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  • #46
    Originally posted by KaiserAfini View Post
    I believe there is one line missing from the Theory section of the Elders.

    I also think the Reality Makers are awesome. I think Fate and Prime would make more sense, they combo wonderfully well for the theme of seeking the path of least resistance. A Compelling of Fate can get you through most mundane security and provides generally helpful effects. Meanwhile their 1ed use of Prime is really interesting, allowing them to retexture objects (such as "guessing" how to make just the right paperwork with Fate), create tool they need on the fly. Hisoka from Hunter x Hunter is an excellent example of how many creative and flexible applications this has. Perhaps at high levels they would be able to manifest a reverse version of Pariah (tentatively called Paragon), which would make their lives even easier. Eventually their improvising and conning catches up to them, but by then the Drifters have already moved on. But when the Silver Ladder needs someone to just get things done on a tight schedule, they are as reliable as they come.

    I would also be really interested in a writeup for either them or the Stewards of the Celestial Orrery, since the become a power source and Hallow effects seem very at odds with their fascinating Renaissance origin. I think the original writeup is really great flavor wise, but the Prime side does not harness the full potential of the combo. Prime has the domain of truth and revelation, whereas Time has prophecy and change. Together they should build upon one another, allowing a mage to make plans and foresee danger with clarity, all the while maintaining their own moves hidden. Its also very interesting how there is a mirrored image between them and the Architects of the Future.
    I was thinking Fate + Mind due to the fact that all legacies we have seen in 2ed have one of the ruling arcana of the path as secondary, and for ease of life, after Fate, nothing beats Mind.

    Plus the related legacies, like Clavicularius and Bene Ashmedai, share the ruling arcanum.... Since the Reality Makers are an offshoot of the Sisterhood of the Blessed (ruling Fate), then it makes sense for them to have Fate primary too.
    Last edited by lbeaumanior; 12-31-2021, 10:53 AM.

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    • #47
      I double checked and now I see the source of my confusion. Looking at their original writeup, the parent path is Mastigos. However, their Attainments had Prime as Ruling and Fate as optional, so up until now I had always thought they were Acanthus, especially since the Path is associated with tricksters and charlatans. But in that case, I agree that Mind suits their purposes perfectly.


      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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      • #48
        Originally posted by lbeaumanior View Post
        21C Hermit Any chance for the Reality Makers?? I love them, and I imagine them now as Fate primary, Mind secondary (you might have different ideas).

        Love your posts by the way.
        Reality Makers? Hmm... Actually I was thinking first of the Reality Stalkers first for this thread, but maybe for my other thread... Though that one has the Imagineers on queue.

        Originally posted by KaiserAfini View Post
        I believe there is one line missing from the Theory section of the Elders.
        Oops. Lemme go back right there...


        MtAw Homebrew:
        Even more Legacies, updated to 2E
        New 2E Legacies, expanded

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        • #49
          The Reality Stalkers are here. With a little dip into some creepypastas.

          Next stop, likely the Imagineers from my other thread. Or a draft of what I call "Ghost Wolf Specters" for Werewolf, inspired by this thread, courtesy of Second Chances.




          REALITY STALKERS

          You were too curious for your own good, and ended up stranded in a bleak hellhole of a corridor between one step and the next. If it weren't for him, you would've been trapped for who-knows-how long. It would have been real nice though, if he hadn't "already taken his reward in advance" by sneaking into your flat and running off with your cash savings.

          The Shortest Distance Between

          Common among Mystagogues but welcoming to any Pentacle or Nameless mages, the Reality Stalkers believe truth hides in the Fallen World’s interstitial fractures, and use their magic to slip into passages that cut through space and reality to find esoteric Mysteries that have fallen through cracks both known and unknown, mundane and strange. The Legacy’s more practical-minded members often use their abilities to act as spies or thieves, giving them something of a shaky reputation.

          Origins

          Parentage: Mastigos, Mysterium

          Background: While the Legacy's reputation is distinctly stained as that of suspicious mercenary snoopers, the major bulk of Sneaks keep to themselves and whatever Obsession they bear. The Fallen World hides many fortean fringes that the non-Awakened can fall into, and most Stalkers come from people who were digging into them before Awakening.

          Appearances: Sneaks are reserved and quiet, always ready to seep into the background and slip away. They carry a contradictory air of both belonging and aloof, being careful to not slide in either extremes. A recent fad among the Stalkers involve hi-vis jackets and other authoritative uniforms to slither around in mundane Sleeper society.


