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2e Legacy Brainstorming

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  • Nearly done. Still working on Lore, but I figured it mostly done. I decided not to go with KaiserAfini's symbiotic suggestion. That was a hard call, and I'm still not sure it was the right one. This probably the Last rough draft, and will move into Finalization soon. (Why do I always finish on days I work?) Anyways, thoughts, comments, criticisms, and concerns are all welcome.


    To whomever reads this, I hope you have a good day/night. May you be Happy.

    So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

    Comment


    • Would you repost the current draft for ease of reference?


      proin's Legacy hub

      Comment


      • Sure
        Tamers of Roots

        She always was one to hang out all day in the orchard. She always tried to see the best in everyone, even when times were hard. She's back now, with new job tending the botanical garden, but she still has the same old smile. Heard she broke up some dumb old fight in the garden, even got everyone involve to apologize to each other.

        Gardens of the Sacred

        There are tales of mythical Gardens, whose fruit contained magical power. Immortality, Knowledge, Power. Why were those Gardens grown, and why were those fruits special? The trees they grew from were ordinary things, really. No, the power came from the Roots, hidden beneath the surface. You see they were said to grow in Heaven, in Eden, in the Sacred. Not here. Not within reach.
        Look around you. The World is Broken, Fallen. It used to not be like this, but now it's wounded, and perhaps it will never be what it once was. It is the Mundane, the Profane. The Sacred is left out of reach.
        That's the trick, the lie, that you will never see the Sacred, never be there. But it's a Lie. A Lie that has cracks in it, cracks caused by the Roots of those Gardens. All we need to do is widen them, let them grow through cracks, and we can break down the lie, and let the World heal, and grow anew.

        What are the Roots? The Roots are power, hidden beneath the Surface. Others call them Ley lines, cracks in the Lie, but they don't see the Life in them. They don't see how they push up into the world like new sprouts, How they can be tended and nursed to grow strong. They don't see how that sprout grows into a whole Garden, and how that Garden changes the world.

        Long ago, in a ancient part of the world, a seeker of truth found a hidden grotto. Who they were is long lost, only what they found remains. Inside the cave they found a beautiful Garden, with all the plants growing as though they had been cared for lovingly, but with no sign that anyone had ever set foot in this cave. Tired from their journey, they sat beneath a great tree, and soon, slept. They dreamed. Dreamt of Root pushing, digging into soil, into rock. They Dreamt of a Ivory tower falling, crashing and a Hungry Black Sea that swallowed everything in it's path. They dreamt of tending a garden as penance for some overwhelming crime, discovering the Garden was growing powerful, strong and Beautiful. And that it would outlast them. And they Finally dreamt of a faint presence asking if they would tend to the Garden in their stead. When they awoke, they felt the pulsing beat of power just beneath their feet. They felt the Roots pushing against...something. They resolved to tend to this Holy place, and know it's Truths.
        That was a Long Time Ago, and things have changed. The legacy has always been around in one form or another, never really coming into the spotlight. It found it's way into the groups that would become the Mysterium, tending to their stores of knowledge as well as the gardens. It was chiefly though of as a way to store knowledge through the generations, and simultaneously a way to make the defense of a Athaneum that much easier. That all changed when a young and hopeful member of the Silver Ladder was found worthy to be taught the secrets of the Legacy. From the moment she saw the the legacy, she knew it's potential. She dreamed of being able to shatter the barriers the Tyrants placed on the world, and bring real change, all without needing to fight. Her passion, her love of the world and of peace has been carried on through the legacy ever since. These days, the Legacy isn't as close to each other as they used to be. They spread out, all around the World. Where ever there are large concentrations of Roots, the Legacy thrives. The Legacy knows that the world is what you make of it, and want a world of harmony, of happiness and hope. Even within the Legacy, many doubt that the Legacy alone can shatter the Lie. The same still believe that they are making a difference, making the world a little less Fallen. The Legacy believes always trying for the best outcome. Even if everything seems hopeless, someone has to try for a better outcome, or it will never happen. Legacy is not naive, and they know that sometimes there are no right answers. The Legacy knows that actions have unforeseen consequences, and that resonance makes more resonance. They believe the conflict only makes more conflict, and to have a better world, you need to act better. The Legacy knows the Seers probably won't change, but they have to try. Even if they won't change, they might still be persuaded. They give everyone a chance, so the world might be that much better. There is a exception to this rule. Just one. Scelesti. The Legacy is vulnerable to the Abyss's touch, and any paradox condition the Flower Girl suffers usually is also suffered by their Garden. The reverse is also true. Paradox in the Garden goes deep, tainting Roots and spreading far outside the Garden. The legacy has been targeted by Scelesti for thousands of years, seeking to spread the Abyss's influence far into the Fallen. The Legacy has strong guidelines on risking Paradox, and on Containing it. One can imagine the response to finding out someone actually serves the Abyss.

        Origins

        Parentage: Thyrsus, Silver Ladder, Mysterium,
        Background: Many come to the Legacy from Botanical or Idealistic places.
        Appearances: Many have green stained fingers, mainly thumbs, and many wear flowers in clothes and hair
        Nickname: Gardeners, Flower Girls/Boys, Hippies

        Doctrine

        Prerequisites: Prime 2, Life 1, Craft or Survival 3, Expression 2, Interdisciplinary Specialty (Gardening)
        Initiation: Creation of a soul seed with a senior legacy member assistance, and planting and nurturing it for a full lunar cycle past its sprouting inside of the Node they wish to bond with.
        Organization: Small Cabals that have a few links to each other, every equinox the entire legacy meets to discuss any issues concerning the legacy and problems individual members might have.
        Theory: The Gardeners know that there are cracks in the lie, places where the Supernal meets the Fallen. The places can, with help, grow and with time may completely overwhelm shatter the lie.

