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Even more Legacies, updated to 2E

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  • 21C Hermit
    started a topic Even more Legacies, updated to 2E

    Even more Legacies, updated to 2E

    I'm using this thread as both a homebrew hub, venue for receiving criticisms, and way to receive suggestions for conversions should anyone reading this be interested in all this.

    MAJOR EDIT:

    Since one post can apparently only contain 30 or so links, I'm dividing the opening post and its links across three or four posts. Please wait a bit until I get this all ready. (I dunno about how to make Google Docs and Drive stuff...)

    I'm starting with the "Other Legacies" that got mentioned in the Mage 2E core, and whatever anyone interested in this thread have suggested to me. Dave Brookshaw said he will redesign these 1E Legacies in the future, so I've been steering away from them. But since it'll take quite some time for that official conversion, I'm guessing there's no real point in trying to avoid them.

    Oh, and some of you may have noticed that I've changed the 'template' for these Legacies, so that it's now almost the exact the same thing that Mage 2E core used for the Eleventh Question. I'm thinking of revisiting my older stuff to fit that template, tidying up some sentences as I do it... and perhaps even change things like Attainments.

    EDIT: I also should start listing where these Legacies originate from. Just in case people mistake I'm the original creator, when I'm anything but.

    Acanthus-origin Legacies
    • Walkers in Mists (Space) - originally from Mage: The Awakening (1E core)
    • House of Ariadne (Time) - originally from Legacies: The Sublime
    • Sisterhood of the Blessed (Fate) - Stopgap containing the Attainments' framework. Will finish the proper one later.
    • Pygmalion Society (Mind) - originally from Legacies: The Sublime
    • Blank Badges (Mind) - originally from Free Council
    • Carnival Melancholy (Death) (Left-Handed) - originally from Silver Ladder
    • Tamers of Winds (Forces) - originally from Legacies: The Ancient
    • Awakening Gambit (Mind) - originally from Adamantine Arrows
    • People of the Hour (Time) - originally from Summoners
    • Roses of Eden (Life) - originally from Keys to the Supernal Tarot
    Mastigos-origin Legacies​Moros-origin Legacies
    • Uncrowned Kings (Mind) - originally from Mage: The Awakening (1E core)
    • Stone Scribes (Time) - originally from Legacies: The Sublime
    • Bokor (Death) - originally from Tome of the Watchtowers
    • Forge Masters (Prime) - originally from Legacies: The Ancient
    • Votaries of the Ordained (Fate) - originally from Guardians of the Veil
    • Logophages (Prime) (Left-Handed) - originally from Legacies: The Ancient
    • Thread Cutters (Fate) - originally from Legacies: The Ancient
    • Tamers of Stone (Space) - originally from Legacies: The Ancient
    • Celestial Masters (Forces) - originally from Keys to the Supernal Tarot
    • Stygian Heralds (Death) - originally from Summoners
    • Quiescent (Time) - originally from Mage Noir
    • Cult of the Doomsday Clock (Time) (Left-Handed) - originally from Legacies: The Sublime
    Obrimos- and Thyrsus-parentage Legacies, along with the rare Legacies with no Path association (read; "aberrations"), are continued in the next post.
    Last edited by 21C Hermit; 10-30-2021, 09:11 PM.

  • Cauthon
    replied
    A Geomancer-Reaper Legacy that was knocking around my head today. Their background needs work - I started out thinking of them as being aping pop-culture Aztec blood sacrifice, but that felt shallow.
    The Temple Tenders

    Organization: Tenders arrange themselves into a cult-priesthood. Details pending
    Theory: The Awakened are empowered to make whatever sacrifices are necessary to grow the Supernal in this world. Watered in blood, fed on a diet of souls, the Supernal will continue to wax.
    Background: A Geomantic Reaper Legacy, background pending

    Parentage: Moros, Silver Ladder and Guardians of the Veil
    Ruling Arcanum: Prime
    Yantras: Religious ceremonies (+1), Anointed attendants (+1, +2 if blessed by Apocalypse)
    Oblations: Religious ceremonies that culminate in the pledging of souls to the Tender

    Prerequisites: Prime 2, Occult 2 and one of the following additional Skills at 2 dots or higher: Expression, Politics, Persuasion, Medicine.
    Initiation: Assist a senior Tender in the ritual sacrifice of a Souled creature.

    Trappings of Faith
    (Prime ) Initiation
    A Tender is unlikely to master all Arcana in their lifetime, be it due to old age or external harm. To circumvent that limitation, all Tenders are taught from the first how to make use of Imbued tools crafted by their peers. As they progress, they will, in turn, craft new tools for those that follow after.

    Words of Command
    Potency = Prime

    Duration = N/A
    Casting Time = Instant (Reach to Instant Casting)


    Optional (Death )
    It is vital that the Tender know the state of their flock’s souls, for it is best to cull the weak and sick. Young Tenders seek the Soulless or stricken for their elders, that the sacred geometry of their work shall always have kindling.

    Soul Marks
    Potency = Death

    Duration = N/A
    Withstand = Resolve
    Casting Time = Instant (Reach to Instant Casting)


    In Prayer and Deed
    (Prime ●●) Occult 3
    The Tender utters a complex High Speech prayer to the Supernal, opening their eyes to the pulsing veins of the world. Young Tenders map these leylines, preparing vast records for their seniors to rework into a grander design. Some lucky few are even able to find the sacred braziers of new Node-seated Hallows.

    Sacred Geometry
    Duration = Prime (Reach to Advanced Duration)

    Potency = N/A
    Casting Time = Scene
    NOTE: Reach to “Detect Hallow On Node” Reach effect


    Optional (Death ●●)
    A proper Tender does not allow their passage to disharmonize the resonance of the world. Rising from prayer, the Tender can only be detected as Awakened through a Clash of Wills. Further, they no longer leave biological traces, and impose a penalty on attempts to read their emotions.

    Without A Trace
    Duration = Prime (Reach to Advanced Duration)

    Potency = 2, 3 at Death 4
    Casting Time = Scene


    The Lesser Sacrament
    (Prime ●●●) In addition to the Occult 3 requirement from the previous Attainment, the Tender must increase the other Skill they used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
    With hands anointed in blood, the Tender grasps the veins of the world and bends them to their will. While this Attainment is considered a vital skill by the Tenders, it is only a temporary effect to experiment with the resulting Resonance. Should the Tenders deem the change worthy, they make the change permanent with a properly-cast spell and the use of their Legacy’s Death Disciple Attainment.

    Geomancy
    Duration = Prime (Reach to Advanced Duration)

    Potency = 2, 3 at Death 4
    Casting Time = Scene


    Optional (Death ●●●)
    There is much work to be done in this Fallen World, and not enough Awoken to accomplish it all. Fortunately, blood is abundant, and some Sleepers are selfless enough to offer themselves to the cause. The Tenders can offer up an appropriate amount of lives -ideally only one human volunteer, already relieved of their soul- to safely relinquish any one spell they hold in their control.

    Sacrificial Relinquishment
    Potency = Death

    Duration = One Day, One Week at Death 4 (Reach to Advanced Duration)
    Casting Time = Instant (Reach to Instant Casting)


    Drawing the Spark
    (Prime ●●●●) Occult 4 and the other Skill requirements of the previous Attainment.
    Mana is vital to all mages, a resource that the lighting and tending of Hallow-basiers consumes in staggering quantities. All Tenders become adept at drawing this vital energy from any source they can locate.

    Channel Mana
    Potency = Prime (Reach to Advanced Duration)

    Duration = 3 Turns
    Withstand = Composure -2
    Casting Time = Instant (Reach to Instant Casting)


    Optional (Death ●●●●)
    In pursuit of the Supernal, there must be no waste. The Tender’s primarily used this Attainment to prepare their volunteer sacrifices, drawing forth their souls for storage and later use for Relinquishments.

