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Quellers of the Fire (homebrew Legacy)

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  • Quellers of the Fire (homebrew Legacy)

    I could not find a dedicated archetypal witch-hunter legacy. There are plenty of Legacies that can do that, of course, but I decided to design a straightforward nightmare for all mages who are out of line. Mostly I just did it for fun, of course.

    Quellers of the Fire
    Inquisitors hunt the Mad, Banishers and other mages who are deemed too far gone. Many Inquisitors are dangerous combatants who are more than ready to smite the most dangerous beings imaginable. All are excellent investigators and hunters of both monsters . It is a fairly common misconception that Inquisitors originated from the age when mundane inquisitions raged freely in Europe, but of course this Legacy is much older than that. For all the time mages have existed so has the need to police their own kind. The Inquisitors share only the name and little more with their historical mundane counterparts, as most work alone and do not proclaim their presence in big witch-hunt events. Theirs can be a lonely existence because an Inquisitor should never be a well-known face among their peers, and those few mages who know their true identity are never truly comfortable around the Inquisitors.

    Origins
    Parentage: Moros, Guardians of the Veil or Adamantine Arrows
    Background: Inquisitors often hail from law enforcement or military backgrounds, but plenty of roads lead to the Legacy. A large portion of them are headhunted due to personal zeal, such as those who have sworn to put a stop to the mad, the banishers and other dangerous mages. The task of destroying their own kind means there is excruciating care done to weed out the power-hungry, because the temptation of destroying a mage simply to acquire their power would otherwise just make the Inquisitor as dangerous as those they were hunting.
    Appearance: Inquisitors are unassuming and bland. They dress very unadventurously in order to blend in. Most focus on being as forgettable as possible both in appearance and behaviour. Some go for a long time invisible to all mundane senses in order to train themselves to exist, live and work alone.

    Doctrine
    Prerequisites: Prime 2, Empathy 2 and one of the following additional Skills at 2 dots or higher: Investigation, Occult, Stealth, Weaponry or Subterfuge.
    Initiation: The Inquisitor must face a trial, often in the form of a duel against various mages more powerful than the Inquisitor or sometimes a trial of resolve to ensure that they are not into the Legacy for personal power. Being expert at knowing the character of an applicant, the Inquisitors scrutinize the applicant thoroughly before even considering them into the Legacy.
    Organization: Historically the Inquisitors do not form groups or organization; the strength of the Inquisitor after all is that no one is supposed to know they really are hunters of their own kind, not even their fellow cabal-mates. Most often they only know their tutor and, though rarely, the other students of that tutor. The Inquisitors can often work with the Consilium, however, bringing in evidence of wrongful conduct and suspicious alignment from mages who hide their activities.
    Theory: The Inquisitors train all their life to destroy something pure, true and filled with potential. The Inquisitors hunt the Awakened. They recognize that dousing the flame of an Awakened soul is a grave thing indeed, but they know that it can be a necessary evil in order to prevent an uncontrollable fire.

    Magic
    Ruling Arcanum: Prime
    Yantras: Winning a duel or succeeding at a challenge of any kind (+2); Fully scrutinizing an aura or spell (+2); psychological profile of the target (+2); drawing blood from an opponent (+1); seeing through a lie (+1); Reading mortuaries of victims of the murderer the Inquisitor hunts (+1)
    Oblations: Witnessing, or judging, a Duel Arcane; Practicing martial arts and complicated katas; Stalking and observing someone without using magic; Studying magical theory; Meditating close to a fire

    Attainments
    First: Crack the Shell
    Prerequisites:
    Initiation
    The Inquisitor can read the secrets of other mages to assess their level of danger and affinity for hubris. This is identical to the spell Supernal Vision, instant casting. If a concealing spell or effect is active for the target the Inquisitor gets automatic successes on the Clash of Wills roll equal to Prime dots.
    Optional: Death 1
    The Inquisitor sees the deepest, darkest secrets of others. They can easily see the cracks in a soul that would lead to Acts of Hubris, simulating the Soul Marks spell, instant casting. In a Clash of Wills against veiling spells or similar the Inquisitor gains automatic successes equal to their dots in Death.

    Second: Laid bare
    Prerequisites:
    Empathy 3
    It is almost impossible to lie to the Inquisitor when they have Truth itself on their side. This is identical to Pierce Deception with reach assigned to instant casting and advanced duration. On Clash of Wills against magically obscured lies the Inquisitor gains automatic successes equal to their Prime dots.
    Optional: Death 2
    If a victim was killed by a mage the Inquisitor needs to know their modus operandi, or if the deed was even done by a mage. They can use an effect identical to Forensic Gaze with reach assigned to instant casting and to see the last few minutes of life, equal to one minute per dot in Death.