        Magic
        Ruling Arcanum: Prime
        Yantras: Flowers appropriate to the spell (+1, +2 if supernatural); the Garden (+2); success on an Expression roll relating to the spell (+2); Imago causes or assists growth (+1)
        Oblations: Tending to a garden; Creating a work of art; Removing Pollution; Resolving a Potentially Hostile Situation Non-Violently

        Attainments

        First: The Garden
        Prerequisites: Initiation
        The Roots show themselves to those that would seek them. After a scene of meditation with her Soul Seed or Soul Plant, The Flower Girl senses Ley Lines and Nodes. If there are no Nodes or Ley Lines within sensory range, she know the direction to the nearest Node or Ley Line. This knowledge lasts for the Flower Girl's dots on the Advanced Duration chart.

        Every initiate has a Garden, one they have tended to since it was but simple seed. After the first lunar cycle after sprouting, the soul plant rapidly grows into a young but mature specimen of its kind. This Soul Plant must grow from the Heart of the Node. This act binds the Node to the Flower Girl and her Legacy, transforming the Node into a Garden. The Flower Girl has a Connected Sympathetic Connection to the Garden and is always Attuned to the Garden. The area of the Garden is the area of the Node. The Flower Girl senses anything that would trigger her Peripheral Mage Sight as though she were standing at every point in her Garden. As a instant action the Flower Girl may split her senses between herself and her Garden, looking as though she were standing in any space within the garden and has a 360-degree field of view. The resonance flowing out of the Node is influenced by by the Legacy, the Flower Girl’s Nimbus, and her actions. This effect is limited to the effect as if the Flower Girl was always inside her Garden.

        Attuning to the Node requires either casting the spell Sacred Geometry or successfully Meditating while under the guidance of someone with Sacred Geometry active or already attuned to the Node. Attuning to the Garden's Node grants the Attuned the benefits, and detriments, of the Flower Girl's Nimbus tilt for as long as they are in the area of the Garden. Additionally Sleepers substitute the Flower Girl's dots in Prime for the normal bonus provided by Meditation. Many Attuned Sleepers purchase the Fitful Slumber Merit after a few encounters with the Supernal.

        List of Node effects:
        • Forces: By precisely aligning a stationary piece of technology that requires heat or electricity to function, the Attuned may use the Node to power it.
        • Life: The Attuned may harness the Node to bring any plant put there to any point it its life cycle, as long as that point would take a year or less. These changes require a day to complete and a successful Intelligence + Crafts or Intelligence + Survival roll.
        • Matter: Unless totally destroyed, stationary, inanimate objects built in alignment with local Resonance heal one point of Structure per day. Their permanent Structure may slowly wear down due to environmental conditions, but at half the usual rate.
        • Space: Those who are Attuned acquire a +2 bonus to tasks that require significant movement through space, including driving, running, and certain athletic feats.
        • Time: The Attuned benefit from a +2 bonus to Initiative.


        Plants that grow within the Garden and drink of its resonance grow strong, healthy, beautiful, and faster than normal. This effect is limited to effects a plant would experience if it was raised in perfect conditions.

        In the event of a Garden being completely destroyed, the Flower may create a new Soul Seed. This requires a seed of size 2 or below, and the expenditure of 1 mana and 1 willpower. A Flower Girl may also transfer the soul seed to another seed at any time for the same cost as making a new Soul Seed. The moment the Soul Seed is transferred, the Garden starts to slowly lose its magic.


        Optional: Life 2
        The Flower Girl hears the whisper of vine and bloom. After spending a scene meditating with her Soul Seed or Soul Plant, the Flower Girl may speak and hear any plant. This lasts for her Life dots of steps on the Advanced Duration chart. The words of plants are not verbal communications, requiring the Flower girl to feel or smell the scents plant gives off. Most plants have little understanding of human concepts, and are unconcerned with such things. What plants do know is what they feel, and they feel both the world above the ground and the world below the surface. Many plants are sensitive to the Roots, especially Plants growing in the Garden. Plants also understand the situation that they grow in remarkably well, and a Flower Girl may take the Informed(Gardening this Plant) condition after conversing with a plant. Many Plants can move, and may be persuaded to grow in a particular direction.

        Second: Forget Me Not

        Prerequisites: Prime 2, Expression 3, Area of Expertise (Gardening)


        The stronger bond allows the Flower Girl to take some of the Power of her Garden with her on her travels. After spending a scene tending to her Garden, the Flower Girl carries part of the Node within herself, acting as if she was within the Nodes boundaries. This effect lasts for her Prime dot’s steps on the advanced duration chart. She may share this Attunement with any subject she touches for a Mana, although doing only lasts a scene. When used in the Garden, the subject becomes Attuned until the Gardener revokes the Attunement.

        In addition, the Attuned may reflexively invoke the Flower Girl's nimbus tilt on themselves while in the Garden at the cost of one point of Willpower. The Flower Girl may instead pay one point of Mana to invoke on herself. All merits that effect the Nimbus apply.



        Optional: Life 2
        The Flower Girl can detect all living things, or any category of living thing, nearby or that comes within range during the duration of the effect. Activating this effect takes a Instant Action, covers an area equal to 1 + Life dots/2 on the Advanced Scale: Area chart and lasts for a number of turns equal to her Life dots. This effect is always active on her Garden, letting her know every with living thing within or entering her garden at all times. This Attainment emulates the spell Web of Life with reach assigned to Advanced Scale and either Advanced Duration (for the Garden) or Instant Cast (when used outside the Garden).




