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A custom Obrimos legacy - Children of the Hearth

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  • BlueWinds
    started a topic A custom Obrimos legacy - Children of the Hearth

    A custom Obrimos legacy - Children of the Hearth

    My character in a game is currently heading towards founding her own legacy, so I thought I'd throw together a writeup and some mechanics and see what people think.

    Rhea, the character in question, is Obrimos, Gnosis 3, specializing in Prime, Forces and Matter. She has Occultation 3, and I play this up in-game pretty heavily. Her backstory involves the sacrifice / consumption of both her True Name and her 'real' Shadow Name to an abyssal entity. Hestia is the name that properly belongs to her, which would 'fit right' - Rhea, which she goes by, actually belongs to her mother (Rhea doesn't know this IC, she just knows that she's not quite comfortable with her name).

    As the story heads in the direction of her finally confronting her past mistakes (said Abyssal) and her family and reclaiming her real name, I submit the following for your consideration.

    Edit: I also did another version, thematically different but mechanically related, in this post later in the thread.

    Children of the Hearth
    Hestia, the forgotten goddess - gatekeeper of the gods, eldest, through whose hands all sacrifices pass. And who is forgotten. Goddess of the household, of the hearth fire, keeper of the sacred trust, who is seldom remembered and who gave up her seat at Olympus without complaint.
    Origins
    Parentage: Obrimos, The Lost and the Seeking (our cabal, unaffiliated with any order)

    Backgrounds: Only those who embrace the idea that their powers are separate from themselves - a tool, rather than a state of existence - but at the same time acknowledge the wonder and joy of magick are candidates for this legacy. To travel down this path is to accept a thankless role, forever hidden even as one strives to bring light into the world.

    Appearance: Mages who travel this path are, one and all, unassuming. They would be easy to pass on the street without a second glance, and only by their surroundings would one even recognize them as mages.
    Doctrine
    Prerequisites: Matter 2, Occultation 2, Craft 2 and one of the following additional skills at 2 or higher: Empathy, Science, Socialize or Occult

    Initiation: The prospective mage must achieve something that would bring her acclaim, but refuse to take credit for it.

    Theory: Children of the Hearth are less interested in specific goals than they are in harmony - whether that be domestic, personal, political or magical, they are first and foremost seekers of tranquility. They seek to rectify injustice, restore balance between opposing principles, and, to put it briefly, fix the world. Magic is a tool and a wonder, but not the goal. They seek to bring light the World of Darkness - the calm, steadying light of the domestic hearthfire, that brings warmth and comfort rather than the bright-burning and uncompromising fire of most Obrimos.
    Magic
    Ruling Arcanum: Matter

    Yantras: Sharing the wonder of magic (+1); Succeeding on a Craft roll relevant to the spell (+2); Purifying the space in which a spell will be cast (+2); Hiding the fact that she's the source of an effect (+1);

    Oblations: Make herself welcome in a new space; Giving a wondrous gift; Studying magical theory in comfortable surroundings;
    Attainments

    Once there was a maiden
    Prerequisites: Initiation
    Wherever one is welcome becomes home, and the world around the her begins to acknowledge that fact. After spending a scene making herself at home in a given location, the Mage begins to exert subconscious control over her surroundings - lights flick on or off as needed, ovens preheat as soon as she thinks about food, the door is always locked or unlocked as she wills it. (Remote Control with Advanced Duration and Advanced Area, the restriction compensating for the additional reach)

    Optional: Prime 1
    While the attainment is active, she also senses the truth about the intentions of anyone who might enter her space - she knows not to open the door for someone she thought a friend, or that these strangers can be trusted. If a magical effect to conceals their intention, they roll a Clash of Wills. (A more specific version of Pierce Deception)
    Who hid her fiery eyes from the world
    Prerequisites: Matter 2, Craft 3
    The mage is nothing special. Though a conduit for Truth, she herself is of little interest, merely another human in a world of darkness, barely worth paying attention to. Cameras don't see her. Microphones don't hear her. Security systems refuse to acknowledge her presence. Magical devices may roll a Clash of Wills. (Machine Invisibility with Advanced Duration)

