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  • I had my own writeup for the Elemental Masteries in another thread. Maybe it might provide some ideas. I'll have to look around for it, though.


    "My Homebrew Hub"
    Age of Azar
    The Kingdom of Yamatai

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    • Originally posted by Deionscribe View Post
      I had my own writeup for the Elemental Masteries in another thread. Maybe it might provide some ideas. I'll have to look around for it, though.
      This is the one, right? I see that yours was built as an actual Mystery Cult, rather than something that uses its mechanics. Good to know the Elemental Masteries are being loved.


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

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      • Originally posted by 21C Hermit View Post
        ... Hmm. Good point. That missed my mind. Any ideas?
        If the character already has the High Speech Merit, take a fitting Specialty?
        I can't remember where, but I recall that's how another similar Merit was structured.


        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

          If the character already has the High Speech Merit, take a fitting Specialty?
          I can't remember where, but I recall that's how another similar Merit was structured.
          Okay then, with taking ideas from Deionscribe's take:
          1. High Speech Merit. If already taken, then an Occult Specialty in High Speech.
          2. Contacts (Elemental Masteries) Merit, and the Nimbus gaining the Elemental Mark
          3. Order Rote Skills (Academics, Occult, Science)
          4. Astral Adept Merit. If already taken, then three dots in the Dream Merit.
          5. The augmented Cabal Theme Merit posted before
          This is more fun than I expected it to be. Maybe if I finish these Legacies, I'll work on Mystery Cults and Nameless Orders. But Legacies come first, of course.


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

          Comment


          • Originally posted by 21C Hermit View Post

            This is the one, right? I see that yours was built as an actual Mystery Cult, rather than something that uses its mechanics. Good to know the Elemental Masteries are being loved.
            Yep. That's the one.

            And it seems we had similar ideas with our respective versions.


            "My Homebrew Hub"
            Age of Azar
            The Kingdom of Yamatai

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            • Originally posted by 21C Hermit View Post
              ... Hmm. Good point. That missed my mind. Any ideas?
              Usually if you take a Mystery Cult that provides a merit you already have... it just refunds it. Simple and easy.

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              • The Tamers of Rivers are here. Along with the Caladrius converted to 2e as a spirit.

                Next up is the Bokor. How should I handle their zombies? One can't raise zombies by themselves until Death 3, so I'm stuck there.







                Tamers of Rivers

                Origins

                Parentage: Thyrsus, Elemental Masteries, Adamantine Arrows
                Background: Wandering healers and artists, the Tamers of Rivers are the often sought as mediators and organizers for the Elemental Masteries. The Travelers embody the primal symbolism of the element of water, and like the river they flow through society's rungs and revitalize it with change and creativity. What's spoken less of is that the waters of life are also the waters of death, and the Tamers can just as easily embody that aspect.
                Appearances: The first Travelers were originally all-women, out of idealization of a theoretical matriarchal society and long-held association of water and healing with femininity. Nowadays anyone can join, and those people are often artists and designers of various backgrounds and definitions. Fashion that blend together with trends, and a personality always in harmony with the people around them are trademarks of a Traveler.

                Doctrine

                Prerequisites: Matter 2, Medicine 2, two dots in one of the following Skills; Empathy, Socialize, Expression, Drive, Brawl
                Initiation: The Tamers of Rivers have no fixed criteria for recruitment, and most simply take a pupil when they feel like it. On the other hand, trying to actively find a Traveler is often challenging for would-be applicants. Either way, the elder Traveler teaches the aspirant to change and let go in order to become fluid and harmonious as the water. Once this period of cleansing ends, the new initiate enters naked in a river until he nearly drowns, emerging changed in that limbo of life and death.
                Organization: Travelers, as their nicknames would suggest, rarely hold down a place for long in both Sleeper and Awakened society. The natural tendencies of the Tamers however mean that they always blend successfully in each new home, and as scattered as they may be they emphasize keeping up correspondences and bringing in fresh blood to the Legacy.
                Theory: You can't swim in the same river twice. As water fluctuates and renews itself constantly, so does it change what it brushes over. The waters create, excite, purify, and at last erode the world, and will do so all over again. Become baptized in the River, and you join that everlasting legacy.