        Third: Red Chrysanthemum

        Prerequisites: Prime 3, Craft or Survival 4
        When the Lie cracks, Truth bleeds through. The Garden glows with Truths. Without direction this creates a general aura of revelations similar to a long term Nimbus, generally related to the Resonance of the Garden. While in the garden, the Flower Girl may spend a scene tending to her Garden, this focuses the Truths into a message. The message can be any length, but the Flower Girl must know that it is true. This message can be felt by anyone who spends any time within or examining the Garden, unless the message would be false for them. For example, if a Flower Girl leaves a message saying "I love you", only those she loves will get the message. Everyone who discerns the Message knows it to be True in their Soul. This create a Lasting Inspired or Guilty conditions and if used in Social Maneuvering, this removes one Door or raises the impression level by a step per half the Flower Girl's dots in Prime plus one. The message lasts for the Flower Girl's dots in Prime steps on the advanced duration chart. The Flower Girl may change the message with another ritual. When outside the Garden, the Flower Girl may spend a point of Mana to cast Words of Truth with scale: area of effect and reach for instant and the reach to create the inspired or guilty conditions. This affects anyone with a composure of less than her dots in Prime.


        Optional: Life 3
        Root and stem listen to the Flower Girl, following her Awakened Will. After spending a scene tending to her Garden, the Flower Girl can command the plants within to move. Plants in the area can be moved however the Flower Girl desires, in an area with lots of plants the Flower Girl can impose a penalty to speed and rolls relying on movement equal to the Flower Girl's dots in Life. The Flower Girl can also direct large plants, such as trees, to attack using Wits + 1+(Life/2) as the dicepool, damage dealt is bashing or lethal depending on the type of plant (vines would deal bashing, an oak would deal lethal, thorns maybe be complicated), and the weapon modifier is equal to the plant's size. The Flower Girl may instead have the Plant grapple a opponent, using Wits +1+(Life/2)+ Size - Defense. This effect lasts for the Flower Girl's dots in Life on the advance duration chart and is in advance scale: area of effect dots in Life. The Flower Girl may spend a Mana and a instant action to use this outside of the Garden, but it only lasts her dots in Life turns.

        Fourth: Coriander
        Prerequisites: Prime 4, Expression 4.
        The Flower Girl's connection is such that the Roots will bend to her Will. After a scene meditating in a Ley Line, the flower Girl may redirect ley lines within an area of her Life dots on the advance scale: area chart, reshaping Nodes and altering Resonance as a instant action. She may move ley lines, and therefore the Nodes created where ley lines cross, “pinning” a line to a point within the area of effect of the spell. She may also change the Resonance Keyword of a Node to whatever she wishes. This lasts for the Flower Girl's dots in Life on the advanced duration chart, when the duration expires the ley lines are free to drift and the resonance to shift, but will only do so if external conditions would cause a natural change.


        Optional: Life 4
        The Roots of the Garden drink deep from resonance untainted by the Lie. The Flower Girl, the Garden itself, and all living beings within the Garden and attuned to the Node, gain all of the following effects with potency equal to half the Flower Girl's Life dots plus one:
        • Halve the amount of oxygen or carbon dioxide needed per potency.
        • Double the interval at which toxins affect them per potency.
        • Subsist on half as much sustenance per potency.
        • Double the interval between deprivation and exhaustion checks per potency.
        • +1 to Initiative per potency.
        • Halve the healing time of both Bashing and Lethal damage per point of potency.
        In addition, supernatural plants can grow in the Garden as if they were in their native environment. Many Flower Girls obtain crypto-flora, goblin fruit, mandrakes, and other strange plants from other Supernatural creatures.


        Fifth: Heliotrope
        Prerequisites: Prime 5, Life 5, Craft or Survival 5, Expression 5
        The Garden finally grows to its truest potential. Both the Garden and its Flower Girl are connected on such intimate level that there is functionally no difference between the two. And from the union of Gnosis, Root, Soul, and Stem comes a living symbol of that connection: the Soul Plant becomes a Living Soul Stone. The Soul Plant has a number of properties that separate it from a normal Soul Stone.
        • It acts as a +3 yantra for its Flower Girl.
        • The Soul Plant makes no Demesne or Annullity.
        • The Soul Plant does not reduce the maximum Gnosis of the Flower Girl.
        • The Soul Plant can only be dedicated if the Flower Girl has the Broad Dedication Merit.
        • It is a normal Soul Stone in every other regard.
        Instead of a Demesne or Annullity, The Garden Perfects it's Node, and Extends it's effects onto Living Things. The Node effects becomes:

        • Forces: The Attuned need no rest, nor food. They always are full of energy. They ignore wound penalties.
        • Life: The Attuned can heal from any wound, given enough time, unless they outright die. Scars fade, Limbs regrow.
        • Matter: Unless totally destroyed, the Attuned gain a general armor equal to 1 +(Prime/2).
        • Space: Those who are Attuned know where everything is around them, they don't need to roll to find a path or trail. They add Prime dots to Roll requiring precise movement though space.
        • Time: The Attuned's memories become sharp and clear. They don't need to roll to remember. They add Prime dots to rolls to predict consequence and to rolls to understand the Consequences of their actions.