    Sever the Soul
    Potency = Death

    Duration = One Week (Reach to Advanced Duration)
    Withstand = Resolve
    Casting Time = Instant (Reach to Instant Casting)


    The Greater Sacrament
    (Prime ●●●●●) In addition to the Occult 4 requirement from the previous Attainment, the Tender must increase the other Skill they used to meet the requirements of the Legacy to 4, or must attain three dots in a second Skill from the list of possible requirements, or two dots in a third Skill from the list.
    While the Tenders hold the creation of new Hallow-brasiers to be their most sacred of tasks, the duty of tending to the flames is no less respected. In a ritual that culminates in a spark of Mana being fed to the brasier, the Tender can stoke the targeted Hallow.

    Hallow Dance
    Potency = Prime

    Duration = N/A
    Withstand = Hallow Rating
    Mana Cost = 1 Mana
    Casting Time = Scene
    NOTE: Reach to "Lasting" Reach effect. Cannot decrease the Hallow rating, only increase.


    Optional (Death ●●●●●)
    The sacrifice of a soul is a solemn thing, one the Tenders prefer to reserve for the relinquishment of portentous Imagos. Tender doctrine teaches that souls used in this way are ushered directly to the Supernal, and returned to the proper cycle of the pre-Fallen world.

    Reaping Relinquisment
    Potency = Death

    Duration = Three Turns
    Casting Time = Instant
    NOTE: Not able to use the Prime added effect
    Last edited by Cauthon; 07-02-2022, 04:17 AM.

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  • Cauthon
    replied
    Originally posted by KaiserAfini View Post

    Within the Hedge space is whatever the tale requires it to be. In order to teleport in and out of the Hedge probably requires Fate. So its not an easy option for an explorer.

    The first Arcanum I would suggest is Life. The Hedge can trap you without food or water, in weird spaces, have you be hunted by monsters or worse. But with Life you endure, you heal and adapt. Its your first line of defense when not relying on the whims of Fate.
    Life is useful, but is it Attainment worthy? I could see getting good milage out of Rotes and Praxis if it isn't a Ruling.
    Originally posted by KaiserAfini View Post
    The second thing you need to do is impose order without Fate, while also being careful to avoid trickery. This is where Prime is useful. With it you can see through lies and illusions, giving an edge when bargaining. Furthermore the Hedge is full of weird Resonances, but with this you can alter the Resonance and then have the Hedge adapt the tale to fit it, allowing you to carefully engineer it.

    You could also leverage its domain of truth to make ley lines you engineered always point truthfully to where you initially connected them to. Now you can make reliable trails that can be found, like emergency lights.
    Ooo, a Prime-primary Legacy would be an interesting take. Focus on stabilization and anti-deception, with brute-force Prime Armor to girdle your soul.

    Originally posted by KaiserAfini View Post
    The battle against the Hedge starts by fortifying your position. Setup your supply lines, rescue logistics and resting points. Eventually the order this Legacy imposed will become a fact that its insanity will not be able to corrode.
    It's worth noting that while Arcadia and Arcadia are not the same place, one could argue that command of Forces is just as subversive in Fairyland as in Lunargentland. A Forces+Matter Legacy could be spoofed as brute-forcing the contracts with reality that Keepers normally negotiate.

    Originally posted by KaiserAfini View Post
    The main downside of this idea is that neither Arcana is of the Acanthus Path.
    Not a huge downside - one of the best parts of Legacies is getting that sweet, sweet third Ruling Arcanum

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  • KaiserAfini
    replied
    Originally posted by Cauthon View Post
    I'm thinking about writing up a Legacy based around combating the Hedge, and all manner of Arcadian gribblies. A Hedge survivalist, as opposed to a "Dedicated True Fey Slayer". What would be good Arcana to focus on? You need Fate and Mind to tear open Hedgeways or create new ones, and a lot of Changeling-related spells are conjunctive of the two. But Space has lots of useful powers, as does Matter. Space can spot Hedgeway Irises and potentially open Portals to something in the Hedge if you have Sympathy. Matter can shape and create Iron, or even Siderite.
    Part of it will depend on the fluff, obviously. I'm leaning towards the Legacy having been founded by an Acanthus who believes that Fate is a tool of the Fair Folk, and shuns it accordingly.
    Within the Hedge space is whatever the tale requires it to be. In order to teleport in and out of the Hedge probably requires Fate. So its not an easy option for an explorer.

    The first Arcanum I would suggest is Life. The Hedge can trap you without food or water, in weird spaces, have you be hunted by monsters or worse. But with Life you endure, you heal and adapt. Its your first line of defense when not relying on the whims of Fate.

    The second thing you need to do is impose order without Fate, while also being careful to avoid trickery. This is where Prime is useful. With it you can see through lies and illusions, giving an edge when bargaining. Furthermore the Hedge is full of weird Resonances, but with this you can alter the Resonance and then have the Hedge adapt the tale to fit it, allowing you to carefully engineer it.

    You could also leverage its domain of truth to make ley lines you engineered always point truthfully to where you initially connected them to. Now you can make reliable trails that can be found, like emergency lights.

    This also allows you to setup longer projects, like bases that changelings and mages can use. Make custom plants and animals with good nutritional value and ease of transport, which feed off specific ley line Resonance. Create bioenginnered and self maintaining technology, facilities and supplies, look to the Venuzians in Battle Angel Alita: Last Order or the Yuuzhan Vong for inspiration. Use Life and Prime to reinforce the truth of their living pattern, preventing the Hedge from mutating it.

    Create some that can produce tass or can be used to manipulate hobs to your objectives. Plus you have access to a plethora of platonic tools and constructs, the ability to create Hallows, better and more powerful yantras, mana batteries and, in an emergency, even the ability to drain life around you for mana.

    The battle against the Hedge starts by fortifying your position. Setup your supply lines, rescue logistics and resting points. Eventually the order this Legacy imposed will become a fact that its insanity will not be able to corrode.

    The main downside of this idea is that neither Arcana is of the Acanthus Path.
    Last edited by KaiserAfini; 06-28-2022, 01:50 AM.

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  • Cauthon
    replied
    I'm thinking about writing up a Legacy based around combating the Hedge, and all manner of Arcadian gribblies. A Hedge survivalist, as opposed to a "Dedicated True Fey Slayer". What would be good Arcana to focus on? You need Fate and Mind to tear open Hedgeways or create new ones, and a lot of Changeling-related spells are conjunctive of the two. But Space has lots of useful powers, as does Matter. Space can spot Hedgeway Irises and potentially open Portals to something in the Hedge if you have Sympathy. Matter can shape and create Iron, or even Siderite.
    Part of it will depend on the fluff, obviously. I'm leaning towards the Legacy having been founded by an Acanthus who believes that Fate is a tool of the Fair Folk, and shuns it accordingly.
    Last edited by Cauthon; 06-28-2022, 12:41 AM.

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  • Cauthon
    replied
    I know the Sisterhood was partially written up elsewhere, but here's my take. Any critiques are appreciated.

    Sisterhood of the Blessed
    Socialites and society mavens, spiders sitting upon webs of innuendo, Fate, and favors.

    Organization: Sisterhood Sororities form around areas of political and economic power - usually led by the Sister who has attained the greatest level of influence in the region. Sisters usually cooperate towards some overall goal, but are otherwise left to their pet projects. While there has traditionally been no men in their ranks -indeed, this rule led to the creation of the Reality Makers- recent days have seen the formation of mixed-sex “Social Clubs”
    Theory: Society is a mass of interwoven threads - learn which thread to tug to achieve success
    Background: (See the 1e book Silver Ladder for official fluff.)