    Optional: Prime 2
    In addition to mundane senses, she's veiled from arcane scrutiny, Any magical effect that would show her as more than mortal must also contest against her clash of wills (in which she rolls successes equal to her dots in Prime). Her nimbus does not flare from casting spells. She may spend 1 mana to flare her nimbus as normal, in which case the attainment ends. (Cloak Nimbus with Advanced Duration)
    To guard against shadows.
    Prerequisites: Matter 3, an initiation skill at 3 (other than craft)
    The world is a dangerous place, but the mage carries in her heart the image of her home, and this flame protects her from harm. After she spends a scene in a place of safety preparing to venture forth, the Armor rating of her clothing increases by her dots in Matter for one day. (Aegis, with Advanced Duration and the primary factor changed to potency, the extra reach paid for by the limitations - only normal clothing, must be used from a place of safety)
    She made the sun into a crown
    Prerequisites: Matter 4, Craft 4
    Just as any place the mage stays becomes her home, so too she forges instant bonds with any tool that enters her hand, and they serve her well. She increases the durability of any tool or equipment she uses (including clothing) by her dots in Matter, and any tool she uses grants the Rote quality on rolls. (Alter Integrity and Crucible granting Rote and Instant Use, with Advanced Duration)

    Optional: Prime 4 For one mana, she can form the tools directly from supernal truth. They grant equipment bonus equal to her dots in Prime, and last for that many rolls. Unlike the spell Platonic Form, these tools are not made of tass, and mana cannot be recovered from them.
    And said "The world is my home."
    Prerequisites: Matter 5, one initiation skill at 2 and another at 4 (both other than Craft)
    In any area where the mage spends a scene or more, objects begin to repair themselves - cracked windows are repaired, broken computers begin to function again, even scattered bricks begin to reassemble themselves into the walls they came from. This effect is most dramatic with objects she directly handles, restoring them to full functionality within seconds, but even damage she's unaware of heals itself over the course of a night. (Similar to Nigredo and Albedo with Advanced Area and Instant Use)

    Optional: Prime 5
    In addition to repairing her surroundings, the mage's presence begins to weaken the Lie. Any location at which the Mage spends at least one night and one mana to activate this attainment, in addition to repairing itself becomes a 2-dot Hollow, lasting for a week before subsiding back into the Fallen World. Unlike the normal Create Truth spell (from which this attainment is modeled), the emergence of this Hollow is completely in tune with the natural flow of the world. The local ley lines shift gently to accommodate it, without unpleasant side effects or fresh mysteries cropping up.


    Thoughts? Improvements? Considerations?

    Thematically, TBH, the legacy really wants Prime as its ruling arcanum, but I'm trying hard to justify Matter, so that she can start using those spells without mana. Rhea already has Prime 5 (ST houserule, I know this isn't by-the-book for Gnosis 3), so she wouldn't gain anything by having Prime as Ruling on her shiny new legacy.
    Last edited by BlueWinds; 08-04-2018, 12:56 PM.

  • Troy
    replied
    This is really cool. My only thoughts were back when it was inspired by Hestia. I was thinking it would be a cool story for the goddess Hestia herself to pass this Legacy on to the character, something that was once lost but now found by Rhea. Maybe it's a Supernal being once known as Hestia or something. Something like that would be a cool, mythic story to tell that blurs the lines between the Fallen and the Supernal world. The sort of things legends are made from.

    Leave a comment:


  • BlueWinds
    replied
    Thanks for all your suggestions, guys and gals. Rhea initiated into (founded) the House of Fire and stone last session during a supernal summoning. Was a great session, looking forward to using all these cool powers.

    At least the first two of them, that is, because she's only Gnosis 3 right now. Be a while yet until she gets to Guard against Shadows.

    Leave a comment:


  • BlueWinds
    replied
    Originally posted by proindrakenzol View Post
    Clash of Wills does not get automatic successes from being a Legacy attainment; it does get bonus dice based on its duration, though.

    Otherwise I really like this legacy. The additional reach options are well justified, and the entire Legacy gives off a "homey" feeling appropriate to the theme, while also providing useful benefits.
    Ah, looks like you're right - fixed in both versions for all the attainments. I was confused by the part about automatic activation in the Legacy rules.

    Leave a comment:


  • proindrakenzol
    replied
    Clash of Wills does not get automatic successes from being a Legacy attainment; it does get bonus dice based on its duration, though.

    Otherwise I really like this legacy. The additional reach options are well justified, and the entire Legacy gives off a "homey" feeling appropriate to the theme, while also providing useful benefits.
    Last edited by proindrakenzol; 08-01-2018, 03:41 PM.

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  • BlueWinds
    replied
    Edited the 5th attainment based on a Discord suggestion. Now based on Hone the Perfected Form instead of Nigredo and Albedo. Finally feels like a worthwhile capstone for the legacy, rather than just 'meh.'