        From the Soul Plant comes special seeds. Every solar year, a number of seeds equal to the Flower Girl's dots in Life can be harvested. These seeds, when planted in a Ley Line that is connected to one of the ley lines from the original Garden, grows into a new Garden, with its own Node. New Ley Lines emerge from the new Node and the process continues. For the purposes of Attainments, these new Gardens are considered extensions of the original, with exeption of creating more seeds. The new Gardens only grow to an area as if they had added another Ley Line to the intersection. Many of these new Gardens attract caretakers, many of whom become Attuned Sleepwalkers over a extended period of time. The seeds act as their own Ley Line, making a intersection if there was not one before, this only happens when the plant sprouts after being planted.

        If instead the seed is planted into the Flower Girl's Garden, it instead expands the radius of the Garden by one Ley Line.



        Mysteries and Story Seeds

        This section is entirely optional, use or don't use at your pleasure. These are merely ideas that have collected over the course of making the Legacy, some are good, some are funny, and some maybe might make a nice story.


        Echoes in Rain
        Sometimes, when a Flower Girl pass away, something is left to tend to her Garden. It is a remembrance, a shape left in her absence. An Echo. It's not a ghost, and Death has no power over it. It tends the Garden in her stead, as she would herself. What the Echo is actually is and what causes the Echo to arrive is relatively unknown, even to the Masters of the Legacy. The Echoes generally don't like to be examined closely, and tend to vanish into the Garden. Some learned Sages compare the Echo with Nimbus Knots, and the pieces of Memory and Understanding left in a Soul Stone. What is known is that Echoes appear most often if there is no one to take care of the Garden. Second most common is a Flower Girl dying inside her Garden. There are rumors of other ways, many plausible but unconfirmed. Sometimes, even in the mostly likely circumstances, no Echo appears. Perhaps most interestingly, those Flower Girls who leave Echoes almost never leave ghosts behind without interference. Sometimes, the Echoes recognize someone. A angry Echo stops it's attack because the woman it pursues reminds it of a small child she knew a long time ago. A cabal mate has one last conversation with the departed, and gets to say goodbye. The strangest of these occurrences happen centuries after the death of the Flower Girl, to people who have never been in the Garden before. At least one member of the Legacy claims to have spoken with the Echo of their past life.

        Running the Echoes
        Make as a non lich Ghost Mage with rank equal to half of the originating Flower Girl's Gnosis at the moment of death. It's only anchor is the Garden, and it can use Attainments as it's Flower Girl would. The majority of a Echo's memories will be of the Garden, and it will retain only a few fragments of it's Flower Girl's personality. It's not her, but its born of her and is like her in many ways. It mostly tends to the Garden as she would. A Echo may not remember why she attacks any who bear a certain rune carved on their right hand, but she will with just as much fury as her Flower Girl who died to them. Many defensive Echoes seek to repeal, not kill. Prime Mage Sight reveals it, and Mages may use a Prime version of Goetic Evocation or the Echo Chamber merit to communicate with the Echo.

        Entangled Roots
        Many cabals of Flower Girls tend to Plant their Gardens on top of each other, effectively sharing the same Garden. There are no confirmed benefits to doing so, but many rumors of generating or awakening a Hallow, or other such things. One extremely persistent one it that two or more Tamers who are deeply love each other that plant their Garden together in the same space find their Love growing stronger and potent. Many dismiss this rumor as either enhanced sympathies of Legacy members, or as a side effect of spending so much time together. Then in 1954, a young couple came forward. They were both Tamers of Roots, and had met each other through the Tamers. One was Obrimos, the other Thyrsus. And they were Entangled. They believed that it was the Planting and tending the Same Garden that strengthened their bond so. Many have tried to obtain similar results, and failed.

        Tripping though the Tangled Roots
        Use the effects of a Entangled Metamorphic Awakening, ignoring the restriction on being of the same Path. If you don't like that, require it be two or more members of the same Path. It can be caused by any version of Love. Friendship or Familial should both count. Even so, this should probably be very rare.

        Of Roots and Roses
        The Tamers of Roots has always had a complex relationship with the Roses of Eden. One that totally doesn’t resemble a relationship straight out of a anime, why would you ever think that. The Roses of Eden tend to see the Tamers as locked in Atlantan tradition, unable to see how it binds them, and prevents their goal. The Tamers of Roots tend to see the Roses as being obsessed with rejecting Atlantis, and missing the point of the Garden of Eden metaphor. Many cabals engage in a kind of weird rivalry, where both try to out do the other in their respective goals. This never escalates to anything more then passive aggressive comments and maybe pointedly ignoring the other. Both legacies overlap somewhat in the pool of potential recruits, and thus have plenty of minor reasons to generate minor friction. A really easy way to annoy members of both legacies is to compare them to the other.

        Both Legacies are so non aggressive that this probably is the normal maximum their dislike can go, and in all likelihood they do like each other, just having constant silly fights. Inter Legacy friendships are not uncommon, and all but the most fanatical would come to the other Legacy’s aid. Please play for laughs. Another way to go is a exasperated parent, and their rebellious child. Neither will back down, both have a point, and at the end of the day, both love each other dearly.

        The Blighted Fields
        Sometimes even the Gardeners fall for the Abyss's flirtations. It's not common occurrence, with only handful of recorded incidents in the Legacies long history. Every one has been caught from changes in their Garden, and deviation from containing Paradox. Of course these days, with the Legacy spreading further and further out, it might not be so difficult for someone to slip though the cracks...

