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[2e Legacy] Exploratores Felicem Spiritum, an Acanthus Forces/Fate Legacy

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  • [2e Legacy] Exploratores Felicem Spiritum, an Acanthus Forces/Fate Legacy

    This Legacy was originally envisioned as "Peter Pan, the Legacy," but that doesn't fit the Adamantine Arrow, and so it was given a Roman background.

    The third optional attainment granting 4 dice instead of 3 for spending a Willpower comes from the PC for which the Legacy was designed having the Thief of Fate supernatural merit before Awakening; if allowing it to apply to spellcasting rolls and clash of wills becomes too powerful we'll make it only apply to mundane rolls, but I'm not too worried about it.

    I feel like I over estimated the number of Mages in a Consilium when designing the hierarchy, there are only two NPC AA Exploratores and one GotV Exploratores in the Consilium I ended up designing, it's difficult to have both Legacy diversity and Legacy depth in a Consilium.


    Anyhow, I hope you enjoy the Legacy and maybe use it in your games.



    Exploratores Felicem Spiritum (Scouts of the Lucky Wind)

    The Exporatores Felicem Spiritum began as a Roman Kingdom period cult popular with army scouts and dedicated to the god Favonius and the goddess Fortuna, the cult itself was led by Awakened mages that doubled as both fellow scouts and priests and priestesses to the two deities. The cult expanded as the Kingdom became a Republic, with an ever increasing number of non-Awakened members and the inclusion of spies as part of the cult’s focus. During the late Empire-period the Legacy suffered a major schism: the cult itself had drastically shrunk as more focus was placed on the cults of personality of the Emperors by members of the legions and a faction of the Awakened mages had identified two of the Exarchs, the General and the Ruin, as the actual deities the cult worshiped. The Exarch faction was primarily sourced among the spies, whereas those that rejected this interpretation were mainly the more traditional military scouts. The Exarch faction would eventually be incorporated into the larger Pyramid, whereas those that rejected the Exarchs found a natural home in the Adamantine Arrow.
    The Adamantine Arrow branch of the Legacy keeps its connection to the Seers a secret from anyone outside the Legacy, fearing censorship by other orders should the connection come out. The Seers Speculatores, for their part, limit their own activities against Pentacle Exploratores to recruitment, unwilling to risk all-out war within the Legacy that would be sparked by more aggressive actions.

    Origins
    Parentage: Acanthus, Adamantine Arrow, Seers of the Throne (Ministries serving the General or the Ruin).
    Nicknames: Scouts, Fortuna Filios, Zephyrs, Speculatores (Seers), Lucky Bastards
    Background: Military scouts, infiltrators, athletes, bounty hunters, those that throw caution to the wind and trust in Fate
    Appearances: runner’s clothing, environment appropriate camouflage, lightweight combat gear, and symbols of fortune and luck are common wear among Zephyrs.


    Doctrine
    Prerequisites:
    Forces 2, Athletics 2, and one of the following skills at 2 dots or higher: Weaponry, Stealth, or Survival.
    Initiation: The initiation is a two step process. First, the prospective Exploratores must catch someone in a chase; this could be someone genuinely trying to flee, such as a thief or fugitive, or it could be the initiate’s mentor, in which case the mentor holds back enough to give the initiate a fair chance; this demonstrates speed and tenacity. Next, they must scout a secure compound without being caught and return with either a detailed report (map, guard movements, &c.) or a specific item or piece of intel; this demonstrates core scouting capability.
    Organization: The top ranking member of the Exploratores is referred to as Legate, they are chosen by and from among the Praefectus that are in charge of all Exploratores in a Convocation. The senior most Exploratore in a Concillium (or Assembly) is the Primus, the Primus and the Praefectus are chosen by a vote of all Primi, those that have achieved the fifth legacy attainment, in the Concillium or Convocation (respectively). Decurio are those that have reached the fourth attainment, in Consillia that lack Primi a Decurio may serve as Primus. Optio are those that have achieved the third attainment, Signifer have achieved the second attainment, and Gregarius are the newly initiated; it is common to immediately become a Signifer after initiation. Despite the superficially strict hierarchy, individuals are given significant leeway with higher ranks expected to act as mentors, not superiors; the only exception is in times of universal crisis where the entire Arrow is martialed, any Exploratores in good standing – even those in Orders other than the Arrow – is expected to support operations as required.
    Theory: War requires information, and information is provided by the scouts and spies. Whether fighting for or against the Exarchs, the Exploratores know that it is by their efforts that battles are won and lost. Outside of direct combat, members hone their skills by ensuring their Cabals stay well informed on any threats that may surround Mysteries being investigated.


