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The Heirs of Typhon (A homebrew Parazoologist Legacy)

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  • The Heirs of Typhon (A homebrew Parazoologist Legacy)

    So I've had the idea for a while now of a Mage Legacy about learning from and drawing power from Cryptids, which were one of my favorite parts of Mage 1e.
    Most of the Attainments themselves break the rules of Legacy Attainment creation somewhat, however I feel that given the extreme ease with which most all of the attainments could much more easily just be cast as even improvised spells by most Mages, these changes are still well balanced.
    If anyone has any thoughts or advice, I'd greatly appreciate it.

    *edit* thanks for all the advice so far guy, it's great having feedback, I've changed a few things with respect to it
    Heirs of Typhon

    The Heirs of Typhon are an old and highly esoteric Legacy, with a vanishingly small membership. Much of it history is lost, however what is known (or believed) is that it was created at some time during the Hellenistic Period (or perhaps before) by a Mage of either the Keepers of the Word, or the Pancryptiates. The legacy itself focuses on a highly-specialized area of mystical knowledge that has only become less in demand in modern times, Parazoology.
    The Heirs of Typhon (known colloquially as Herders, Vets, or Zookeepers) owe the foundation of their Legacy to a belief that the native supernatural creatures of the world are not native at all, but remnants of the Supernal realms that have had to adapt to existence. Despite this adaptation, the Fallen World is a hostile environment to all Supernatural beings, especially in modern times with Sleepers more populous than ever before, and increasing destruction of natural environments.
    The Heirs of Typhon generally fall into 3 philosophies, known amongst their own kind as keepers, cultivators, and creators. Keepers create Athenaea to house the creatures they rescue, cultivators seek to maintain environments to sustain creatures freely, and creators take inspiration from the supernaturals they see to create their own, or wrest (hopefully safely) the magic and knowledge held in their forms.
    Much of the history of the Heirs of Typhon is questionable, the Legacy itself has allegedly become extinct several times over, only being revived through use of a Soul Stone or Daimonomikon, sequestered in some distant Mysterium Athenaeum. As such, the creed of the Legacy is committed primarily to written form.

    Origins
    Parentage: Thyrsus, Mysterium
    Background: Almost all Heirs of Typhon are avid naturalists, most coming from zoological or agricultural backgrounds. All care deeply about the mythical creatures of the world, but whether this manifests as a desire to protect, collect, study, or improve upon them depends on the mage in question.
    Appearance: Heirs usually get involved in some pretty dirty work, and don’t get too hung up on the nature of their physical appearance. Fancy clothes look the same as everything else covered in mud, bile and ichor. Due to the Legacy’s interest in the Life Arcanum, they are usually quite physically fit, and are fully capable of removing the scars and burns they may accumulate in their activities.

    Doctrine
    Prerequisites: Life 2, Animal Ken 2, and 2 dots in Medicine, Survival or Occult
    Initiation: Seek out a supernatural creature in need, and help protect it.
    Organization: The Heirs of Typhon is an exceedingly small legacy, and have strong bonds between members. Any mage who can tutor others has an obligation to do so, and less experienced mages have an obligation to better themselves so they can take on the role of tutors. While the Mentor-Student Bond is strong, it is expected that different Mages will specialize in different kinds of creatures, and a communal system of education is also encouraged.
    Theory: Heirs of Typhon believe that all supernatural creatures are an echo of supernal ideals (or perhaps supernal ideals fallen to earth which have taken root). They must be protected so that their nature might be understood and shared, and so that their magical abilities might not be lost forever. Heirs put this concern before much, some even before concerns of the life and liberty of man.

    Magic:
    Ruling: Life
    Yantras: Succeed on Medicine or Animal Ken roll relevant to the spell (+2), affectionately talk to the subject of the spell (+1), ollect information about a living target without harming it – the act of collection is the Yantra, separate from Sympathy (+2), adopt supernatural traits (+1).
    Oblations: Care for animals (mundane or otherwise), cultivate an environment, research possible locations of mythical creatures, research mythical creatures, educate others on mythical creatures.