        More common is the occurrence that Garden is corrupted from without. Nasnasi may "ground" her stored Paradox into the Garden, infecting it with Abyssal anti-symbols. This is usually creates what is referred to as a Abyssal Blight. The Blight is an Abyssal cancer, warping both Plants and the Roots of the Garden into unrecognizable forms. At the infections peak, the tainted resonance spreads to other Nodes and Gardens, warping them as well. Many Gardens begin to swell, pushing their boundaries over the course of a few days to cover vast stretchers of land. These can overtake cities, swelling further from dissonance and Abyssal Resonance. If left unchecked, the Garden could potentially swallow whole nations, maybe even the world. Inside the Blighted Garden, everything becomes sick, becomes perverted. Twistedly, the Garden still represents everything it is supposed to be. Life flourishes, and grows. Revelations comes to those who seek it. Everything is in harmony, in tune. But they dance to the Abyss's tune. The entire Garden becomes one big Abyssal Environment. Not every Blight is the same. One Blight combines Life with other Life, merging and mutating everything in new Abyssal shapes. People become trees, tree grow mouths and eyes, all in a horrific parody of normal Life. Another causes resonance to break down the natural order, creating zones of bent Node effects. The most horrific break down the Supernal itself inside the Garden, causing spells and yantras to fail. Use any Abyssal Environmental Tilt, and watch movies like Annihilation or read about Warhammer's Nurgle for inspiration. The Colour out of Space is a good anti-life version. Use with care, Blighted Gardens are a big deal, and very dangerous. Sometimes with the Garden's Flower Girl, the Infection can be fought off. A Flower Girl while in her Garden may draw the Paradox into herself, creating a Abyssal Condition. Infections gain additional successes over time, ramping up to the Blight.
        Last edited by TempleBuilder; 06-07-2021, 04:15 PM.


        To whomever reads this, I hope you have a good day/night. May you be Happy.

        So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

        Comment


        • Originally posted by TempleBuilder View Post
          Magic
          Ruling Arcanum: Prime
          Yantras: Flowers appropriate to the spell+1; +2 if a supernatural flower; Inside the Garden +2; success of an expression roll relating to the spell +2; in order to help the subject grow +1
          Oblations: Tending to a garden; Creating a work of art; Removing Pollution; Resolving a Potentially Hostile Situation Non-Violently
          I'd change up the formatting a little:

          Flowers appropriate to the spell (+1, +2 if supernatural); the Garden (+2); success on an Expression roll relating to the spell (+2); Imago causes or assists growth (+1).

          Attainments

          First: The Garden
          Prerequisites: Initiation
          The Roots show themselves to those that would seek them. After a scene of meditation with her Soul Seed or Soul Plant, The Flower Girl senses Ley Lines and Nodes. If there are no Nodes or Ley Lines within sensory range, she know the direction to the nearest Node or Ley Line.
          This is a little ambiguous as to how long the Ley Line and Node detection lasts, should probably mention it's Advanced Duration, or make it an Instant Action to activate and only last a few seconds.

          with the Creators Prime dots acting as the number of ley lines flowing into the Node.
          *Creator's

          Also, the number of Ley Lines shouldn't be dependent on the Gardener's Prime dots, that requires Prime 3's Geomancy.

          The Flower Girl senses anything that would trigger her Peripheral Mage Sight as though she was were standing at every point in her Garden.
          She also senses anything around plants from her Garden connected by a Ley Line.
          I'm honestly not sure what this is supposed to mean, but I think it's redundant with the previous sentence and should be removed.

          As an instant action the Flower Girl may split her senses between herself and her Garden, looking as though she was were standing in any space within the garden. The Flower Girl and has a 360-degree field of view.
          She may also change her view from any plant or their seeds from her Garden, as long as they are rooted in a Ley Line originating from her Garden.
          I'd remove this, it's pushing beyond the boundaries of a 1-dot effect by a lot.

          Mages may Attune as normal, but Sleepers that spend a lunar cycle in the Node become Attuned. Plants in the area automatically become Attuned. The resonance flowing out of the Node is influenced by by the Legacy, the Flower Girl’s Nimbus, and her actions. This effect is limited to the effect as if the Flower Girl was always inside her Garden.
          I'd remove this entirely.

          Her long term Nimbus always eaffects the Garden.-(Not constantly active, but no amount of Wisdom or Shadow Name will reduce the long term Nimbus' effects)
          I'd remove this, it has connected Sympathy with the Gardener, that accounts for everything already.

          Plants that grow within the Garden and drink of its resonance grow strong, healthy, beautiful, and faster than normal. This effect is limited to effects a plant would experience if it was were raised in perfect conditions.
          This Garden is the heart of the Legacy, the foundation point. If a Flower Girl’s Garden is destroyed, the Legacy attainments ceases to function, although she is still a member of the Legacy.
          This is extraneous, all the effects tied to the Garden will cease, and the first effect, seeing Ley Lines and Nodes, is there to help establish the Garden, losing it without a Garden renders it pointless.

          In the event of a Garden being completely destroyed, the Flower may create a new Soul Seed. This requires a seed of size 2 or below, and the expenditure of 1 mana and 1 willpower. A Flower Girl may also transfer the soul seed to another seed at any time for the same cost as making a new Soul Seed. The moment the Soul Seed is transferred, the Garden starts to slowly lose its magic
          I'd end the sentence here.

          with the attainments failing each week one by one starting with the highest attainment the Flower Girl has. No matter how long she may go without a Garden, a flower Girl always has this Attainment. When replanting, the garden takes one week to regain one level of the Legacy. The seed may only be Planted within the Heart of a Node.