    Magic
    Ruling Arcanum:
    Forces
    Yantras: Rolling dice or flipping a coin (+1), taking a risky action to accomplish a mission (+2), reporting the results of a scouting mission (+2), clothing appropriate to infiltrating or scouting (+1), scouting equipment (+1).
    Oblations: scouting an area, tailing someone, acquiring hidden information, compiling a scouting report, creating a map.

    Attainments
    First
    : Like the Wind
    Prerequisite: Initiation
    Being able to move fast and for extended periods is a major part of a scout’s job. By spending an hour stretching, doing calisthenics, and performing other prep work the zephyr maximizes their efficiency of movement as the spell Kinetic Efficiency. Reach is assigned to Advanced Duration.
    Optional: Fate 1
    Fortuna smiles upon her children and ensures that events tilt in their favor. A number of times per chapter equal to the Fortuna Filius’ Fate dots they can impose a minor twist of luck in their favor: they find enough money for bus fare on the street, the guard sneezes to create an opening for them to sneak through, someone with the same name is on the VIP list at the club and the bouncer lets them in. The benefit must be minor: finding a jackpot lottery ticket, the security system at a bank failing, or being mistaken for a famous celebrity are beyond the scope of this attainment.

    Second: Neither Snow nor Rain
    Prerequisite: Forces 2, Athletics 3
    Scouts often operate in inclement weather and this attainment calls down the blessing of their father Favonius and his gentle spring to negate the effects of harsh weather. This allows the zephyrs to ignore weather related Conditions and Tilts as per the Environmental Shield spell with reach assigned to Advanced Duration. This attainment is activated when the first attainment is activated unless the Mage chooses otherwise.
    Optional: Fate 2
    The Exploratores sometimes go up against beings capable of altering destinies and turning Fate against them, but this attainment makes such hostile uses more difficult. Along with activating the primary attainment, the zephyr can additionally ward themself against alterations to their fate as per the Warding Gesture spell with reach assigned to Advanced Duration.

    Third: Just a Breeze
    Prerequisite: Forces 3. In addition to the Athletics 3 requirement from the previous Attainment, the Zephyr must increase the other Skill 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.
    Unseen and unheard is the modus operandi for any scout, and the zephyrs take this to the next level, becoming truly invisible and inaudible. This spell mimics the effects of Invisibility and the sound redirection effects of Control Sound (sounds created by the zephyr and their equipment turn inwards, inaudible to anyone else) with reach assigned to Instant Casting and Advanced Duration.
    Optional: Fate 3
    Sometimes the zephyr sees an opportunity that eludes an ally nominally better equipped to take advantage of it, often they’re out on the pointy end by themselves and in a situation they’re not trained to handle. While this attainment doesn’t make the zephyr an expert, it does mitigate not having any training at all. This attainment functions as the spell Fools Rush In with reach assigned to Advanced Duration and can be activated as part of activating the first attainment. Additionally, while this attainment is active the zephyr gets four additional dice from spending a point of Willpower instead of the normal three.