    The Nature of Cryptids
    Currently there are no official rules as to the ways in which Supernatural creatures (Cryptids) can be represented in rules. Certain materials suggest the use of perpetually materialized Spirits without other Numina, however there are also other sources of monster including the Horror rules in Chronicles of Darkness core. For the purposes of this Legacy, I would primarily suggest following the rules for Horrors, and I will explain so shortly.
    Firstly, Cryptids are by their nature native to reality, not existing within the Shadow such as Spirits do, they exist fully within the phenomenal world. This means certain considerations such as Essence, Resonant conditions and other factors are less relevant to them as a major source of Spiritual conflict is gone. Furthermore, while there is much merit to having highly intelligent “monsters”, following strictly by Spirit based rules, if you want a creature to be physically strong it must be intelligent, if you want it to be physically resilient, it must have a will of iron.
    The Horror rules instead are significantly easier to parse, fully assuming that the supernatural creature exists fully within reality and is not merely some form of materialized ephemeral entity. Furthermore, the additional degree of separation from Spirits makes the Legacy seem like less of a cheap “but they’re dealing with weird spirits” co-out and provides that extra element of mystery to their investigations.
    HOWEVER, many people may not want to use the Horror rules, and this is acceptable. As such I have couched the Legacy’s attainments in more general terms where possible, to ensure that people are capable of using either the Horror, or Materialized Spirit rules as they see fit.
    Last edited by HerbertIsBestBert; 03-14-2017, 08:59 PM. Reason: Editing after taking on advice

  • #2
    Attainments:
    First Attainment Tongue of Typhon
    Pre-Requisite: Initiation
    While many Supernatural Creatures of the world are highly intelligent (though this is frequently not the case), few if any are capable of actual physical speech. The ability to communicate with these entities is thus essential for an Heir, and as such the Tongue of Typhon is the first Attainment taught to a newly inducted mage.
    With an Instant Action, the Heir can make himself understood by and understand the communications of a specific ‘species’ of living creature for the remainder of the scene. This permits free and easy communication between the Mage and the subject, but does not impart the capacity to understand various complex concepts (Dragons are notorious for their inability to comprehend income tax). In addition to basic communication, this grants a bonus to Animal Ken checks with any such creature the Mage can comprehend equal to the Mage’s dots in Life.
    This is essentially Speak with Beasts, with 2 reach more than what it should normally be allowed at this level (Instant Casting, Scene Duration, primary Factor to Potency). This is permitted however because it is highly in keeping with the theme of the Heirs of Typhon, and to maintain some sense of actual usefulness in the spell, furthermore I’ve removed the secondary potency benefits, as there’s little sensible things to spend them on as it seems more thematic for only the individual who cares for animals to truly be able to understand them (bar Supernal Magic).

    Optional Arcanum: Spirit 1
    The actions of all animals can at times be unpredictable, as even the smallest mouse has some capacity for creativity and free will. This capacity can become quite dangerous when the animal in questions weighs several tonnes and can vomit a caustic material that can burn through sheet metal.
    With an Instant Action, and by talking with a creature utilizing the Tongue of Typhon, the Mage can compel it to take a single Instant Action in keeping with its nature. This involves any action which the creature could possibly undertake given its current physical and emotional state. For example, a scared human could be compelled to attack a creature he perceives as a threat, while a somewhat passive (albeit territorial) supernatural creature could be compelled to attack something trespassing on its territory. Supernatural creatures can be compelled to utilize any innate supernatural ability in a manner not inconsistent with their nature, however learned abilities such as a Mage’s spellcasting, a Werewolf’s Gifts, a Changeling’s Contracts, or most Supernatural merits accessible to mortals cannot be compelled as these are not ‘naturally’ a part of them.
    This ability is Withstood by the subject’s Composure, and for the purpose of defeating this the Heir has Potency equal to their dots in Spirit. Most inexperienced Heirs thus find it difficult to compel action from most creatures, however the Legacy maintains this optional Arcanum as this teaches some initial humility and encourages working supernatural creatures (utilizing the primary aspect of the Attainment) rather than forcing action from them.
    This Attainment requires one Reach in excess of normal, with Instant Casting and Sensory Range. I feel this is balanced due to several factors including the inflexibility of Potency making its application in many cases quite weak, the inability to use it on non-living material, and the fact that you’re always brushing up against a decent Withstand (rather than the Withstand of Rank were you merely using it on an inanimate object). This might not be the most useful Attainment initially, but it keeps its use for a powerful member of the Legacy who wants to draw upon a creature/person’s actions and not have to worry about his attempt being counterspelled, or the possibility (however remote) of having to roll and risk failing.