          When the Flower Girl passes away, as all must in the end, part of her will remain in the Garden. This Echo is not a Ghost, and does not respond to Death. It tends to the garden in the Flower Girls absence, and defends it as she would. Build as a Ghost Mage (the non-lich kind) with the Garden as it's Anchor, and it can use Attainments as she would. Mages may use a Prime version of Goetic Evocation or the Echo Chamber merit to communicate with the Echo. Legacy members theorize that the Echo is a living Nimbus Knot, drawn from the Flower Girls Connection to her Garden. It may even be present before the Flower Girl's death.-(I am toying on when exactly a Echo would appear. It definitely doesn't need the final attainment but becomes much rarer the less Gnosis invested into the Legacy. This probably would make a fine mystery)
          This should not appear until the final Attainment, this is a potent form of immortality.

          Second:

          Prerequisites: Prime 2, Expression 3, Area of Expertise (Gardening)


          The stronger bond allows the Flower Girl to take some of the Power of her Garden with her on her travels. After spending a scene tending to her Garden, the Flower Girl carries part of the Node within herself, acting as if she was within the Nodes boundaries. This effect lasts for her Prime dot’s steps on the advanced duration chart. She may share this Attunement with anyone subject she touches for a Mana, although doing only lasts a scene.
          Change "anyone" to "any subject".

          Anyone she shares the Attunement with permanently becomes Attuned to the Garden’s Node, but can only benefit while in the boundaries of the Garden.
          I'd change this to "when used in the Garden, the subject becomes Attuned until the Gardener revokes the Attunement."


          Optional
          : Life 2
          "The Flower Girl can detect all living things, or any category of living thing, nearby or that comes within range during the duration of the effect. withActivating this effect takes an Instant Action, and in covers an area equal to 1 + Life dots/2 on the Advanced Scale: Area chart, and lasts for a number of turns equal to her Life dots. This effect is always active on her Garden, letting her know everything living thing within or entering her garden at all times. This Attainment emulates the spell Web of Life with reach assigned to Advanced Scale and either Advanced Duration (for the Garden) or Instant Cast (when used outside the Garden).[s]"
          You should also remove the quotation marks.


          Third:

          Prerequisites: Prime 3, Craft or Survival 4
          When the Lie cracks, Truth bleeds through. The Garden glows with Truths. Without direction this creates a general aura of revelations similar to a long term Nimbus of such, generally related to the Resonance of the Garden. While in the garden, the Flower Girl may spend a scene tending to her Garden, this focuses the Truths into a message. The message can be any length, but the Flower Girl must know that it is true. This message can be felt by anyone who spends any time within or examining the Garden, unless the message would be false for them. For example, if a Flower Girl leaves a message saying "I love you", only those she loves will get the message. Everyone who hears discerns the Message knows it to be True in their Soul. This create a Lasting Inspired or Guilty conditions and if used in Social Maneuvering, this removes one Door or raises the impression level by a step per half the Flower Girl's dots in Prime plus one. The message lasts for the Flower Girl's dots in Prime steps on the advanced duration chart. The Flower Girl may change the message with another ritual. When outside the Garden, the Flower Girl may spend a point of Mana to cast Words of Truth with scale: area of effect and reach for instant and the reach to create the inspired or guilty conditions. This affects anyone with a composure of less than her dots in Prime.
          Optional: Life 3
          Root and stem listen to the Flower Girl, following her Awakened Will. While inside her Garden, andAfter spending a scene tending to her Garden, the Flower Girl can command the plants around her within to move. Plants in the area can be moved however the Flower Girl desires, in an area with lots of plants the Flower Girl can impose a penalty to speed and rolls relying on movement equal to the Flower Girl's dots in Life. The Flower Girl can also direct large plants, such as trees, to attack using Wits + 1+(Life/2) as the dicepool, damage dealt is bashing or lethal depending on the type of plant (vines would deal bashing, an oak would deal lethal, thorns maybe be complicated), and the weapon modifier is equal to the plant's size. The Flower Girl may instead have the Plant grapple a opponent, using Wits +1+(Life/2)+ Size - Defense. (this dice pool probably needs work) This effect lasts for the Flower Girl's dots in Life on the advance duration chart and is in advance scale: area of effect dots in Life. The Flower Girl may spend a Mana and an instant action to use this outside of the Garden, but it only lasts her dots in Life turns.
          Fourth:
          Prerequisites: Prime 4, Expression 4.
          The Flower Girl's connection is such that the Roots will bend to her Will. After a scene meditating in a Ley Line, the flower Girl may redirect ley lines within an area of her Life dots on the advance scale: area chart, reshaping Nodes and altering Resonance as a instant action. She may move ley lines, and therefore the Nodes created where ley lines cross, “pinning” a line to a point within the area of effect of the spell. She may also change the Resonance Keyword of a Node to whatever she wishes. This lasts for the Flower Girl's dots in Life on the advanced duration chart; before returning to normal when the duration expires the ley lines are free to drift and the resonance to shift, but will only do so if external conditions would cause a natural change.
          In addition, the Flower Girl may purchase the Hallow Merit for her Garden, the resulting Hallow spontaneously appears at the Heart of the Garden. -Is this fine?
          Probably not, the Flower Girl can relocate her Garden to a Node with a Hallow, and if you want them to be able to raise a Hallow then you can give that to them as their 5th Attainment.


          Optional: Life 4
          The Roots of the Garden drink deep from the resonance past the lie. Body control with advanced duration, and +2 reach toward lethal healing quicker, on both the Flower Girl and the Garden. Anything Attuned to the Garden benefits while in the Garden.

          In addition, supernatural plants can grow in the Garden as if they had the proper amount of what they need to exist. Many Flower Girls obtain Crypto-Flora, Goblin Fruit, and Mandrakes from other supernatural creatures. -Small addition that amused me.
          I like the addition, but I'd spruce up the description a bit.