    Parentage: Mastigos or Acanthus, Silver Ladder
    Ruling Arcanum: Fate
    Yantras: Compile a dossier on the spell’s target (+2), Spread relevant rumors about the spell’s target (+2), Make public implications about believing the spell’s effect occurring (+1)
    Oblations: Hold a salon, catch up on local gossip, update your dossiers

    Prerequisites: Fate 2, Socialize 2 and one of the following additional Skills at 2 dots or higher: Expression, Subterfuge, Politics, Persuasion, Larceny, Streetwise.
    Initiation: Negotiate a high-society event of your mentor’s choice without an invitation, without being called out.

    In The Know
    (Fate ●) Initiation
    A proper socialite can tell where in the social web any given individual sits. She will need to suss out the details, but she knows, for example, that the man who just entered is deeply connected to the General at the head table.
    Interconnections
    Potency = Fate
    Duration = One Turn, Two Turns at Fate 2, Three Turns at Fate 4
    Casting Time = Instant (Reach)
    NOTE: Can only be cast on self

    Optional (Mind ●)
    Know what temps a person, and you have the lever to shift their world. With a glance the Sister can discern a person’s Virtue, Vice, and the sum of their mental and social acumen
    Know Nature
    Potency = Mind
    Duration = N/A
    Casting Time = Instant (Reach)
    Shake hands, and know their sins.


    Happy Coincidence ●●
    (Fate ●●) Socialize 3
    The Sister lays out in detail a person, place, or thing that she is in need of, and how she would ideally obtain or find such a thing. Sometimes, she even deigns to craft such plottings for others. Fate, being an impressionable thing, plagiarized swaths of her planning and shifts the odds of it happening in her favor.
    Shifting The Odds
    Duration = Fate (Reach to Advanced Duration)
    Potency = 2, 3 at Fate 4
    Casting Time = Scene
    Not only can you dictate what you want to find, but you can cast the spell on behalf of others by “explaining” what you see as the most likely course of events and pat them companionably to bestow the Attainment’s effects.

    Optional (Mind ●●)
    Closing her eyes for a moment to order her thoughts, the Sister teases the threads of her mind into two distinct trains. Never again will the long-winded ramblings of the Hierarch get in the way of balancing the Cabal budget.
    One Mind, Two Thoughts
    Duration = Mind (Reach to Advanced Duration)
    Potency = N/A (2 , 3 at Mind 4)
    Casting Time = Instant (Reach)
    NOTE: Can only be cast on self


    Lady Luck’s Subtle Smile ●●●
    (Fate ●●●) In addition to the Socialize 3 requirement from the previous Attainment, the Sister must increase the other Skill she used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
    Fate has begun to settle companionably about the Sister, threads she need only pluck to produce sonorous notes. With but a touch, she can bless her friends and curse her enemies, weaving a new tune for society to dance to.
    Exceptional Luck
    Potency = Fate
    Duration = One Day, One Week at Fate 4 (Reach to Advanced Duration)
    Withstand = Composure
    Casting Time = Instant (Reach)

    Optional (Mind ●●●)
    Power can be useful, but hardly safe. Better to stay out of the public consciousness, and pull the strings from beneath everyone’s noses. The Sister takes her time assembling her ensemble, aiming for the sweet spot between head-turning fashionable and pitiably passe. Some canny mind and steely wills may see through her ruse, but then we know who to watch. Some Sisters will weave these threads of anonymity around favored servants and allies, seeding agents wherever they go.
    Incognito Presence
    Duration = Mind (Reach to Advanced Duration)
    Potency = 2, 3 at Mind 4 (Reach to Advanced Potency)
    Withstand = Resolve -2
    Mana Cost = 1 Mana
    Casting Time = Scene


    Guide, Don’t Command ●●●●
    (Fate ●●●●) Socialize 4 and the other Skill requirements of the previous Attainment.
    The Sister takes hold of a servant, an ally, a target, or simply wraps her arms around herself. In a low, serious tone, she outlines a task, a goal, or an event she wishes to see come to pass, and why she wants it to occur. As the last word leaves her lips, the threads of destiny begin to sing, harmonizing to give this goal a chance to become reality.
    Strings of Fate
    Duration = Fate (Reach to Advanced Duration)
    Potency = 3
    Withstand = Resolve
    Casting Time = Scene

    Notably, this could be used offensively, but the Potency would limit who you can affect unless they're softened up with Befuddle

    Optional (Mind ●●●●)
    Sitting down with her target, the Sister explains why who the target is now is a detriment, and how they can improve. Unless the target has a resolve of Siderite, the force of her personality convinces the target that they should try things her way. Occasionally, a Sister will pep-talk herself into what her acquaintances describe as a completely different person.
    Psychic Reprogramming
    Potency = Mind
    Duration = One Week (Reach to Advanced Duration)
    Withstand = Resolve
    Casting Time = Scene

    I like the idea of a Sisterhood therapist, who uses her weekly sessions with patients to make them better people. The success rate is low, but theres a slow conversion of people who decide they quite like who they are under the spell, and start to accept that change into themselves.

    Also entertaining is the idea of a really shy member of the Blessed who uses this attainment to give themselves a "game face" for day-to-day life.


    Spoken Into Being ●●●●●
    (Fate ●●●●) In addition to the Socialize 4 requirement from the previous Attainment, the Sister must increase the other Skill she used to meet the requirements of the Legacy to 4, or must attain three dots in a second Skill from the list of possible requirements, or two dots in a third Skill from the list.
    The Sister is a spider, master of her web. With but a tug, the fly is caught, the trap is sprung, the wind catches her parachute. She can dictate what will happen in the next few moments with unsettling accuracy, albeit only what was already plausible to occur.
    Miracle
    Potency = Fate
    Duration = Three Turns
    Casting Time = Instant

    Optional (Mind ●●●●●)
    All you need is know where to tug. With a few friendly words and ingratiating charm, the Sister is able to worm their way into the confidence of new Allies and Contacts, or obtain some honorary Status in a given organization.
    Social Networking
    Potency = Mind
    Duration = One Week (Reach to Advanced Duration)
    Casting Time = Scene
    Ritually schmoozing with the relevant parties grants you access to Allies, Contacts, or Status. Make sure to get some face time with your new friends every week to keep yourself fresh in their minds.
    Last edited by Cauthon; 07-02-2022, 01:35 AM.

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  • Cauthon
    replied
    Here's a draft for Forge Masters - I'm stuck on the final Attainment. Creating Lasting Perfected Alloys would be on-theme for the Matter side, but could be done just as easily with the spell, so there's no real benefit. Golem might be an interesting alternative, given that as-written Forge Masters don't have to be blacksmiths. Hallow Dance would be a neat "shore up the Supernal in this world" trick for the Prime side, but doesn't feel quite right.

    On the plus side - only one out-and-out atypical attainment, and that's a "permanent Perfected material" ability. If the community deems it too overpowered, I can downgrade it to Advanced Duration and figure out a 4-dot Prime power. Or switch it to the Master-level power, move Golem to Adept sans Instant Casting, and make a Prime Adept power.

    Forge Masters
    The Forge Masters are -as their name suggests- skilled craftsmen who seek the Supernal in their work

    Organization: Powersmiths are most commonly found in “guilds”; groups of Awakened craftsmen who practice the Powersmith’s preferred discipline. While not everyone in these guilds are necessarily Powersmiths, it is not unusual for a guild to be composed of a master Powersmith and their apprentices. Modern tools and a broadening acceptance of what constitutes a craft have begun to fragment guilds into traditionalists and progressives.
    Theory: A craftsman and their tools are only as good as each other.
    Background: (See the 1e book Legacies: The Ancient for official fluff.)