    Second Attainment: Creature Ken
    Pre-Requisite: Life
    To deal with a creature, you must understand them fully, including the information you cannot gather except through the most in-depths understanding of their physiology. As an Instant Action, the Heir can focus upon the natural energies within a living being within Sensory Range and determine a significant amount of information about it including species, age, sex, overall health, how many physical attribute dots it has and any physical maladies it is suffering from. The Mage also gains insight into its supernatural nature, and whether it falls into a category of creature he has already investigated. This breadth of information also grants the mage the Informed condition with respect to the specific creature’s physiology and capacity.
    An important distinction to draw is that this spell functions at Sensory Range, meaning that so long as the Heir can perceive the creature in some manner (including hearing it, smelling it, or feeling the vibrations caused by its movement) he can use this Attainment.
    This is Analyze Life, but also grants a Condition to the Mage with respect to knowledge of that specific creature. A fair price I would think for using an Attainment that could otherwise be much better cast as even an Improvised spell.

    Optional Arcanum: Spirit 2
    More than merely understanding the physical nature of a creature, the Mage may gain some insight into any supernatural abilities it has that derive their power from the natural world. In addition to discerning physical information about the subject, the mage can ask a number of questions about the subject equal to his dots in Spirit, minus the creature’s Rank. In the case of creatures utilizing the Horror Rules, this is Withstood by Potency/2 (rounding up) instead, due to the longer scale of the Power Stat of such entities.
    These questions can involve any question about the supernatural innate abilities or spiritual essence, examples include:
    • What type of supernatural creature is it?
    • What active supernatural abilities does it have? (Numina/Dread Powers)
    • What is its nature (Influences and their respective strengths/Virtue and Vice)
    • What are its weaknesses, if any? (Bans and Banes)
    • What is its origin? (Rough image of where it is from, or supposed to be)
    The answers to these questions do not come in terms of explicit answers, but flashes of inspiration, so for example asking what the active Supernatural abilities of a Dragon are might be communicated with the mental image of a great road and a burst of fire, while asking what the weaknesses of a Unicorn are might show it kneeling before a young girl dressed all in white so she might mount it.
    This is Know Spirit, with its purview opened to include all “native” supernatural creatures, which I really think the Spirit Arcanum should include. I’ve left the questions purposefully vague, but suggested some answers which might fall into the categories, assuming you follow either the materialized Spirit, or Horror trains of thought.
    Last edited by HerbertIsBestBert; 03-14-2017, 09:00 PM. Reason: Further amending of attainments, taking on advice

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    • #3
      Third Attainment: Kin of Typhon
      Pre-Requisite: Life 3
      The breadth of supernatural creatures in the world is impressive, if you know where to look. However much like the rest of the world, there can be great danger there as well and the protective spells of one of the Wise can sometimes be insufficient to protect against a hoard of Mongolian Death Worms. Thus, the Heirs of Typhon prefer to work with an ounce of protection, for both their own safety, and that of the creatures that would otherwise assail them.
      As an Instant Action the Heir can weave an illusion of normality about himself or any other individual he can touch. This Attainment fools other living beings into believing that the subject is “kin” through changing their perception of his size, smell and other such important factors. Being an illusion that doesn’t fool senses but biology, any evidence that the subject does not hold the illusory qualities is discounted by other individuals. Only creatures who have supernatural senses relating to reading other’s biology will be able to potentially see through this illusion, and this provokes a Clash of Wills. This attainment lasts until disabled.
      Application of the Practice of Veiling to ensure that living creatures perceive the subject as “normal”, ensuring that the mage and his associates can travel amongst all kinds of animals (including humans) without looking out of place. Reach into Instant Casting and Advanced Duration, it really should last min 1 week, but really as you can reactivate it with an Instant action that seems pointless.