                Magic

                Ruling Arcanum: Matter
                Yantras: Presence of clean, flowing water large enough to sit in (+1); success in a Medicine roll (+2); ointments, tonics, and other liquid medicine (+2); sacrificing something of personal value to a body of water (+1, +2 if the sacrifice is hard to or cannot be replaced)
                Oblations: Fishing without bait and without catching anything; beautifying an area; fully submersing oneself in water; making love with a stranger

                Attainments

                First: Know the Rivers
                Prerequisites: Initiation
                Flowing waters may run deep, but the Traveler knows them as clear as a still spring. This Attainment resembles the "Discern Composition" spell, but can only be used on liquids. Reach is assigned to instant use. If the Tamer has Space 2 or higher, she also knows where the liquid came from.
                Optional: Life 1
                A living body is a system full of liquids, and a Traveler can analyze those liquids to diagnose the whole body. He replicates the "Analyze Life" spell, with Reach assigned to instant use.

                Second: Refresh the Rivers
                Prerequisites: Matter 2, Medicine 3
                Stagnant waters eventually rot, and a Traveler rarely allows such tragedy to befall. This Attainment resembles the "Lodestone" spell used on the Tamer's person, but only affects liquids and vapors. Reach is assigned to instant use and Advanced Duration.
                Optional: Life 2
                Many cultures regarded internal imbalance of humours and liquids as the source of illness, and the Tamer of Rivers nod in approval. He emulates the "Purge Illness" spell, with Reach assigned to instant use.

                Third: Catch the Rivers
                Prerequisites: Matter 3, two dots in a second Skill among the initiation Skill list
                Like attracts like, and even the fickle waters gather round and dance with a Tamer of Rivers. This Attainment replicats the "Shaping" spell, with Reach assigned to instant use and Advanced Scale. When rolls are called for intricate shaping, the Traveler scores automatic successes equal to her Matter dots.
                Optional: Life 3
                The waters wax and wane even in a living body, and a Traveler can sway that tide to draw or banish the living. He duplicates the "Lure and Repel" spell, centered on his person. Reach is assigned to instant use and Advanced Scale. The Tamer may bypass Withstand ratings when standing amidst a large body of water, or when limiting the effect to creatures that inhabit water.

                Fourth: Tap the Rivers
                Prerequisites: Matter 4, Medicine 4
                The deep waters are which all creation sprang from, and the Traveler may call on that ancient sympathy to return to that primordial depths. This Attainment resembles the "Transubstantiation" spell, but one side of the transmutation is always water. The Traveler can turn spring water into wine, or turn a basin of toxic sludge into sea water, but cannot turn lead into gold. Reach is assigned to Advanced Duration, and the Tamer must bathe in large and deep waters to purify herself for a scene in order to use the Attainment.
                Optional: Life 4
                The waters of life flow from the Tamer of Rivers, healing all that it touches. By submersing his patient in clear water and washing his injuries for a scene, the Traveler emulates the "Knit" spell. Reach is assigned to healing damage from deprivation, and reproducing a full night's rest.
                Additionally, the main effect of the Attainment is augmented so that the Traveler can conjure lifeforms from water, but not vice-versa. As usual, Mind 5 allows the transmuted creatures to possess a mind.