    Parentage: Any
    Ruling Arcanum: Matter
    Yantras: Performing maintenance on the spell’s subject(+2), Drawing up blueprints for a project related to the spell(+2), Studying a new craft that will inform your treatment of the spell’s subject(+2), Talking an apprentice through the steps of the spell (+1), Negotiating a new project (+1)
    Oblations: Maintaining your tools, teaching a class on your discipline, brainstorming new ideas

    Prerequisites: Matter 2, Crafts 2 and one of the following additional Skills at 2 dots or higher: Expression, Occult, Science.
    Initiation: See the original fluff - I can’t do it justice.

    Fundamentals of the Craft
    (Matter ●) Initiation
    The first lesson of the forge is to spot substandard raw materials. The Powersmith grasps an object, and in a moment discerns its weight, density, and chemical makeup. Powersmiths skilled in Space can even give an accurate assertion as to its origin.
    Discern Composition
    Duration = Matter
    Potency = 1, 2 at Matter 2, 3 at Matter 4
    Casting Time = Instant (Reach).
    NOTE: Upgrades to the Space added effect upon attaining Space 2


    Optional (Spirit ●)
    Often overlooked, the spirit of an object can have a profound impact on its host. The Powersmith learns to nudge this intelligence, triggering a simple repairative effect such as jumpstarting a car or unjamming a gun.
    Coaxing the Spirit
    Potency = Spirit
    Duration = N/A
    Casting Time = Instant (Reach)
    NOTE: Can only cause effects that are "Repairative" - clear a jam, but not cause one


    Right Tool For The Job ●●
    (Matter ●●) Crafts 3
    The Powersmith takes the time to assess their tools, performing ritual maintenance and communing with their spirits. Upon completion, the Powersmith selects the tool they believe will serve them best for their next task, and strides to their workspace confident in their choice. Some Powersmiths are attuned enough to Fate that this choice borders on being Destined. This Attainment can be activated simultainously with the optional Prime attainment below if they both target the same tool.
    Craftsman’s Eye
    Duration = Matter (Reach to Advanced Duration)
    Potency = 2, 3 at Matter 4
    Casting Time = Scene
    NOTE: “8-Again For Studied Object” Reach effect. Upgrades to the Fate added effect upon attaining Fate 1. Atypical - This Attainment can be activated simultainously with the optional Prime attainment below if they both target the same tool.


    Optional (Prime ●●)
    The Powesmith’s kit is more than mundane tools of craft, it includes occult accouterments of varying forms. Tending to this esoteric armory in the same way as their mundane one, the Powersmith anoints one of their Yantras with the blessings of the Supernal. This Attainment can be activated simultainously with the Matter attainment above if they both target the same tool.
    As Above, So Below
    Duration = Prime (Reach to Advanced Duration)
    Potency = 2, 3 at Prime 4
    Casting Time = Scene
    NOTE: . Atypical - This Attainment can be activated simultainously with the Matter attainment above if they both target the same tool.



    Deft Hands ●●●
    (Matter ●●●) In addition to the Crafts 3 requirement from the previous Attainment, the Powersmith must increase the other Skill she used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
    As the Powersmith grows in skill, the constraints of the Fallen World begin to fall away. Setting aside time to seriously study an object or section of an object, they are able to reshape the structure of said object with only their mind. This is immensely beneficial to repair efforts, allowing the Powersmith to simply will rents and dents into unblemished perfection.
    Shaping
    Potency = Matter
    Duration = Two Turns, Three Turns at Matter 4
    Withstand = Durability

    Casting Time = Scene
    NOTE: “Shape Solid Matter” Reach effect, “Reduced Difficulty of Repairs” Reach effect.


    Optional (Prime ●●●)
    With the Fallen World beginning to loosen it’s hold, the Powersmith becomes more attuned to the Supernal. They are now able to transfer Mana with but a touch.
    Channel Mana
    Potency = Prime
    Duration = N/A (2 , 3 at Prime 4)
    Withstand = Composure (or Rank for Supernal entities)

    Casting Time = Instant (Reach)



    The Hallowed Crucible●●●●
    (Matter ●●●●, Prime ●●●●) Crafts 4 and the other Skill requirements of the previous Attainment.
    The soul of the Powersmith has become so aligned to the Supernal that they can permanently refine Perfected materials. This must be done through ritual crafting - hammering iron into a blade to refine Siderite, cutting gems to refine Perfected Gems, blowing glass to refine Adamant, or tanning hides to refine Perfect Leather, for example. Some few Powersmiths are known to stoke Perfected Fire in their forges with this Attainment, but this has few uses.
    Hone The Perfected Form
    Duration = N/A (Atypical)
    Potency = N/A (3)
    Casting Time = Scene
    Mana Cost = 1 Mana
    NOTE: “Perfect Additional Substances” Reach effect, gain the Forces effect when the proper level of Forces is reached. Atypical - the Perfecting transmutation is Lasting, can only refine raw material into Perfected material or items through "Crafts" actions.

    Limited by only being able to purify items that can be made or crafted, so no Alkahest. You can build and stoke a fire, but you can't make water without magic or euphemism.



    Forge of Creation●●●●●
    (Matter ●●●●) In addition to the Craft 4 requirement from the previous Attainment, the Powersmith must increase the other Skill she used to meet the requirements of the Legacy to 4, or must attain three dots in a second Skill from the list of possible requirements, or two dots in the third Skill from the list.
    Forge Supernal {Alloy}?
    Duration = N/A (See Reach)
    Potency = N/A (3)
    Casting Time = Scene
    Mana Cost = 1 Mana
    NOTE: “Lasting” Reach effect
    Have them refine any of the alloys, or have each Powersmith choose one alloy they specialize in? Thaumium specialists would be very jack-of-all-trades in regards to what other Arcana they learn, tending to be Masters of Matter/Prime but only Apprentice-level in everything else.

    Golem?
    Potency = Matter
    Duration = One Week (Reach to Advanced Duration)
    Casting Time = Instant (Reach)
    NOTES:
    Upgrades to the Death, Spirit, and/or Mind added effects upon attaining Mastery of the respective Arcana
    A retainer crafted in your prefered medium, which can be very interesting. Bonus points - make a Golem out of Perfected materials... like an Adamant golem. Lay hands on that convenient statue in the middle of a fight and you suddenly have a bodyguard!


    Optional (Prime ●●●●●)

    Hallow Dance?
    Potency = Prime
    Duration = N/A (See Reach)
    Casting Time = Scene
    Withstand = Hallow Rating

    NOTE: “Lasting” Reach effect. Limited to only boosting a Hallow, no decreasing it.
    Shore up the Supernal present in the Fallen World
    Last edited by Cauthon; 06-27-2022, 09:29 PM.

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  • Cauthon
    replied
    Originally posted by KaiserAfini View Post
    Yep, Many Faces would be the correct one. Because uses of the ability made me think of how changelings utilize their innate shapeshifting in D&D, I accidentally used the name of the spell that does a similar thing in that setting when referring to the Attainment. Sorry for the mix up.

    An interesting detail is that the combination of Arcana means they can mimic someone they have studied down to the smallest details of their skills, while retaining the ability that dopplegangers have to notice minute flaws in the impersonation. Its curious that what can be seen as the Pentacle's answer to the Chrysalides brings them a bit closer to the skillset of the Princes of Many Masks.
    It would be interesting in-setting to find out who came first - the Sovereigns, the Swans, or the Princes. Are they offshoots of one-another? Convergent evolution? Drawing inspiration from each other? I could totally see The Raptor having created the first Chrysalides as a way to keep a bunch of Seers with body dysmorphia under the yolk and as far away from the Sovereigns as possible.