      Optional Arcanum: Spirit 3
      More than merely walking amongst supernatural creatures as kin, an Heir learned in the Spirit Arcanum can also grant himself and others certain protections against the use of all manner of Spiritual powers.
      As an Instant Action, the Heir may bless either himself or another he touches with protection against all abilities and attacks from a Spirit-related source, provoking a Clash of Wills should any such entity seek to affect the non-consenting subject to the attainment. This includes all Numina, Influences, Manifestations and Dread Powers (should they come from Cryptids or Spirits), all Werewolf Gifts and uses of the Spirit Arcanum, as well as other Spirit-based powers not specified. This attainment lasts until disabled.
      Application of the Practice of Shielding against all Spiritual sources, functions on Cryptids (which I’m assuming are still part-Spirit), Spirits, Werewolves, Spirit Mages and all other related stuff like Changing Breeds.

      Fourth Attainment: Blessing of Form
      Pre-Requisite: Life 4
      Having studied a great many supernatural creatures, the Heir at this point has likely learned much of the great variety of traits and forms which exist throughout the world. Drawing upon these experiences, the mage can temporarily modify a living being with any biological trait which he has personally experienced, or has seen an accurate physical representation of. As an Instant Action, the Heir can modify any willing creature with various biological features from other animals (which the Heir must either have seen, or studied accurate information on), up to a maximum of the mage’s Life dots. These changes last for at most a Week. Examples of traits include:
      • Claws (unarmed attacks gain a +1 weapon bonus)
      • Environmental Adaptations (protection against various environments up to Level 4)
      • Gills/Lungs (underwater breathing)
      • Immunities (complete protection against toxins, poisons, diseases, venoms and related ailments)
      • Prehensile Tail (other than the obvious, bonus to balancing/climbing equal to Life dots)
      • Scaly Armor/Thick Hide (2/1 Armour)
      • Senses (any new or improved sense that exists in the animal kingdom, gaining a bonus to perception equal to dots in Life)
      • Tentacles (capacity to reach items up to your Life dots away in feet)
      • Venom (capacity to inject a venom with Toxicity equal to dots in Life)
      • Wall-Crawling (capacity to climb on almost all surfaces without handholds or equipment)
      • Wings (requiring a second trait expenditure to decrease body-weight through other biological factors, gaining a flight speed equal to Life dots*2+Species Factor)
      This is Transform Life, with Reach for Instant Casting and Advanced Duration. Simple in effect, nice and potent. Flight capacity requires two traits because making humans fly takes more than mere wings, but also various other biological aspects such as hollow bones.

      Optional Arcanum: Spirit 4
      The mage’s studies of supernatural beings extends far beyond their mere physical appearance, touching upon the very supernatural powers which animates their forms and grants them their powers. In place of one of the biological traits mentioned above, the Mage may instead grant the subject one Numina, Dread Power, or Influence which the Heir has personally viewed in a biological supernatural creature (or which has been communicated to him, perhaps through the Mind Arcanum, or through perception of another’s use of Blessing of Form).
      The dice pool to activate these power (if so required) is Resolve + Composure, and any abilities which require the expenditure of Essence must still be spent (requiring the Mage hold Essence in his pattern). In order to permit Non-Mages to do so, the Heir may spend a trait to grant the subject the ability to hold a number of points of Essence in his pattern equal to the Mage’s dots in Spirit.
      This isn’t exactly within the rules, but it’s a Legacy Attainment requiring 2nd degree Adept proficiency. So I’d say it’s balanced. Limitations exist such that people can only replicate powers they’ve seen, encouraging Heirs to travel the world in search of exotic supernatural creatures, and to share their accumulated knowledge with others of their Legacy.