                Fifth: Become the Rivers
                Prerequisites: Matter 5, two dots in a third Skill among the initiation Skill list
                All Tamers of Rivers carry the wellspring of life and death in their hearts, and the most potent of them can let it out to flow outwards. This Attainment resembles the "Ex Nihilo" spell, but only something primarily water in nature. The Traveler might conjure a small pond or gallons of milk, but not tanks of gasoline nor molten steel. Reach is assigned to Advanced Scale, and as the previous Attainment the Tamer must undertake a bathing ritual of purification for a scene to use this Attainment.
                Optional: Life 5
                To be one with the river is to be the arbiter of life, and with a single touch the Traveler may heal even the most wracked body. By spending a point of Mana, he replicates the "Regeneration" spell with Reach assigned to instant use and Advanced Duration. The body parts regenerate within a minute regardless of required Potency when the patient is submerged in water. When the effect expires, the body parts either burst into water if external or leak out of the patient's orifices if internal.








                Caladrius
                "(A sound not unlike the croaking of a swan)"
                Rank: 2
                Attributes: Power 3, Finesse 6, Resistance 3
                Willpower: 10
                Essence: 15
                Initiative: 10
                Defense: 3
                Speed: 19
                Size: 1
                Corpus:
                Influences: Healing ••
                Manifestations: Twilight Form, Fetter, Image
                Numina: Innocuous, Speed, Purge Illness
                Ban: After having healed someone with its Numina or Influences, a Caladrius must fly away for a day and purify itself in sunlight. If it cannot leave within half an hour, it loses all Willpower.
                Bane: Attacks made by someone with a relapsed disease.


                New Numen: Purge Illness
                The entity can heal diseases of any kind from a living creature. The entity spends three points of Essence and rolls Power + Finesse. If it rolls successes equal to or greater than the disease's Severity, the disease is removed completely. When this attempt fails, the entity cannot retry on the same patient's same illness.



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

                Comment


                • I never read the Bokor, so take this with a grain of salt but - Zombie Summoning Mage Legacy? I would start with "Forensic Gaze", and possibly speak with dead though I'm not sure how much ghosts fit in. Maybe Speak With Dead, but specialized so that you basically speak with a corpse rather than a ghost. Kind of a sort of 'not strong enough to make a zombie, but strong enough to animate it to answer you' deal.

                  Zombies themselves are easily a spot you put at the third attainment (Gnosis 4) but with an advanced duration - your zombies can -last-. It takes some time to make thoguh. You have to tailor the corpse, prepare it for it's animation - learn about the person it once was? And further levels strengthen this?

                  Here is a thought, though it goes a bit against the way legacies are currently written - have them simply get better at the first attainment. When they buy the fourth attainment, they buy '2 reach' to their zombie making rather than a whole new effect. Maybe they become stronger at level 4. Or maybe they are instant and capable of being militarized. Just a thought though. Again - don't really know the Bokor.

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                  • Bokor also had some voodoo doll esque tricks of mind magic - marking others and being able to track and effect those people emotionally, and later causing pain through this link.

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                    • Jakondite had some interesting ideas, but I decided to hew closer to the written material since I picked up Tomes of the Watchtowers. So here are the Bokor:






                      Bokor

                      Origins

                      Parentage: Moros, Free Council
                      Background: The word bokor in Vodoun faiths refer to priests of black magic, and from them the Legacy take its name and motifs. Regarded heretical by many Moros, the Bokor consider death to be painful and not peaceful in nature, and hold souls and ghosts sacrosanct but the their corpses unworthy of respect. This perspective results in the popular image of the power-hungry Slave-driver who command armies of the dead, a stereotype not encouraged but neither denied even by the Bokor themselves.
                      Appearances: The Bokor are strong in Carribbean nations and anywhere Vodoun has spread, and members often reflect such heritage. However, practical and pragmatic as the Legacy is, they never restrict potential initiates out of cultural trappings, and thus members have a wide variety of backgrounds. While the Bokor share nihilism to some extent, one Bokor may express it as ill-kept clothes and hollow laughs while another might chase luxuries and live to seize the moment before their inevitable death.