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  • KaiserAfini
    replied
    Yep, Many Faces would be the correct one. Because uses of the ability made me think of how changelings utilize their innate shapeshifting in D&D, I accidentally used the name of the spell that does a similar thing in that setting when referring to the Attainment. Sorry for the mix up.

    An interesting detail is that the combination of Arcana means they can mimic someone they have studied down to the smallest details of their skills, while retaining the ability that dopplegangers have to notice minute flaws in the impersonation. Its curious that what can be seen as the Pentacle's answer to the Chrysalides brings them a bit closer to the skillset of the Princes of Many Masks.

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  • Cauthon
    replied
    Originally posted by KaiserAfini View Post
    Some of the yantras and oblations don't seem to align with the Order's beliefs. The Silver Ladder's symbolism is deliberately chosen to be of mortal authority and leadership.
    Good point, I got too focused on the "Sovereigns" part of their name. Adjusted to "tending to the sick" and "emotionally-resonant oration".

    Originally posted by KaiserAfini View Post
    Emotional Urging has a set duration, so as soon as the Blueblood stops touching the target, they may lose all motivating, so the uses may be limited.
    It has the upside of opening or closing a Door for any relevant social maneuver that begins within the spell's duration, at the tradeoff of needing to touch the target and only having a few seconds to begin. I liked that the 1e version of the attainment was an example of a non-offensive use of Emotional Urging, since it could only be used on the self, but remaking that is a bit tricky. Given that 1e gave Memory Hole as the optional attainment and just rolled Emotional Urging into the main Initiate attainment, I'd have to go waaaaay over-cap to replicate it. Mind Shield might be a replacement to achieve the same effect, but I like the ability to nudge people at the cost of being a bit more hands-on than usual.

    Originally posted by KaiserAfini View Post
    Alter Self made indefinite for the mage might be less useful. By default it lasts a week, by the time you achieve Life 5 it lasts a year and takes only an hour to cast. That is pretty manageable. If it was not restricted and was on touch/self range, the Blueblood could infiltrate loyal followers in all sorts of organizations or even hide those that helped them in the past and are in some trouble.
    I'm assuming this is in reference to Many Faces used in Flesh of Gold, my apologies if I misunderstood. I'd stress that this is one of the atypical Attainments; rather than having a duration, it changes your "default" form. This can be VERY useful, because it means spells like Pierce Deception wouldn't see through it. Slap "Surpress Aura" or "Supernal Veil" on, and suddenly you're a totally unrelated Sleeper. As a tradeoff, you can't use it on anyone else. I could also see someone developing an identity crisis, given that their form is now like clay.

    Alternatively, I could add in the ability to toggle Striking Looks on and off whenever they change their form. Sometimes it pays to be a vision of beauty or so ugly it hurts, sometimes you just want to be a face in the crowd.

    Originally posted by KaiserAfini View Post
    The general approach the Attainments suggest the idea of the mage becoming an impressive person to meet. Charming, intelligent, with great self control and impeccable health. It seems to suggest someone you follow out of displayed excellence, so Psychic Reprogramming feels a bit out of place. I believe that perhaps Social Networking could be used instead, completing the image of an incredible individual by making them someone who always has the right connections to accomplish whatever they set their minds towards.
    I was leaning towards being so convincing that people strive to meet your expectations of them, but you're right, Social Networking might be better. Spend ten minutes ritually schmoozing and obtain a given Allies/Contacts/Status for a week. Press palms with them frequently and you can maintain the connection.

    Originally posted by KaiserAfini View Post
    There is one small typo, you are missing an "i" in Inviolate.
    Corrected, thanks
    Last edited by Cauthon; 06-25-2022, 06:03 PM. Reason: I am shockingly bad at spelling

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  • KaiserAfini
    replied
    Originally posted by Cauthon View Post
    Throwing my hat in for the Pure Sovereigns. As-is, I had to make their Attainments a bit atypical to try and recapture the 1e fluff. If anyone has any advice or adjustments, please let me know.


    Pure Sovereigns
    The Sovereigns are nominally Silver Ladder, but their lack of a formal hierarchy means that individual Bluebloods have taken apprentices from other orders on occasion. The lines of inheritance tend to be easily tracked by their particular physical exercises and aspirational focus - health gurus, Yogi, transhumanists, and the like tend to make use of different Skills.

    Organization: Bluebloods are fairly independent, with different focuses. Other than irregular conventions arranged by well-connected elders, masters and students tend to maintain fairly close ties. Those masters that set up schools or dojos breed very social lines.
    Theory: Before one can master the world, one must master oneself.
    Background:

    Parentage: Silver Ladder, Obrimos
    Ruling Arcanum: Life
    Yantras: Throne rooms (+1), crowns and scepters (+1), being surrounded by faithful attendants (+2), interperative dancing (+2), mentoring lesser beings (+2), enforcing order (+1)
    Oblations: Exercise katas; dictating your significant thoughts to your attendants; mentoring lesser beings

    Prerequisites: Life 2, Medicine 2 and one of the following additional Skills at 2 dots or higher: Athletics, Medicine, Occult, Science, Socialize.
    Initiation: Convince a current Blueblood to show you the path to physical and mental self-mastery. Simple? Sure. Easy? Depends on the teacher. Rumors persist of a "Manual of Bodily Health", a Diakonomia containing all five levels of initiation.

    Mind of Amber
    (Life ●) Initiation
    Analyze Life (Reach to Instant Casting)
    Useful for finding your own flaws so you can correct them with magic. Or for analyzing a living organism you can lay a hand on.

    Optional (Mind ●)
    Perfect Recall (Reach to Instant Casting)
    Photorealistic recall of whatever you put your mind to... which may not be as much of a boon as you think.

    Blood of Silver ●●
    (Life ●● Time ●●) Medicine 3
    Body Control (Reach to Advanced Duration, Reach to switch Potency to Primary. Slows aging by a factor of Potency so long as the attainment is active. Limited to caster-only plus extra arcana requirements, to justify for extra reach.)
    Body Control mixed with a little Time to slow down aging. Ritual activation is a series of kata passed down from teacher to student, and can be used to trace lineage.

    Optional (Mind ●●)
    Emotional Urging (Reach to Instant Casting. Additional Atypical effect: Sovereign has perfect control of their own emotions)
    If you're the master of your mind, and of your body... then what's actually in control?

    Flesh of Gold ●●●
    (Life ●●● Time ●●●) In addition to the Medicine 3 requirement from the previous Attainment, the Blueblood must increase the other Skill she used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
    Many Faces (Reach to Advanced Duration, uses the added Time effect. Atypical Attainment: does not actually have a duration - each activation changes the caster's "default" form. Cannot be used on others.)
    Takes an hour to change your appearance, but you can look like anything within the human scope. Design your ideal body, at any age, sex, ethnicity and build! Ritual activation is a meditative trance.

    Optional (Mind ●●●)
    One Mind, Two Thoughts (Reach to Instant Casting, Advanced Duration, and "Instant Tasks". Cannot be cast on others.)
    Either you'll never be bored again, or you get to be bored in stereo. Who can say?

    Incarnation of Thunder ●●●●
    (Life ●●●●) Medicine 4 and the other Skill requirements of the previous Attainment.
    Honing The Form (Reach to Advanced Duration, Reach to "exceed Mortal caps")
    Ritual activation is thirty minutes of breathing exercise. You can do the same to others by leading them through a similar exercise.
    Optional (Mind ●●●●)
    Augment Mind (Reach to Advanced Duration, "Divided Between Attributes")
    Ritual activation is thirty minutes of meditation, running through mental exercises appropriate to the relevant Attribute(s).You can do the same to others by leading them through a similar exercise.