      Fifth Attainment: Monstrous Genesis
      Pre-Requisite: Life 5
      In a scene long ritual the Mage may create an entirely new creature, either replicating an existing species, or creating one entirely of his own design. This creature may be of maximum size 15 (roughly about that of an Elephant), and is unfortunately rather dim with all mental and social attributes defaulting to 1. The creature may have as many traits drawn from different species as the Mage may desire (see Blessing of Form for examples), and may be endowed with whatever physical attributes are reasonable for its size and build.
      Such created creatures last for a single year, before they dissipate leaving behind no body (some Heirs believe that these creatures are representations of Supernal ideals and return back to that realm). Any progeny they have created in this time however are lasting, and do not disappear.
      Create Life, with one reach in excess (advanced Scale). Which I think is reasonable for an Attainment, there are no limits on traits is there so you don’t have to worry about going by a base creature, but I would suggest not simply grabbing every single thing on the list.

      Optional Arcanum: Spirit 5
      In an act of true creation worthy of a second-degree Master of the Heirs of Typhon, the mage may instead of creating a simple mundane animal generate a fully capable and aware supernatural creature. The creation of this creature may follow either the rules for Horror creation, or Spirit creation, with neither allowed to exceed Potency 3 or Rank 3 respectively. Such creations follow a mentality as defined by their creator, which may not necessarily include any reverence towards him. In addition being animated by some Supernatural force and being more than a simple animal, they are not quite so dim as a mundane creature, however rarely will they reach significant heights of mental capacity.
      This creation ritual takes a scene to perform, and unless the Mage is duplicating a previous creation or copying an existing creature, it should follow a period of designing this creation, the specifics for which are left to he PC and ST to determine. If the creation is a Horror, then it is to be created in the manner of a supernatural creature, with attribute levels, numina, and virtues and vices which represent that capacity. If it is a Spirit, similar principles should be applied to selection of its component elements, however the creation is perpetually materialized and without additional manifestations.
      Such created creatures last for a single year, before they dissipate leaving behind no body. Any progeny they have created in this time however are lasting, and do not disappear. Sufficiently powerful Heirs use this attainment for a number of purposes including for practical reasons of defense, to complete a breeding pair for a threatened species, or even just to create a new race of supernatural creatures in a world where they are increasingly rare.
      Modified the Life Attainment, instead of creating an organism you basically create a perpetually Materialized Spirit. So it can get close to the levels of physical attributes that it would otherwise have had, you create it as per a Rank 3 (or less) spirit. Also because nobody wants to end up having created a fairly weak Cryptid (as per Create Spirit rules). Furthermore, if you can’t find a Dread Power you’d like, feel free to make it up, or create a version inspired by a Spirit Numina, or some other power you’ve seen.
      Last edited by HerbertIsBestBert; 03-14-2017, 09:01 PM. Reason: Editing after taking on advice

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      • #4
        Does the fifth Attainment have an optional effect?

        Is the term "cryptid" strictly defined as creatures using spirit rules but otherwise material, or do other stranger things qualify? Like Horrors from the base ChroD book?


        MtAw Homebrew: Even more Legacies, updated to 2E

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        • #5
          Originally posted by 21C Hermit View Post
          Does the fifth Attainment have an optional effect?

          Is the term "cryptid" strictly defined as creatures using spirit rules but otherwise material, or do other stranger things qualify? Like Horrors from the base ChroD book?
          Fifth Attainment has no optional effect, as creating a Cryptid (half-spirit half-flesh) creature seemed to me like enough of an Attainment, especially given how potent it is.
          I guess you could divide it into two parts. Life base Attainment creates an animal, add Spirit to make it a Cryptid.
          But really I don't see why they wouldn't just go all the way straight from the start.

          Really I guess you could make anything you like, so long as it derives its powers from a Spirit source.
          I kinda wrote the attainment not knowing how Cryptids would be statted, but assuming that they might use Spirit rules, but be perpatually materialized.
          Last edited by HerbertIsBestBert; 03-14-2017, 02:59 AM.

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          • #6
            We might not even have much of a word for cryptids in 2e. Dark Eras do have Naga and Yaksha. The former uses spirit rules but is a material creature, while the latter is literally a spirit forced to Materialize.

            The nitpick on the 5th Attainment just was me finding the break from pattern awkward. Feel free to brush it away.