    Fourth: A Gust of Air
    Prerequisite: Forces 4, Athletics 4 and the other Skill requirements from the previous Attainment.
    If being able to move fast is a major part of a scout’s job, then being able to move really fast is all upside. With this attainment the zephyr can either enhance their velocity or the velocity of someone (or something) they touch or hold. If the object is at rest (relative to the Earth or whatever other planet they are on) then nothing appears to happen, but once put into motion the object or person’s velocity is doubled for each dot of potency (the zephyr can lessen the effects should they choose). This attainment functions as the spell Velocity Control with reach assigned to Instant casting and Advanced Duration.
    Optional: Fate 4
    Scouts form a bond with the tools of their trade, and this attainment allows them to infuse an object with a portion of their own luck. Most choose an object they feel is already blessed in some way by Fortuna, an object that’s save their life or has been used in many actions that achieved exceptional successes, but that’s not a requirement. After a dedication ritual and for a point of mana the scout enhances the equipment bonus of an item by their Fate dots; this bonus can exceed five dice but immediately ends if the object is no longer in the possession of the scout (it does not need to be in their hand, merely on or near their person) or is used by someone else. This attainment is similar to the blessing use of the spell Monkey’s Paw with reach assigned to Advanced Duration and allowing the bonus to exceed five dice, and incorporates the Conditional Duration attainment with the condition being “leaves their possession or is used by someone else” (common, +3 duration factor).

    Fifth: Winds of Change
    Prerequisite: Forces 5. In addition to Athletics 4, the scout must increase the other skill used to meet the requirement of the Legacy to 4, or must obtain three dots in a second skill from the list of possible requirements, or two dots in a third skill from the list.
    With this attainment the zephyr becomes more like the wind itself, unbound from the earth and capable of free flight. The zephyr gains an air speed equal to their Gnosis + Forces and can make a Dexterity + Athletics roll to avoid obstacles, gains their normal Defense against attacks, and can fly without exhausting themself as they would by running. This Attainment grants the effects of the spell Levitation with reach assigned to Advanced Duration and the aforementioned free-flight benefits. When this Attainment is combined with the Fourth truly stupendous air speeds can be achieved (goggles and scarf recommended).
    Optional: Fate 5
    The child of Fortuna uses their mother’s power to dictate events around them. This attainment functions as the spell Chaos Mastery with reach assigned to Instant Casting and Advanced Scale: Area.



    [Edit]Updated with @KaiserAfini's suggestions, changes in red.
    Last edited by proindrakenzol; 04-07-2021, 03:20 PM.


    proin's Legacy hub

  • #2
    They are pretty interesting, I like how they have to deal with the shadows of the past. These are the specialists you send to infiltrate heavily warded areas. They are discreet, adapt well to any terrain, deal with environmental hazards easily and make great use of their tools.

    It makes a ton of sense that they worship the General, Roman speculatores were recruited from the best of the praetorian guard. Those that turn the winds of chance against their foes also hope for their Ruin, its easy to see where the Seer stance came from.

    I think the initiation could use more details, it sounds very easy to accidentally enter this Legacy. One idea is for the mentor to task the candidate to retrieve certain items they planted or collect key info. The final test is to retrieve 3 gold coins bearing the Legacy's symbols from a fleeing mentor, who holds back just enough for the applicant to stand a chance. Once the applicant retrieves their Viaticum, the shaping of their Gnosis is complete.

    For yantras, how about scouting equipment, like binoculars, maps, chalk (for marking your path in labyrinths), etc.

    Regarding oblations, I think compiling a scouting report or creating a map (topographic, hydrolic, secret passage network, mystical, etc) might also be interesting.

    The first optional Attainment is a Compelling of fate, right ? I think it can be used freely. Minor good fortune or wishes is something other Legacies such as the Reality Makers can use whenever they wish.

    The third Attainment is really interesting, you used the additional factors along with the Gnosis requirement to make a combined spell. I didn't know you could do that, cool.

    I agree that the effect on Willpower is potent, by giving 2 spell factors rather than one. But you do need to replenish Willpower somehow, whereas Exceptional Luck can do the same for free (to an even greater degree upon mastery). It also does not confer Conditions, which can be much more useful in mundane tasks. So I don't think its too crazy.