          "The Roots of the Garden drink deep from resonance untainted by the Lie. The Flower Girl, the Garden itself, and all living beings within the Garden and attuned to the Node, gain all of the following effects with potency equal to half the Flower Girl's Life dots plus one:
          • Halve the amount of oxygen or carbon dioxide needed per potency.
          • Double the interval at which toxins affect them per potency.
          • Subsist on half as much sustenance per potency.
          • Double the interval between deprivation and exhaustion checks per potency.
          • +1 to Initiative per potency.
          • Halve the healing time of both Bashing and Lethal damage per point of potency.

          In addition, supernatural plants can grow in the Garden as if they were in their native environment. Many Flower Girls obtain crypto-flora, goblin fruit, mandrakes, and other strange plants from other Supernatural creatures."



          Fifth:
          Prerequisites: Prime 5, Life 5, Craft or Survival 5, Expression 5
          The Garden finally grows to its truest potential. Both the Garden and its Flower Girl are connected on such intimate level that there is functionally no difference between the two. And from the union of Gnosis, Root, Soul, and Stem comes a living symbol of that connection.: Tthe Soul Plant becomes a Living Soul Stone. The Soul Plant has a number of properties that separate it from a normal Soul Stone.:
          • It acts as a +3 yantra for it'sits Flower Girl.
          • The Soul Plant makes no Demesne or Annullity.
          • The Soul Plant does not reduce the maximum Gnosis of the Flower Girl.
          • The Soul Plant can only be dedicated if the Flower Girl has the Broad Dedication Merit.
          • It is a normal Soul Stone in every other regard.


          Instead of a Demesne or Annullity, The Garden Perfects it'sits Node, and [s]E[/]extends it'sits effects onto Living Things. The Node effects becomes:

          • Forces: The Attuned need no rest, nor food. They always are full of energy. They ignore wound penalties.
          • Life: The Attuned can heal from any wound, given enough time, unless they outright die. Scars fade, Limbs regrow.
          • Matter: Unless totally destroyed, the Attuned gain a general armor equal to 1 +(Prime/2)the Flower Girl's Prime dots.
          • Space: Those who are Attuned know where everything is around them, they don't need to roll to find a path or trail. They add the Flower Girl's Prime dots to [s]R[/]rolls requiring precise movement though space.
          • Time: The Attuned's memories become sharp and clear. They don't need to roll to remember. They add the Flower Girl's Prime dots to rolls to predict consequence and to rolls to understand the Consequences of their actions.

          From the Soul Plant comes special seeds. Every solar year, a number of seeds equal to the Flower Girl's dots in Life can be harvested. These seeds, when planted in a Ley Line that is connected to one of the ley lines from the original Garden, grows into a new Garden, with its own Node. New Ley Lines emerge from the new Node and the process continues. For the purposes of Attainments, these new Gardens are considered extensions of the original. The new Gardens only grow to an area as if they had added another Ley Line to the intersection. Many of these new Gardens attract caretakers, many of whom become Attuned Sleepwalkers over a extended period of time.-(The seeds act as their own Ley Line, making a intersection if there was not one before, this only happens when the plant sprouts after being planted)

          If instead the seed is planted into the Flower Girl's Garden, it instead expands the radius of the Garden by one Ley Line.

          Edit: No one had anything to say so I’m leaving it as is for attainments. I rather enjoyed making this, but I think I need a break for a while. So naturally I came up with a new legacy right after I thought of this. Brain, why do you hate me?
          Later: I’m feeling a bit burnt out, I wouldn’t expect anything until Sunday
          I think this is fine, though if you really want the Echo I'd put it as the 5th Alternate instead of the new seeds.
          I'd also specify that only the original garden grows the seeds, otherwise the entire world would be covered in Gardens within a few years.
          Last edited by proindrakenzol; 06-04-2021, 07:13 PM.


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          • The lore looks pretty solid and interesting. Apart from that, I think proindrakenzol already addressed the typos and Attainments pretty well.


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            • Thank you so much for your response! I have a hard time catching my mistakes, and this helps tremendously.
              Originally posted by proindrakenzol View Post
              This should not appear until the final Attainment, this is a potent form of immortality.
              This is probably nitpicking, but the Echo isn’t supposed to be immortality of any form, or at least not one that every other mage can’t access. You see the Echo is based around the bit of you that gets left in your Soul Stones when you create them, except the Garden is the Soul Stone. The only difference is that the Echo can effect the Garden, and will tend to it like the Flower Girl would.It remembers pretty much nothing besides the Garden, it might have few bits of personality left, but that’s hardly consistent. I tried to imply what it was by the Echo chamber merit. It’s still probably too powerful.
              Originally posted by proindrakenzol View Post
              I think this is fine, though if you really want the Echo I'd put it as the 5th Alternate instead of the new seeds.
              I think I’m just going to remove the Echo from the attainments altogether and make a section on Mysteries and Story Seeds surrounding the Legacy. I have a few other ideas that wouldn’t be covered by attainments, and I think it would fit in there with them.
              Originally posted by proindrakenzol View Post
              I'd also specify that only the original garden grows the seeds, otherwise the entire world would be covered in Gardens within a few years.
              Whoops. Yeah that’s not supposed to happen.


              To whomever reads this, I hope you have a good day/night. May you be Happy.

              So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

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              • I can't believe I didn't think of this earlier:

                Attuning to the Garden's Node could cause the Gardener's Nimbus tilt. This scales with the Flower Girl's Gnosis, encourages them to "grow" their Nimbus in ways that influence behavior towards what they want, and give certain Merits (the Nimbus ones) more weight.

                Also, I like the Echo idea a lot, you should definitely include a "hey, sometimes this happens if the Flower Girl dies in her Garden" or something.
                Last edited by proindrakenzol; 06-05-2021, 12:46 PM.