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  • BlueWinds
    replied
    Ok, so Rhea had some more experiences before initiating into the legacy, necessitating a revision in theme. Most of the mechanics are the same, but the theme has changed a bit - more focused on stealth and fixing a broken world, less emphasis on 'home' and belonging.

    House of Fire and Stone is shamelessly borrowed from Demon - the Fallen. It may be oWoD, but I'm pilfering its themes because they're awesome.

    House of Fire and Stone
    The Artificers were angels set to create the material aspects of the universe drawing from supernal symbols. They loved it too much though, and denied the ability to perfect their creation, turned against their creator for love of the creation. Turning away from god, they sought to forge new bonds, serving humanity with their inventions and forever working to raise mortals to be their equals.

    Though the age of gods and angels is long past, a new sect of Mages rises to claim their forgotten legacy - to walk hidden in the world and sweep away this lie of rust and decay. Not with violence, but with new creation and infinite possibility.
    Origins
    Parentage: Obrimos, The Lost and the Seeking (our cabal, unaffiliated with any order)

    Backgrounds: Only those who embrace the idea that their powers are separate from themselves - a tool, rather than a state of existence - but at the same time acknowledge the wonder and joy of magick are candidates for this legacy. To travel down this path is to accept a thankless role, forever hidden even as one strives to bring light into the world.

    Appearance: Mages who travel this path are, one and all, unassuming. They would be easy to pass on the street without a second glance, and only by their surroundings and companions would one even recognize them as mages.
    Doctrine
    Prerequisites: Matter 2, Occultation 2, Craft 2 and one of the following additional skills at 2 or higher: Stealth, Science, Subterfuge or Occult

    Initiation: The prospective mage must achieve something that would bring her acclaim, but keep her involvement secret or hidden.

    Theory: Artificers are less interested in destruction and vengeance than they are in repair and creation. They seek to rectify injustice, restore balance between opposing principles, and, to put it briefly, fix the world. Magic is a tool and a wonder, but not the goal. They seek to bring light the World of Darkness - the calm, steadying light of the domestic hearthfire, that brings warmth and comfort rather than the bright-burning and uncompromising fire of most Obrimos.
    Magic
    Ruling Arcanum: Matter

    Yantras: Sharing the wonder of magic (+1); Succeeding on a Craft roll relevant to the spell (+2); Obscuring her actions or nature (+2); Sanctifying the area in which a spell will be cast (+1);

    Oblations: Repairing or improving an object; Giving a wondrous gift; Studying magical theory in comfortable surroundings;
    Attainments

    Once there was a maiden
    Prerequisites: Initiation
    With a touch, the Artificer lays claim to a machine. For the rest of the scene, she can operate it in simple ways with a thought, without requiring line of sight - flicking a lightswitch on or off, locking or unlocking a door, etc. This effect ends if anyone else uses the machine physically - placing a key in the lock ends her ownership, as would flicking the lights by hand. (Remote Control with Instant Casting and Advanced Duration, the restriction compensating for the additional reach)

    Optional: Prime 1
    While the attainment is active, she also senses the truth about the intentions of anyone who ends her control over a machine - she knows not to trust the person opening the door even if she thought them a friend, or that these strangers can be trusted. If a magical effect to conceals their intention, they roll a Clash of Wills. (A more specific version of Pierce Deception with Instant Casting and Advanced Duration)
    Who hid her fiery eyes from the world
    Prerequisites: Matter 2, Craft 3
    The mage is nothing special. Though a conduit for Truth, she herself is of little interest, merely another human in a world of darkness, barely worth paying attention to. Cameras don't see her. Microphones don't hear her. Security systems refuse to acknowledge her presence. Magical devices may roll a Clash of Wills. (Machine Invisibility with Advanced Duration)

    Optional: Prime 2
    In addition to mundane senses, she's veiled from arcane scrutiny, Any magical effect that would show her as more than mortal must also contest against her clash of wills. Her nimbus does not flare from casting spells. She may spend 1 mana to flare her nimbus as normal, in which case the attainment ends. (Cloak Nimbus with Advanced Duration)
    To guard against shadows.
    Prerequisites: Matter 3, an initiation skill at 3 (other than craft)
    The world is a dangerous place, but the mage carries in her heart the image of forging fire, and this flame protects her from harm. After she spends a scene in a place of safety preparing to venture forth, the Armor rating of her clothing increases by her dots in Matter for one day. (Aegis, with Advanced Duration and the primary factor changed to potency, the extra reach paid for by the limitations - only normal clothing, must be used from a place of safety)
    She made the sun into a crown
    Prerequisites: Matter 4, Craft 4
    The mage forges instant bonds with any tool that enters her hand, and they serve her well. She increases the durability of any tool or equipment she uses (including clothing) by her dots in Matter, and any tool she uses grants the Rote quality on rolls. (Alter Integrity and Crucible granting Rote and Instant Use, with Advanced Duration)