    Third: Untouchable
    Prerequisites:
    Prime 3, two dots in a second Skill from the initiation Skill list.
    The Inquisitor must have a constant protection good enough against direct hostile magic and therefore emulates Wards and Signs with reach assigned to instant casting and advanced duration.
    Optional: Death 3
    The Inquisitor can be anyone; your friend, lover, cabal-mate, tutor or student. If need be, the Inquisitor can be far beneath notice as well. This attainment emulates Suppress Aura with Instant casting and advanced duration, making the Inquisitor not only register as a normal sleeper at all times but also being hard to read in general, penalizing all mundane Empathy rolls against them by their dots in Death.

    Fourth: You cannot hide
    Prerequisites: Prime 4, Empathy 4
    Merely escaping into twilight won’t save you from the Inquisitor. This attainment is identical to the spell Ephemeral Enchantment, instant casting and advanced duration. The Inquisitor can and will punish you no matter what layer of reality you escape to.
    Optional: Death 4
    The Inquisitor does not need to carry physical weapons or tools at this point but instead makes their own appliances from ambient shadows. This can be any object of simple construction out of shadows as per the Shadow Crafting spell, with reach going to instant casting and advanced duration.

    Fifth: Quell the Spark
    Prerequisites: Prime 5, two dots in a third Skill from the initiation Skill list
    The Inquisitor calls forth the destructive fires to cleanse and purify no matter who you are or what level of reality you occupy. This is identical to Celestial Fire, with reach assigned to instant casting and to target the victim’s pattern directly.
    Optional: Death 5
    The Inquisitor can use their ultimate weapon to cripple the spellcasting of a hostile mage. They use an effect similar to Sever the Awakened Soul with reach used for instant casting and automatic successes equal to their Death dots. For three rounds the hostile mage is severely handicapped when casting spells, enough time for the Inquisitor to make due process with them.
    Last edited by Aristarkos; 01-09-2018, 06:16 PM. Reason: Edited the Attainments according to kind suggestions.

  • #2
    Sever the Soul doesn’t work on Mages, there’s a fifth dot spell for that.

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    • #3
      Originally posted by Mrmdubois View Post
      Sever the Soul doesn’t work on Mages, there’s a fifth dot spell for that.
      Is that right? Alright, correction is in order.

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      • #4
        Somewhat surprised they don't have Supernal Dispellation.


        Malkydel: "And the Machine dictated; let there be adequate illumination."
        Yossarian: "And lo, it was optimal."

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        • #5
          I think you’re short changing yourself with the fourth attainment Shadow Crafting. Either you should be able to craft all kinds of things (Spike floors, thick walls, grappling hooks, bows and arrows, etc), or you should get a boost from limiting yourself to just body armor and melee weapons.

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          • #6
            Originally posted by Vent0 View Post
            Somewhat surprised they don't have Supernal Dispellation.
            It's because they would prefer to just keep Supernal Dispellation as a regular spell so they can easily make it Lasting. Those +2 Reach to make it Lasting does not do wonders for an already high-dot Attainment. Part of their responsibility is to make sure no spells are relinquished and left behind when the target mage dies as that would be sloppy and unprofessional.
            Last edited by Aristarkos; 01-09-2018, 05:57 PM.

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            • #7
              Originally posted by Mrmdubois View Post
              I think you’re short changing yourself with the fourth attainment Shadow Crafting. Either you should be able to craft all kinds of things (Spike floors, thick walls, grappling hooks, bows and arrows, etc), or you should get a boost from limiting yourself to just body armor and melee weapons.
              Curses on me then for having a poor imagination for the multitude of uses for that spell. Though I am intrigued by the possibility to have them have a higher boost for the spell in exchange for just being able to craft arms and armor. How substantial should such a boost be to balance it out, you'd say?

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              • #8
                Originally posted by Aristarkos View Post
                Curses on me then for having a poor imagination for the multitude of uses for that spell. Though I am intrigued by the possibility to have them have a higher boost for the spell in exchange for just being able to craft arms and armor. How substantial should such a boost be to balance it out, you'd say?
                At least one Reach worth as the legacy guidelines indicate. Maybe the shadow weapons slap the Blinded Tilt or Immobilized Tilt on enemies that get hit by them which could get you a debuff kind of (but not all) similar to what you wanted with Sever Soul. Alternatively, I think you'd be justified in getting a higher armor rating, and/or maybe armor piercing 2 or on a turn where you spend a mana soak or deal aggravated damage equal to Potency (Probably 2 because dice penalty restrictions), and so on.

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