    The Diamond Involate ●●●●●
    (Life ●●●●●) In addition to the Medicine 4 requirement from the previous Attainment, the Blueblood must increase the other Skill she used to meet the requirements of the Legacy to 4, or must attain three dots in a second Skill from the list of possible requirements, or two dots in a third Skill from the list.
    Atypical Attainment/Custom Spell - regenerate from physical Tilts by healing the damaged that caused said Tilt. No activation or duration, cannot be used on others.

    Optional (Mind ●●●●●)
    Psychic Reprograming (Reach to Advanced Duration, Instant Casting)
    Shake a politicians hand and shuffle their character as you do. Do it often enough and even the most cold-hearted person might decide they like being a good guy.
    It seems to be following the general theme well: better living through magic gives you more opportunities to realize your ambition. But there are a few things that stand out to me.

    Some of the yantras and oblations don't seem to align with the Order's beliefs. The Silver Ladder's symbolism is deliberately chosen to be of mortal authority and leadership. Police badges, judge's gavels, lawyer's rings, priest's robes (with humanistic symbology) are common yantras. Crowns, scepters, throne rooms and the like are symbols of the divine right to rule, so they are more likely to be associated with Seers of the Throne. The théarchs seek to lead rather than rule. More information can be found on page 48 of the core book.

    Emotional Urging has a set duration, so as soon as the Blueblood stops touching the target, they may lose all motivating, so the uses may be limited.

    Alter Self made indefinite for the mage might be less useful. By default it lasts a week, by the time you achieve Life 5 it lasts a year and takes only an hour to cast. That is pretty manageable. If it was not restricted and was on touch/self range, the Blueblood could infiltrate loyal followers in all sorts of organizations or even hide those that helped them in the past and are in some trouble.

    The general approach the Attainments suggest the idea of the mage becoming an impressive person to meet. Charming, intelligent, with great self control and impeccable health. It seems to suggest someone you follow out of displayed excellence, so Psychic Reprogramming feels a bit out of place. I believe that perhaps Social Networking could be used instead, completing the image of an incredible individual by making them someone who always has the right connections to accomplish whatever they set their minds towards.

    There is one small typo, you are missing an "i" in Inviolate.

    Those are my initial thoughts, hope they help.
    Last edited by KaiserAfini; 06-25-2022, 02:14 PM.

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  • Cauthon
    replied
    Throwing my hat in for the Pure Sovereigns. As-is, I had to make their Attainments a bit atypical to try and recapture the 1e fluff. If anyone has any advice or adjustments, please let me know.


    Pure Sovereigns
    The Sovereigns are nominally Silver Ladder, but their lack of a formal hierarchy means that individual Bluebloods have taken apprentices from other orders on occasion. The lines of inheritance tend to be easily tracked by their particular physical exercises and aspirational focus - health gurus, Yogi, transhumanists, and the like tend to make use of different Skills. The only known Arrow line, for example, has adapted the Sovereign's normally meditative exercises into an aggressive Brawling style.

    Organization: Bluebloods are fairly independent, with different focuses. Other than irregular conventions arranged by well-connected elders, masters and students tend to maintain fairly close ties. Those masters that set up schools or dojos breed very social lines.
    Theory: Before one can master the world, one must master oneself.
    Background: (See the 1e book Silver Ladder for official fluff.) A Legacy of mages focused on self-mastery, with a history thay extends back into antiquity. The exact origin is somewhat debated - the different lineages variously cite ancient Irish laws of unblemished monarchs, Shaucha of philosophical Yoga, and other inwardly-focused traditions. Interestingly, younger Mages have begun to pattern themselves after Ian M. Banks' The Culture, or Cultivation manhua.

    Parentage: Silver Ladder, Obrimos
    Ruling Arcanum: Life
    Yantras: Being surrounded by faithful attendants (+1), interperative dancing or full-body mudras representing the spell (+2), mentoring lesser beings through the use of, or supported by the use of, the spell(+2), enforcing order (+1), benevolent ministration (+2), emotionally-resonant oration (+2)
    Oblations: Exercise katas; dictating your significant thoughts to your attendants; mentoring lesser beings

    Prerequisites: Life 2, Medicine 2 and one of the following additional Skills at 2 dots or higher: Athletics, Brawl, Occult, Science, Socialize.
    Initiation: Convince a current Blueblood to show you the path to physical and mental self-mastery. Simple? Sure. Easy? Depends on the teacher. Rumors persist of "Manuals of Bodily Health", Diakonomia containing all five levels of initiation.

    Mind of Amber
    (Life ●) Initiation
    Flaws must be identified before they can be addressed. The Blueblood looks inward, analysing themself for intruding organisms and damage to their Pattern. By placing their hand on another organism and feeling the pulse of their Pattern, the Blueblood may similarly analyze them.
    Analyze Life
    Duration = Life
    Potency = 1, 2 at Life 2, 3 at Life 4
    Casting Time = Instant (Reach).
    Useful for finding your own flaws so you can correct them with magic. Or for analyzing a living organism you can lay a hand on. Fits well with the Silver Ladder practice of offering free healing to their compatriots

    Optional (Mind ●)
    Like insects trapped in amber, the Blueblood's memories are preserved within the depths of their mind. With a moment's concentration, the Blueblood can recall to mind (potency) memories with perfect detail.
    Perfect Recall
    Potency = Mind
    Duration = N/A
    Casting Time = Instant (Reach)
    NOTE: Cannot be cast on others
    Photorealistic recall of whatever you put your mind to... which may not be as much of a boon as you think.


    Blood of Silver ●●
    (Life ●● Time ●●) Medicine 3
    Executing a precise series of deliberate movements passed down to them by their master, the Blueblood becomes accutely aware of the inner workings of their body. By fine-tuning these processes, the Blueblood refines the efficiency of even their most humble cells. Further, by weaving an undercurrent of Shielding Time throughout their Pattern, the Blueblood is able to slow their aging in the most recognized and envied of their skills.
    Body Control
    Potency = Life (Reach to switch Potency to Primary)
    Duration = One Day, One Week at Life 4 (Reach to Advanced Duration)
    Casting Time = Scene
    NOTE: Slows aging by a half for each dot of Potency, so long as the attainment is active. Limited to caster-only plus extra arcana requirements, to justify for extra reach.
    Body Control mixed with a little Time to slow down aging. Ritual activation is a series of kata passed down from teacher to student, and can be used to trace lineage. Potential story-hook as being mistaken as a Sinister Organ Qigong cult

    Optional (Mind ●●)
    The first step to self-mastery is to tame the body. The second step is to tame the mind. By increasing their understanding of the Mind and Life Arcana, the Blueblood gains total control over their own autonomic responses. Additionally, the Blueblood may nudge the emotions of any person they touch. This opens or closes a Door for any Social Maneuver that is initiated against the target during the Attainment's duration
    Emotional Urging
    Potency = Mind
    Duration = Two Turns, Three Turns at Mind 4
    Withstand = Composure
    Casting Time = Instant (Reach)
    NOTE: Additional Atypical effect: Sovereign has perfect control of their own emotions, independent of any spellcasting
    If you're the master of your mind, and of your body... then what's actually in control? External use is temporary (two turns initially, three turns at Mind 4), but opens or closes a Door for any Social Maneuver begun during those turns. You have to touch the target to affect them, so be sure to shake hands and pat backs.