    Optional: Prime 4
    For one mana, she can form the tools directly from supernal truth. They grant equipment bonus equal to her dots in Prime, and last for that many rolls. Unlike the spell Platonic Form, these tools are not made of tass, and mana cannot be recovered from them.
    And said "The world is broken, but I am not."
    Prerequisites: Matter 5, one initiation skill at 2 and another at 4 (both other than Craft)
    Any machine, tool, yantra or other object that the mage uses is perfected. Her staff turns to Siderite, her computer becomes an astonishing composite of perfected silicon, brontium and more exotic alloys as she uses it, and her clothing becomes both comfortable and sturdy. The exact mechanical effects depend on what material is affected - see the Signs of Sorcery preview for some examples. The effect fades when the tool is out of her hands a number of rounds equal to her dots in Matter. (Hone the Perfected Form with Instant Casting and Perfect any Substance).

    Optional: Prime 5
    In addition to repairing her surroundings, the mage's presence begins to weaken the Lie. Any location at which the Mage spends at least one night and one mana to activate this attainment becomes a 2-dot Hollow, lasting for a week before subsiding back into the Fallen World. Unlike the normal Create Truth spell (from which this attainment is modeled), the emergence of this Hollow is completely in tune with the natural flow of the world. The local ley lines shift gently to accommodate it, without unpleasant side effects or fresh mysteries cropping up.
    Last edited by BlueWinds; 08-01-2018, 04:20 PM.

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  • BlueWinds
    replied
    Originally posted by Mrmdubois View Post
    Gotcha, I can see I got the final attainment mixed up with the fourth one that you were saying you altered the text on.

    Although, come to think of it why does the final attainment have Advanced Duration? Nigredo and Albedo is a one and some type spell like other healing or damage spells. Though I suppose if it establishes the area effect’s Duration it makes sense.
    Yeah, I don't know why there's advanced duration on the 5th attainment. Removed the mention of it.

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  • Mrmdubois
    replied
    Gotcha, I can see I got the final attainment mixed up with the fourth one that you were saying you altered the text on.

    Although, come to think of it why does the final attainment have Advanced Duration? Nigredo and Albedo is a one and some type spell like other healing or damage spells. Though I suppose if it establishes the area effect’s Duration it makes sense.

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  • BlueWinds
    replied
    So that Alter Integrity lasts more than a few seconds after putting clothes on / picking up tools (without continual concentration).

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  • Mrmdubois
    replied
    What’s Advanced Duration doing in that attainment? Like what’s the purpose or the logic behind putting it in there?

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  • BlueWinds
    replied
    After some discussion with the ST, tweaked the text on a few of the attainments. "She made the sun into a crown" now has one too many Reach, but consider it a combination of Permanence (the Matter 2 attainment) and "a fourth attainment is supposed to be awesome, the rules are only guidelines."

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  • Tessie
    replied
    Whether or not it's a rule, it makes most sense to have the Ruling Arcanum be used for all the primary Attainments. Otherwise you could end up with mages having to study a non-Ruling Arcanum to gain the Legacy Attainments.

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  • Mrmdubois
    replied
    Yeah, being able to take some of the power of home with you is pretty dope.

    Whether it will be useful to have higher powered attainments depends on the Chronicle. I have a friend who has been running the same game for 3 years, and all of his players are at Gnosis 8+ and I believe are also third degree Masters at minimum.

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  • BlueWinds
    replied
    Thanks for the thoughts. I never played 1e, so it makes sense I might have missed the implication of something carried over from that edition.

    Yeah, I'm trying to avoid leaning too heavily on the 'only at home' stuff. The mage isn't a home body, she just needs someplace to feel safe and unwind between adventures. Less 'place of power' and more 'feeling welcome, domestic, wanted is important'.

    Unrelated, it's sort of a shame that only the first two attainments will ever come up in game. Aint nobody got time for Gnosis 5, much less 7 or 9! (well, I'd have time for Gnosis 5, but we're capped at 3 currently).

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