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                • Originally posted by proindrakenzol View Post
                  I can't believe I didn't think of this earlier:

                  Attubing to the Garden's Node could cause the Gardener's Nimbus tilt. This scales with the Flower Girl's Gnosis, encourages them to "grow" their Nimbus in ways that influence behavior towards what they want, and give certain Merits (the Nimbus ones) more weight.
                  I can't believe *I* didn't think of that. I even had a idea about projecting the nimbus through the Garden and never even thought about the Attuned. It's so perfect. I think I would make a way to regain the Nimbus Tilt if a Attuned wanted, outside of the Flower girls direct control. Maybe a meditation roll inside the Garden? Even sleepers could do it. Is being Attuned enough to make them a Sleepwalker? It technically does grant them power, just only while in the Node or Garden.

                  Originally posted by proindrakenzol View Post
                  Also, I like the Echo idea a lor, you should definitely include a "hey, sometimes this happens if the Flower Girl dies in her Garden" or something.
                  Thanks, will do.


                  To whomever reads this, I hope you have a good day/night. May you be Happy.

                  So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

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                  • Becoming Attuned to a Node isn't enough to make someone a Sleepwalker: Sleepwalker status requires some sort of innate supernatural ability, and being under the effects of a Node aren't "innate".

                    But, yes, it would make sense for anyone (including Sleepers) to be able to Attune using a Meditation or gardening roll.

                    [edit]I just want to say how much I really love this Legacy's themes, you did a really good job, TempleBuilder.
                    Last edited by proindrakenzol; 06-05-2021, 12:59 PM.


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                    • In order to make them a Sleepwalker, you would need to cast Stealing Fire with indefinite duration. Another option is for the Garden to offer a chance to gain the Fitful Slumber merit by completing some kind of challenging quest or requirement, something that symbolically drives the person to cultivate themselves.
                      Last edited by KaiserAfini; 06-05-2021, 01:33 PM.


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

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                      The Szary Strażnik, an Obrimos Legacy of Scholars of the Glyphs of Fate (Fate/Prime)

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                      • Originally posted by proindrakenzol View Post
                        Becoming Attuned to a Node isn't enough to make someone a Sleepwalker: Sleepwalker status requires some sort of innate supernatural ability, and being under the effects of a Node aren't "innate".

                        But, yes, it would make sense for anyone (including Sleepers) to be able to Attune using a Meditation or gardening roll.

                        [edit]I just want to say how much I really love this Legacy's themes, you did a really good job, TempleBuilder.
                        Thank you, that really means a lot to me. Thanks everyone for everything, you are the best.

                        Originally posted by KaiserAfini View Post
                        Another option is for the Garden to offer a chance to gain the Fitful Slumber merit by completing some kind of challenging quest or requirement, something that symbolically drives the person to cultivate themselves.
                        Absolutely using this.


                        To whomever reads this, I hope you have a good day/night. May you be Happy.

                        So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

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                        • Final quality check:

                          “Mages may Attune as normal, but Sleepers may make a meditation or gardening roll to Attune. Sleepers that successfully do this are granted a vision, a quest. Better themselves, and thus the world around them. Better the world, and thus better themselves. The quest is never easy, always requiring significant emotional investment, and confronting the worst in the world and in themselves and choosing to still try for a better outcome. Success for the quest relies on the Sleeper, no one can do the quest for them. The reward for all of this hardship is the Fitful Slumber Merit, which the Sleeper gains at the successful end of their quest. Failure removes the Attuned condition. Plants in the area automatically become Attuned.”

                          “In addition, the Attuned may reflexively invoke the Flower Girl's nimbus tilt on themselves while in the Garden at the cost of one point of Willpower. The Flower Girl may instead pay one point of Mana to invoke on herself. All merits that effect the Nimbus apply.“

                          Are those good?


                          To whomever reads this, I hope you have a good day/night. May you be Happy.

                          So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

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                          • Originally posted by TempleBuilder View Post
                            Final quality check:

                            “Mages may Attune as normal, but Sleepers may make a meditation or gardening roll to Attune. Sleepers that successfully do this are granted a vision, a quest. Better themselves, and thus the world around them. Better the world, and thus better themselves. The quest is never easy, always requiring significant emotional investment, and confronting the worst in the world and in themselves and choosing to still try for a better outcome. Success for the quest relies on the Sleeper, no one can do the quest for them. The reward for all of this hardship is the Fitful Slumber Merit, which the Sleeper gains at the successful end of their quest. Failure removes the Attuned condition. Plants in the area automatically become Attuned.”

                            “In addition, the Attuned may reflexively invoke the Flower Girl's nimbus tilt on themselves while in the Garden at the cost of one point of Willpower. The Flower Girl may instead pay one point of Mana to invoke on herself. All merits that effect the Nimbus apply.“

                            Are those good?
                            I'd just go with:

                            "Attuning to the Node requires either casting the spell Sacred Geometry or successfully Meditating while under the guidance of someone with Sacred Geometry active or already attuned to the Node. Attuning to the Garden's Node grants the Attuned the benefits, and detriments, of the Flower Girl's Nimbus tilt for as long as they are in the area of the Garden. Additionally Sleepers substitute the Flower Girl's dots in Prime for the normal bonus provided by Meditation."

                            This makes them more resistant to breaking points, which is the way Fitful Slumber is acquired.


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                            • In which case, it might be a good idea to add text to suggest that this is the boon this benefit might be able to grant.


                              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 of Scholars of the Glyphs of Fate (Fate/Prime)

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