                      Doctrine

                      Prerequisites: Death 2, Occult 2, two dots in one of the following Skills; Intimidation, Persuasion, Medicine, Crafts, Larceny
                      Initiation: The Bokor have no formal rites of initiation, preferring to get straight to the point and having little patience for formalities. This means that the most difficult part on the applicant's side often end up being persuading a potential mentor to impart the Legacy, as many Bokor are loath to share power. The actual soul-shaping involves spending time studying corpses and getting rid of the natural repulsion they evoke, along with teaching a respect for the spirits of the dead.
                      Organization: The Bokor hold major influence in the Free Council, and this is what keeps them from being branded Left-Handed despite their more questionable practices. This indifference from the larger Awakened society suits the Bokor well, since many members are highly goal-driven and return the indifference in kind. While mentors and pupils are more distant than in other Legacies, this individualism never stops them from marshalling forces when the Legacy's secular power is threatened.
                      Theory: The last thing a dying man does is shitting his pants. Death is no peaceful deliverer, and the mountains of bodies it leaves in its wake are no worthy of veneration. Because without the soul, the body is just another pile of materials. No one's using it, so stop your whimpering and put it to good use for the living.

                      Magic

                      Ruling Arcanum: Death
                      Yantras: A graveyard or a memorial site (+1); giving orders to subordinates (+2); ritually processed body parts (+2); straw or cloth effigies of the subject (+1, +2 if the effigy is destroyed as a sacrament)
                      Oblations: Dissection or autopsy; embalming and preserving a body; preparing a body for burial, then stealing it; establishing a chain of command

                      Attainments

                      First: Bokor's Gaze
                      Prerequisites: Initiation
                      The first thing Bokor mentors teach to pupils is to assess whether a given body is suitable for use. This Attainment resembles the "Forensic Gaze" spell, but a level of Potency can be used to also determine whether the body's owner left a ghost, or whether it Anchors a ghost. Reach is assigned to instant use.
                      Optional: Mind 1
                      Some lores on zombies say they're actually alive, only subdued into half-death with esoteric means. The Bokor's Mind Sight is augmented so that he can identify such domination and suppression into obedience, as long as it is supernatural in source.

                      Second: Shroud of the Dead
                      Prerequisites: Death 2, Occult 3
                      Too many people oppose the practice of raising zombies, especially when the body used belonged to someone they knew. So the Slave-driver learns to deflect attention from the bodies she works with, by replicating the "Corpse Mask" spell. Reach is assigned to Advanced Duration and completely changing a corpse's appearance. To do use this Attainment the Bokor paints glyphs over the corpse she wishes to disguise, often with blood or wet flour, which takes a scene's worth of time.
                      Optional: Mind 2
                      They say the dead tell no tales, and the Bokor can shroud even the living with that silence. He emulates the "Emotional Urging" spell on his subject, but projecting only lethargy and apathy to manipulate Doors. Reach is assigned to instant use. The Slave-driver may bypass the Withstand ratings of those he used the Bokor's Mark Attainment on.

                      Third: Bokor's Mark
                      Prerequisites: Death 3, two dots in a second Skill among the initiation Skill list
                      The Bokor lulls her subject's soul and body into death-like sleep, making him more vulnerable to her sorceries. This Attainment replicates the "Suppress Life" spell, with Reach assigned to instant use and Advanced Duration. Another effect of this Attainment is that the Bokor may affect the marked subject with Death magic that affects corpses.
                      Additionally, a Slave-driver using the Sympathetic Range Attainment on anyone she's marked with this Attainment may do so without expending Reach. This allows her to use her Legacy Attainments on such subjects if needed.
                      Optional: Mind 3
                      The Mark lulls even the subject's psychic aura, drowning her into the background. The Bokor duplicates the "Incognito Presence" spell, with Reach assigned to instant use and Advanced Duration. He scores automatic successes equal to his Mind dots when a Clash of Wills is provoked by supernatural concentration. If the main effect of this Attainment was already used prior to using this effect, the Slave-driver bypasses the subject's Withstand ratings.

