarding the blood's state in using the Attainment are identical to the previous Attainments
    Optional: Life 5
    The most feared ability that the mastery over blood confers, practiced by the Tamers of Blood, is to take over someone's body and puppet it as if he was the blood inside it. After a scene of painting his face and hands with the subject's blood, spending it in the process, the Bloodletter mimicks the "Animal Minion" spell. Reach is assigned to Advanced Duration and behaving more naturally while controlling the body.

    Comment


    • #77
      I gotta say I like most of these. I do have to ask though - I notice a lot of effects have reach applied to instant casting. Have you considered before that some of the ones which target the self, whose primary factor is duration, might do better to forgo the instant casting in favor of a ritual that allows the individual to use the advanced duration scale?

      The reason I mention it is because while it's less likely that you'll pull up that effect immediately if you need it, mages are nothing if not ritualistic. If an effect would last a whole day, week, month, or year after a ritual has been performed, then it's quite likely that rather than performing that ritual just before they need it, a member of a legacy would incorporate activating an attainment into their daily rituals.

      For instance, when you wrote up Brotherhood of the Demon Wind, it's first dot effects were both effects that would utilize a primary factor of duration - but they had instant casting as their fixed reach. This means that they come up basically whenever the Brother wants - the brother would spend an instant action to look around (lasting a few short turns), or spend an instant action, to be able to spend another instant action to at any point in the duration of the effect to add 2-3 dice to any mundane roll. But, if those attainments were tweaked for advanced duration rather than instant cast - and it was assumed that the brother regularly performed a ritual to activate those attainments (during the same time he routinely sharpens his sword, for instance - or as part of his daily practice), then it would also be assumed that those attainments would be always available unless something dire occurred to prevent those rituals - and even then, the higher in the arcana the mage got the less he'd have to worry about it not being available when he needed it to be.

      Comment


      • #78
        Is this thread only for "Official" Legacies? Can we have a similar thread for homebrew stuff? I like that there is a comprehensive list at the first post of the thread, it really helps. Thank you!

        PS: Why aren't threads like these sticky at the top of the forum?

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