    The fourth main Attainment affecting different targets sounds like a tip of the hat to their history, as speculatores were chosen from the cavalry elite. So I think it could benefit from placing its additional factors on scale, giving it just enough to affect horses.

    The other Attainments look pretty good, there is not much more to say about them.

    The Zephyrs capture the wind theme really well.
    Last edited by KaiserAfini; 11-13-2019, 02:36 PM.


    New experiences are the font of creativity, when seeking inspiration, break your routine.

    The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
    The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

    Comment


    • #3
      Originally posted by KaiserAfini View Post
      They are pretty interesting, I like how they have to deal with the shadows of the past. These are the specialists you send to infiltrate heavily warded areas. They are discreet, adapt well to any terrain, deal with environmental hazards easily and make great use of their tools.

      It makes a ton of sense that they worship the General, Roman speculatores were recruited from the best of the praetorian guard. Those that turn the winds of chance against their foes also hope for their Ruin, its easy to see where the Seer stance came from.
      The player in question was the impetus for this, actually, he asked if it was possible to have a direct conflict with the Seers and it actually really helped shape the Legacy.

      I think the initiation could use more details, it sounds very easy to accidentally enter this Legacy. One idea is for the mentor to task the candidate to retrieve certain items they planted or collect key info. The final test is to retrieve 3 gold coins bearing the Legacy's symbols from a fleeing mentor, who holds back just enough for the applicant to stand a chance. Once the applicant retrieves their Viaticum, the shaping of their Gnosis is complete.

      For yantras, how about scouting equipment, like binoculars, maps, chalk (for marking your path in labyrinths), maps, etc.

      Regarding oblations, I think compiling a scouting report or creating a map (topographic, hydrolic, secret passage network, mystical, etc) might also be interesting.
      I like all of these, I'll probably incorporate them, thanks!

      The first optional Attainment is a Compelling of fate, right ? I think it can be used freely. Minor good fortune or wishes is something other Legacies such as the Reality Makers can use whenever they wish.
      Fair, I'm planning on seeing how it shakes out in play, if it's too much work to track the minor twists and/or it seems like allowing any number works fine I'll probably shift to no restriction.

      The third Attainment is really interesting, you used the additional factors along with the Gnosis requirement to make a combined spell. I didn't know you could do that, cool.
      Normally I wouldn't, but it just felt so thematically appropriate to have both invisibility and inaudibility since the single concept of the attainment is to hide.

      I agree that the effect on Willpower is potent, by giving 2 spell factors rather than one. But you do need to replenish Willpower somehow, whereas Exceptional Luck can do the same for free (to an even greater degree upon mastery). It also does not confer Conditions, which can be much more useful in mundane tasks. So I don't think its too crazy.

      The fourth main Attainment affecting different targets sounds like a tip of the hat to their history, as speculatores were chosen from the cavalry elite. So I think it could benefit from placing its additional factors on scale, giving it just enough to affect horses.
      I didn't even think about that, to be honest. Allowing the VC to work on other targets was because the PC for whom this was designed is a knife thrower. As for affecting horses: a horse is size 7 (or smaller, bears are size 7 and are bigger than horses) which they're guaranteed to be able to affect (default of 5 + Forces 4/2).

      The other Attainments look pretty good, there is not much more to say about them.

      The Zephyrs capture the wind theme really well.
      Thanks! I like your suggestions, they're helpful.


      proin's Legacy hub

      Comment


      • #4
        Thank you, glad you liked them.

        What you mentioned about the fourth Attainment is interesting. All this time I had understood that the additional factors were set when it was created, I didn't know they could be redistributed as needed. I always thought at most you could change one that targets self to touch (so no changing target to AoE, for example). So you can customize them a bit on the field, very cool.


        New experiences are the font of creativity, when seeking inspiration, break your routine.

        The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
        The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

        Comment

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