                      Fourth: Call to Service
                      Prerequisites: Death 4, Occult 4
                      The Slave-driver further refines her mastery over her zombies, making them more lasting and potent. This Attainment emulates the "Quicken Corpse" spell, with Reach assigned to Advanced Duration and making them suitable for combat. She must paint glyphs on the corpse for a scene, but this can be done together with preparations for Shrouding the Bodies.
                      Additionally, the Slave-driver may attempt to hijack zombies raised by Supernal magic or other phenomena, represented as a Clash of Wills. This does not work on corpses animated by possession from ephemeral entities. If the Bokor's own zombies are being invaded, including possession by ephemeral entities, she scores automatic successes equal to her Death dots in the defending Clash.
                      Optional: Mind 4
                      Some of the more skilled and callous Slave-drivers can whittle down a living subject's mind so that she becomes pliable and receptive as a zombie is. This effect replicates the "Befuddle" spell, with Reach assigned to instant use. Applying powdered halluciongens, the so-called zombie powder to the subject allows the Bokor to bypass Withstand ratings.

                      Fifth: Bokor's Chain
                      Prerequisites: Death 5, two dots in a third Skill among the initiation Skill list
                      The last threshold a Bokor dare not cross is the abuse of ghosts and souls, which are sacrosanct to the Legacy. One exception is binding a ghost to possess its own body, so that it may resolve whatever unfinished business it has. This Attainment resembles the "Revenant" spell, but can only allow a ghost to Manifest on its own corpse. Reach is assigned to instant use and Advanced Duration. Ghosts rarely resist such chances, but if needed the Bokor may bypass its Withstand ratings by raising the corpse as a zombie prior to using this Attainment, be it through standard spells or her Attainments.
                      Furthermore, the Bokor now scores automatic successes equal to her Death dots even when she's the one attempting to hijack a corpse using Call to Service.
                      Optional: Mind 5
                      The most potent dark magic the Bokor wield is the ability to puppeteer even the living, something that even many cold-hearted Slave-drivers consider a moral compromise in their part. This effect duplicates the "Psychic Domination" spell. Reach is assigned to instant use, sensory range, Advanced Duration, and forcing a task instead of merely implanting an urge.




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

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                      • Nice zombie masters.

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                        • I'm not sure what's going on in the third attainment, you know that Suppress Life doesn't actually render a person unconscious, right?

                          Overall pretty kickass though.

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                          • Originally posted by Mrmdubois View Post
                            I'm not sure what's going on in the third attainment, you know that Suppress Life doesn't actually render a person unconscious, right?

                            Overall pretty kickass though.
                            Yes, but the Bokor can cast any Death magic that works on corpses on the Marked person. Like say, Corpse Mask or Quicken Corpse...


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

                            Comment


                            • Originally posted by 21C Hermit View Post
                              Yes, but the Bokor can cast any Death magic that works on corpses on the Marked person. Like say, Corpse Mask or Quicken Corpse...
                              That I get, I wasn't sure what was meant by lulling her subject's body and soul into a death-like sleep. I get what it means now that you clarified, but I brought it up originally because Suppress Life in 1e was one of the best knock-out spells in the game and there was some confusion after 2e came out of whether or not it did the same thing now. It doesn't as it turns out, but I wanted to make sure that little headache wasn't cropping back up. Thanks!

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                              • Originally posted by Mrmdubois View Post

                                That I get, I wasn't sure what was meant by lulling her subject's body and soul into a death-like sleep. I get what it means now that you clarified, but I brought it up originally because Suppress Life in 1e was one of the best knock-out spells in the game and there was some confusion after 2e came out of whether or not it did the same thing now. It doesn't as it turns out, but I wanted to make sure that little headache wasn't cropping back up. Thanks!
                                Yeah, that part was just fluff


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

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