    Flesh of Gold ●●●
    (Life ●●● Time ●●●) In addition to the Medicine 3 requirement from the previous Attainment, the Blueblood must increase the other Skill she used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
    The Blueblood's mastery of the self has begun to flower - by engaging in a deep meditative trance, they are now able to reshape themselves into their humanist ideal. This is no mere deceptive mask thrown across an imperfect framework, but instead the assertation that their form a nascent Supernal Truth.
    Many Faces
    Duration = N/A
    Potency = N/A
    Casting Time = Scene
    NOTE: Uses the added Time effect. Atypical Attainment: does not actually have a duration - each activation changes the caster's "default" form. Caster may choose to add the effects of the Striking Looks Merit whenever they change form. Cannot be cast on others.
    Takes a scene to change your appearance, but you can look like anything within the human scope. Design your ideal body, at any age, sex, ethnicity and build! Ritual activation is a meditative trance.

    Optional (Mind ●●●)
    Time shouldn't be wasted, just because you have more of it than other people. The Blueblood has mastered their psyche to the point that they can engage in two separate mental tasks at once, even if those tasks should normally require split-second monitoring.
    One Mind, Two Thoughts
    Duration = Mind (Reach to Advanced Duration)
    Potency = N/A (2 , 3 at Mind 4)
    Casting Time = Instant (Reach)
    NOTE: "Instant Tasks" Reach effect. Cannot be cast on others.
    Either you'll never be bored again, or you get to be bored in stereo. Who can say?


    Incarnation of Thunder ●●●●
    (Life ●●●●) Medicine 4 and the other Skill requirements of the previous Attainment.
    By taking the time to regulate their breathing and align their Supernal chakras, the Blueblood draws down the Supernal perfection of their body that they have yet to obtain. For the duration of each activation, the Blueblood gains in Strength, Dexterity, or Stamina. They may also grant this boon to others, accomplished by acupuncture, massage, chiropractic sessions, or similar hands-on assistance.
    Honing The Form
    Duration = Life (Reach to Advanced Duration),
    Potency = 3
    Casting Time = Scene
    Mana Cost: 1
    NOTE: "Exceed Mortal caps" Reach effect
    Ritual activation is a scene of breathing exercises. You can do the same to others by leading them through a similar exercise. Oddly, this means they can be great coaches for professional athletes.

    Optional (Mind ●●●●)
    Just as the Blueblood's body can be refined into the Supernal Self, so can their mind be purified. They may lead others to this momentary glimpse of ascension by providing appropriate koans and brain teasers.
    Augment Mind
    Potency = Mind
    Duration = One Week (Reach to Advanced Duration)
    Casting Time = Scene
    NOTE: "Divided Between Attributes" Reach effect)
    Ritual activation is a scene of meditation, running through mental exercises appropriate to the relevant Attribute(s).You can do the same to others by leading them through a similar exercise, although you still need to touch them at the culmination. Consider how this means they make great tutors, but can't handle the average classroom due to the Scale.


    The Diamond Inviolate ●●●●●
    (Life ●●●●●) In addition to the Medicine 4 requirement from the previous Attainment, the Blueblood must increase the other Skill she used to meet the requirements of the Legacy to 4, or must attain three dots in a second Skill from the list of possible requirements, or two dots in a third Skill from the list.
    The Blueblood has so firmly asserted their form as a Supernal Truth that they cannot be permanently maimed. Any lost limbs or similar maimings that do not kill the Blueblood will regenerate at the same rate as any other wounds they sustain.
    Atypical Attainment/Custom Spell - regenerate from physical Tilts by healing the damaged that caused said Tilt. No activation or duration, cannot be used on others. Note that just because your leg will heal once that Aggravated Damage does, doesn't mean that you're any less crippled until it does.

    Optional (Mind ●●●●●)
    Having climbed so high, it can be shocking to look back and realize how simple everything looks from above. With a few friendly words and ingratiating charm, the Blueblood is able to worm their way into the confidence of new Allies and Contacts, or obtain some honorary Status in a given organization.
    Social Networking
    Potency = Mind
    Duration = One Week (Reach to Advanced Duration)
    Casting Time = Scene
    Ritually schmoozing with the relevant parties grants you access to Allies, Contacts, or Status. Make sure to get some face time with your new friends every week to keep yourself fresh in their minds.
    Last edited by Cauthon; 07-01-2022, 07:36 AM. Reason: Added "Brawl", to represent a potential Arrow line. Make Solomon David, practicing Adamant Hand (Brawl) to replicate Ki Rata!

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  • shemihazazel
    replied
    Originally posted by 21C Hermit View Post
    I'd have "Procrastinating" as my Vice if I were a CoD character, because I did nothing what I needed to do for next week and instead did the Legion. Tomorrow Me will probably scold Today Me. Ah well, at least I did something constructive.

    Next up, the Cryptologos.

    EDIT: Oops, left out one of the Yantras blank.





    THE LEGION

    You still don't know who she was, or what she was. When you demanded her come to justice, she just chuckled, the quills on her back shivering. She said now is not the time and smiled, but the left side of her face, seemingly reptilian, was frozen solid. The mystagogues are studying the glyphs she painted with the severed fingers of their Curator, and you both anticipate and dread the results they will tell.

    For We Are Many

    The Legion are a Legacy of Scelesti who summon lesser Abyssal entities and offer themselves over to them, incorporating the Void into their bodies in reflection of their twisted souls. Each Grafter summons an Abyssal entity inside their bodies, the entity eating up and replacing a part, bestowing baneful powers in return for despoilment of the flesh. While the other Accursed are only abominable within, the Legion wear their distortions outside for all to behold.

    Fortunately for the rest of the Awakened, the Legion mages' disfigurements and behavioral patterns leave them relatively easy to find, ensuring that a purge eventually happens sooner or later. However, the concept of bartering for direct power, and shedding the human form for something greater has a dangerous appeal to many of the Awakened, and so the Legion is able to persist in its assault against the Fallen World.

    Origins

    Parentage: Any Nasnasi (second-rank Scelesti, whose Path symbolism has been inverted)
    Background: As with most Scelesti Legacies, those who join the Legion are broken in one way or another. Some may feel themselves repulsive, and have finally decided to embrace it. Some may be degenerates who wish to blaspheme against the world. Still others might be mad but cold mercenaries, each mutilation a bargain for more power.
    Appearances: Budding Grafters' Attainments are relatively low-key, and are able to be concealed with mundane clothing or passed off as some extreme medical condition. Eventually the physical transformations become impossible to dismiss, and a Patchwork will have to withdraw further from notice. Even those who feel not shame but revel in their condition will conceal themselves out of practical reasons.

    Doctrine

    Prerequisites: Life 2, Occult 2, Scelestus (Nasnas)
    Initiation: Technically, any Scelestus who summons a Gulmoth into their bodies and bargain with it to graft it into their flesh is of the Legion. Practically speaking, however, such visceral application of Abyssal power is hard to conceive of even for the Accursed, and thus a promising Scelestus is usually guided or tricked into initiation by an elder Grafter.
    Organization: The Legion generally work as mystery cults, mentors luring students deeper into depravity while keeping themselves hidden from society. Because even a small cabal of Legion mages tend to draw attention, the Legion maintain only loose networks. However, as outcasts of humanity, the Legion still forms something of a support structure for its members.
    Theory: Slaves they might be to the Void, but the Legion see themselves as an earthly aristocracy of the Abyss, as nobles who build footholds and nurture outposts for their nameless lords. They take even the despise against them as sacraments to their cause, perversely confident in their long journey and the victory at its end.