            MtAw Homebrew: Even more Legacies, updated to 2E

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            • #7
              Originally posted by 21C Hermit View Post
              The nitpick on the 5th Attainment just was me finding the break from pattern awkward. Feel free to brush it away.
              I agree with this as it just feels disjointed.

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              • #8
                Thanks for the feedback guys, I appreciate it, and it would make more sense. Many Heirs might not want to create that self-aware a creature, instead preferring the kind of animals you create with the Life 5 spell "create Life". How's this sound?

                Fifth Attainment: Monstrous Genesis
                Pre-Requisite: Life 5
                In a scene long ritual the Mage may create an entirely new creature, either replicating an existing species, or creating one entirely of his own design. This creature may be of maximum size 15 (roughly about that of an Elephant), and is unfortunately rather dim with all mental and social attributes defaulting to 1. The creature may have as many traits drawn from different species as the Mage may desire (see Blessing of Form for examples), and may be endowed with whatever physical attributes are reasonable for its size and build. Such created creatures are persistent, and generally have a simple, dog-like affection for their creator.
                Create Life, with one reach in excess (advanced Scale), and changed from 1-year duration to persistent duration. Which I think is reasonable for an Attainment. No limits on traits is there so you don’t have to worry about going by a base creature, but I would suggest not simply grabbing every single thing on the list.

                Optional Arcanum: Spirit 5
                A true act of creation worthy of one of the Heirs of Typhon, through a scene’s worth of ritual time the mage may create not but a mere living creature but a new Cryptid. This creature may be of a maximum size of 15, and is otherwise created as a Spirit, albeit without Manifestations and which is perpetually materialized, and without the use of Magic cannot be made to dematerialize. Attribute, Numina, Influence and other factors (including Ban and Bane) are determined as per Spirit creation rules for which the Cryptid created may be of a Maximum Rank of 3, however the creator may specify attributes below the minimum levels for each Rank should he desire.
                As a Cryptid, imbued with Spiritual Essence, the creature is as mentally capable as its attribute levels determine. One cost of this is the creation’s lack of deference to its creator, the instinctive Spiritual understanding of reality meaning it has perhaps only a sense of respect for the individual who gave it life (and also the capacity of a second-Degree Master who counts as a Rank 5 Spirit as per his Arcanum Attainments). These creations are also persistent, and many Heirs of sufficient capacity find a simple joy in repopulating many areas of the Fallen World with all manner of Supernatural fauna (and for some somewhat odd Heirs, flora).
                Modified the Life Attainment, instead of creating an organism you basically create a perpetually Materialised Spirit. So it can get close to the levels of physical attributes that it would otherwise have had, you create it as per a Rank 3 (or less) spirit. Also because nobody wants to end up having created a fairly weak Cryptid (as per Create Spirit rules).


                I'll also add to the beginning a bit specifying that Cryptids are interpreted as being perpetually materialized Spirits without other Manifestations, and are treated as at last partially biological beings for the purposes of spells. Much like Uratha.
                Last edited by HerbertIsBestBert; 03-14-2017, 06:16 AM.

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                • #9
                  I'm not sure why the first attainment has 2 extra Reach, you only ended up using 1 Reach for Instant Activation, and it's certainly weaker than the spell it's based off of since instead of casting it on yourself and being able to speak with any species you cast it on a single subject to talk to them. This is especially true if you're explicitly forcing the attainment to ignore expanding secondary factors such as Scale as you increase in Life.

                  The Optional First by the way will be Withstood so it may not be that handy till Life 3 or later depending.

                  Also, just a sidenote, attainments can be Aimed which means you could probably decrease the restrictiveness of these without really sacrificing the ability to use them at range. They don't cost mana so there's nothing really stopping you from spamming them all over the place until you hit something.

                  The Optional Second attainment will also run up against Withstand. Although really it's kind of thematic, the student starts out tracking jackalopes while their master keeps an eye out for dragons.

                  Third attainment: Wings isn't a problem, the list in the book isn't exhaustive, you can give yourself literally any biological feature you want.

                  Optional Fourth doesn't actually require you to study a Cryptid to work, the encouragement to do so is just in the fluff. It's likely that they would anyway because that's their whole thing and where they would take inspiration from, but I thought I'd point out that it's a weak justification for why the attainment is the way it is. I think the attainment is fine though, Life+Spirit leads to blending.

                  Fifth Attainment and Optional: I'm not sure about the persistent Duration, does that mean Indefinite? I'd skip it. Make temporary creatures with the attainment that can repopulate, their offspring will be naturally Lasting. It makes the whole restoration of a Cryptid population thing a bit harder and longer process but it also doesn't make the attainment more powerful than the spell and justifies spending a lot of time out in the wild keeping an eye on your critters to make sure they're making a comeback to their natural environment.

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                  • #10
                    After watching Fantastic Beasts and Where to Find Them I very like premise of Legacy. Will use one of them in my games, surely. This is the Heir as I see them on day to day situations.



                    As to write-up itself, here are my thoughts:
                    1. Cryptids can be treated as permanently Materialized Spirits, sure. But I would much more use Horrors system from CoD Rulebook, as it was literally written for making Cryptids in CoD systems, with Numina ( called Dread Powers ) and all the rest. Maybe some easy translation rules? Like if Heir can rise Rank of Cryptid, he can instead rise Potency of Horror by
                    2 points? To me, best would stating that each attribute costs 1 'point' and Rank itself costs 2 'points'. Then rising Potency would still cost only 1 'point', as it is much lower power rating than Rank.

                    2. You really do not need Spirit 2 on Initiation. Even if you treat Cryptids as half flesh Supernal descendants, Legacy works fine with only Life component. Do not limit entering to it on start to only Thyrsus mages.

                    3. You can tie in Heirs even to Sundered World Dark Era also, as they are stating that Cryptids are half-flesh, half-spirits, just like Pangeans of Era. And as many Supernal beings falling on Earth in that time where becoming also native Pangeans...

                    Once again, I really appreciate your Legacy idea.
                    Last edited by wyrdhamster; 03-14-2017, 09:58 AM.


                    Conquest of Paradise - Fan Dark Era about Portugal and Spain conquests in XVI century - Mage & Beast ( & Hunter )
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                    • #11
                      Thanks for the further feedback guys, I've made some changes. Clarifying cetain reach allocations, explaining avoiding certain secondary factors.
                      I've also re-written various sections accomodating the use of Horrors from the CofD core book, which I wrote a section at the front saying I now prefer (Dragons are great, but do you really want one that automatically gets Intelligence 9 to go with that Strength 9?).
                      I've also modified the final attainment a liiiiitle bit more, mostly with regards to adding a 1-year clock to old fire-fido, though you can just re-do the ritual to keep him around for longer. His hellfire-puppies however are Lasting, so that's how you can create a whole new species, through creating your Adam and Eve and letting nature take its course.

                      I've also removed the initial Spirit requirement. Thanks wyrdhamster, though personally I was thinking less Newt Scamander when I was creating this Legacy, and more Lady Sybil Vimes, the swamp dragon breeder. Though I guess that's a nice example of the contrast between a more cultivator/creator type Heir, and a good natured keeper.

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                      • #12
                        Small nitpicks - After playing a year with Horror rules, I uncovered Ephemeral one dot of Rank is much more equated to two dots of Potency for Horrors. See that common zombies in CoD Rulebook are Potency 3 and truly word shattering Spirits like are Rank 5. So Rank 3 is much more Potency 5-6 levels of being. Also, Horrors do not have Numina, they have Dread Powers instead - but it's more semantic here, it's only difference is that Dread Powers us Willpower and Numina use Essence.


                        Conquest of Paradise - Fan Dark Era about Portugal and Spain conquests in XVI century - Mage & Beast ( & Hunter )
                        My Hubs - VtR 2E System Hacks, MtAw 2E Legacies and System Hacks & WtF 2E Lodges and System Hacks

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                        • #13
                          Also there's a Dread Power that grants them a Numen, and no reason why there wouldn't exist a Numen that grants a Dread Power (or one dot in the cases where they're dot rated).


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