    Magic
    Ruling Arcanum: Life
    Yantras: Within an Abyssal Environmental Tilt (+1); deliberately revealing one's deformities (+2); surgical tools still fresh with blood (+2); ritually sacrificing human body parts to the Abyss (+1 to +3, depending on extent)
    Oblations: Self-scarification; meticulously and maliciously disfiguring another; performing a service for a Gulmoth without compensation; engaging in cults espousing bodily mutilation as spirituality

    Attainments

    First: Pound of Flesh
    Prerequisites: Initiation
    The initial sacrifice of a Grafter is small, summoning a tiny being of the Abyss that burrows into their flesh. Upon gaining the Attainment, the Grafter takes one of the following body parts for transformation, each granting a corresponding supernatural ability.
    • Eye: The Patchwork sees Abyssal powers and phenomena for what they are at all times. This includes Paradox effects.
    • Ear: The Grafter numbs themselves against persuasion, adding Doors equal to half of Gnosis, rounded up, against Social Maneuvering attempts.
    • Nose: The Patchwork sniffs out beings with Mana in their patterns. This functions as the "Hunter's Senses" Dread Power.
    • Tongue: The Grafter can speak words of madness, which function as the "Madness and Terror" Dread Power. They roll Manipulation + Expression + Gnosis, contested by the subject's Composure + Gnosis.
    Each transformation is alien in appearance, and not just like a chimera of various earthly organisms, but blatantly wrong and nightmarish, being mockeries of Life. Sleepers who witness them will suffer breaking points as if having been exposed to Abyssal phenomena.
    All transformations are a permanent part of the mage's mutilated spiritual template. When wounded, or even completely amputated, the body will grow back the parts with their distortions intact.
    For transformations that grant Dread Powers, the mage spends Willpower points as normal for powers that require it, and substitute Mana for resources other than Willpower.
    The mage may gain additional transformations by summoning new Gulmoth to graft, and spending Willpower dots equal to the Experience cost for purchasing the Attainment. The Willpower dots can be re-purchased as normal.
    The above properties also hold true for all following Legion Attainments.

    Second: An Arm and a Leg
    Prerequisites: Life 2, Occult 2
    The next sacrifice is larger and more blatant, but the rewards are also more potent. Upon gaining the Attainment, the Grafter takes one of the following transformations.
    • Hand: The Patchwork can secrete poison from their hand. This functions as the "Toxic" Dread Power at 2 dots, with the mage rolling Strength + Brawl + Gnosis, contested by the subject's Stamina + Gnosis.
    • Foot: The Grafter's feet become adhesive or otherwise able to latch onto surfaces. This functions as the "Wall Climb" Dread Power when the mage is barefoot.
    • Arm: The Patchwork's arm is bolstered and hardened. Swinging this arm at an object replicates the "Juggernaut" Dread Power.
    • Leg: The Grafter's leg becomes tight and elastic, improving jumping abilities. This functions as the "Leap" Dread Power.
    Third: Sour Stomach
    Prerequisites: Life 3 Occult 3
    The colony of Abyssal entities eat away at the Grafter's insides, making way for deeper and far more insidious infections. Upon gaining the Attainment, the Grafter takes one of the following transformations.
    • Genitals: When suffering from fatal damage, the Patchwork may 'birth' a wave of misshapen critters from their groins, their whole body erupting into a swarm. This functions as the "Discorporate" Dread Power.
    • Lungs: The Grafter gains the ability spend a Mana point to exhale a rolling cloud, which soon creates an Abyssal Environmental Tilt. This Anomaly covers yards and lasts for hours equal to the mage's Gnosis.
    • Stomach: The Patchwork can vomit acid as a projectile attack. This fucntions as the "Breath Attack" Pandoran Dread Power, at a rating equal to the mage's Life dots, with them rolling Strength + Athletics + Gnosis.
    • Liver: The Grafter's liver can handle toxins that a living creature cannot possibly survive from. The mage becomes immune to all mundane poisons and diseases, and responds to supernatural ones with a Clash of Wills rolling Stamina + Gnosis.
    Fourth: Body and Soul
    Prerequisites: Life 4, Occult 4
    The Grafter has finally become a walking hive of Gulmoth, a baron of the Abyss that is their own barony. Upon gaining the Attainment, the Grafter takes one of the following transformations.
    • Heart: The Patchwork's heart devours Paradox itself and pumps empowered blood. Whenever another mage triggers a Paradox within the Patchwork's sensory range, they gain Mana equal to the Paradox roll's successes.
    • Skin: The Grafter's skin gains chameleonic qualities, granting them the "Camouflage" Pandoran Dread Power at a rating equal to their Life dots.
    • Brain: The Patchwork delegates even their mind to the Abyss. All their previous mental Conditions are resolved without Beats, and they are immune to further mental Conditions. When targeted by a mind-affecting supernatural power, the mage may reflexively spend a Mana point to gain the advanced quality on rolls to resist them.
    • Spine: The Grafter turns their spinal column into a mockery of Ascension. Whenever another mage triggers a Paradox within the Grafter's sensory range, they may reflexively summon a Rank 1 Gulmoth under their direct control, or a Rank 2 Gulmoth uncontrolled. The summoned Gulmoth will dissipate unless otherwise bound.
    Fifth: Abyssal Metamorphosis
    Prerequisites: Life 5, Occult 5
    At the pinnacle of ritual defilement of the temple that is the body, the Grafter gains the ability to truly transcend the Fallen shell and become a piece of their Abyssal masters. By spending a point of Mana, the Grafter transforms wholly into a Gulmoth with Rank equal to half their Gnosis, rounded up.
    As a Gulmoth, the mage wields Numina that replicate their Praxes, but all of them are cast as Befouled even if they were not. The mage holds Influence over one of their highest rated Arcana, which can be used to emulate spells, but can only cast them Befouled. The mage only has the "Twilight Form" and "Materialize" Manifestations.
    The mage's ban often reflects their Vice or Virtue. Any power or object designed to counter the Abyss, or any direct damage spell that does not even roll any Paradox dice, count as the Grafter's bane.
    The metamorphosis lasts only for the scene, unless the mage is killed or bound during it, upon which the mage dies or is captured like any other Abyssal entity. Any Health damage, spend Willpower and Mana, and Conditions inflicted carry over to the Grafter when the transformation is over.

    The prospect of a high Gnosis Mage with that 5th Attainment is bloody terrifying.

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  • lbeaumanior
    replied
    21C Hermit leaving here a thanks, I mentioned an upgrade from previous legacies, but you are doing a great job and not sure if people are thanking you enough for your efforts.

    Some of your proposed Legacies have been printed on Nameless and Accursed and Dark Eras 2. That can help for the fluff and crunch, updating the Perfected Adepts, Illumined Path, Keepers of the Covenant, and getting the first attainments on the Logophages, House of Ariadne and Stone Scribes.

    Amazing work, keep up!
    Last edited by lbeaumanior; 11-25-2021, 09:57 PM.

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  • TempleBuilder
    replied
    Originally posted by 21C Hermit View Post

    About that actually; while I did indeed miss that Path part while writing those up, now I’m wondering if Legacy Attainments could allow you to summon stuff outside your Path. The Legacies in Summoners interact with specific types of entities that can’t quite be pinned down as different Realms’ entities with same Arcana…… Will have to think more on this! (Regardless, they do need a checkup — gotta fit in Trials and Boons for those entities)
    If you don’t mind some input, I think a Summoning Legacy would be neat, and probably Summon some Supernal thing unique to that Legacy. While some would fall under some established category, I have a hunch that most wouldn’t. For example, The Choir of the Hashmallim will summon a Angel regardless of Path, but the Lords of Mars will summon Sand Demons that might not resemble Demons so much as alien life. Just a idea.

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