          Doctrine

          Prerequisites: Space 2, Larceny or Stealth 2

          Initiation: Many would-be-Sneaks encounter their future would-be-mentors while studying an Iris or trying to break into somewhere, sometimes even before (or as part of) Awakening. Here, a successful investigation or infiltration without the know-hows of the Legacy counts as qualification for initiation — provided the recruit is willing to share the secret she learned, as part of the deal.

          Organization: A posse of Stalkers tends to draw suspicion (perhaps not so unwarranted), so most Sneaks are solitary. While most Legacies form a network of mutual favors and shared information, the Reality Stalkers form trade chains where secrets are currency. Here, the practical worth of secrets are less important than how well-protected and hard-earned they were, which may be what further prompts younger Sneaks to aggresively hack and infiltrate.

          Theory: The Fallen World is not a smooth continuity. It is cracked, flawed, fractured, and warped like a Klein bottle. By tracing these pulls and scars along their lines, revealing the hidden and breaching the blocked, we can shake off our own contradictions and Ascend.


          Magic

          Ruling Arcanum: Space

          Yantras:cracking a code or hacking a network (+2); learning a secret (+1-3 depending on difficulty); telling someone a secret they didn’t already know (+1, or +2 with dire consequences); doorways, secret passages, and other liminal spaces (+1)

          Oblations:breaking and entering; finding and exploring a secret passage or hidden path; getting lost and then finding the way back to familiar ground; brokering a trade of secrets between two or more parties.


          Attainments

          First: Gazing Through the Cracks

          Prerequisites: Initiation

          The Sneak redefines “secret passage,” becoming aware of things no one else can see. This Attainment emulates the Space 1 spell “The Outward and Inward Eye” (Mage, p. 174) with Reach assigned to instant use. It also includes the Reach effect to see through existing spatial warps and corridors, but doing so automatically attracts attention from anyone or anything on the other side; the Storyteller rolls a chance die, and on a dramatic failure, the warp or corridor opens to let those who know they’re being watched through to meet their stalker. Even if it doesn’t, they’re aware of eyes on them from afar.

          Optional: Death or Spirit 1

          The Stalker may use this Attainment to see through Avernian Gates (Death) or Loci (Spirit) as well.

          Second: Hiding the Interstices

          Prerequisites: Larceny and Stealth 2

          The Sneak flees from a secret passage and hides herself; likely because her interloping's been made aware of, or something's trying to reach her from beyond. This Attainment emulates the Space 2 spell "Secret Door" combined with the Space 2 spell "Lying Maps" (Mage), such that pursuers both do not perceive the passage and become convinced that the Sneak must've went the other way. Reach is assigned to Advanced Duration. If the Sneak passes through the passage she intends to hide and spends a Willpower point, she may waive the necessary scene of preparation.

          This Attainment can be used on passages that are not actual doors, namely the various Irises, and especially the Distortions she opens with her own Space magic and Attainments.

          Optional: Death or Spirit 2

          Not all would-be pursuers are of the Material. With Spirit, the Stalker may choose to combine the Attainment with the Spirit 2 spell "Shadow Walk" (Mage). With Death, he may do so for a variant of Shadow Walk that deludes ghosts and Death magic instead. With both Arcana, he can do both.

          Third: Tracing Along the Lines

          Prerequisites: Space 3, Larceny or Stealth 3, Trained Observer (any rating)

          The Sneak's experience with interstices endow her with the means to examine them more thoroughly before rushing in. This Attainment emulates the Space 2 spell "Scrying" (Mage), with Reach assigned to instant use and sensory range.

          The Sneak may combine the "Gazing Through the Cracks" Attainment above with this Attainment. By doing so, she no longer automatically attracts attention from subjects beyond the Distortion, instead sending a stable scrying window through it with impunity. Also, casting remotely via the scrying window no longer requires extra Reach; however, by doing so subjects will be alerted to the Sneak as before, and the chance die roll to breach the Distortion occurs too.

          Optional: Death or Spirit 3

          The Stalker may scry past Avernian Gates (Death) into the Underworld, or Loci and Shadowed Doors (Spirit) into the Shadow, sending the same empowered-but-riskier scrying windows through them.

          Fourth: Cracking Open the Flaws

          Prerequisites: Space 4, Larceny or Stealth 4, Sleight of Hand (Chronicles of Darkness)

          The Sneak can now simulate the warps and passages she observed. This Attainment emulates the Space 2 spell "Co-Location" (Mage), with Reach assigned to sensory range and restricting the co-location to a two-dimensional portal. Using this Attainment thus requires a scene of preparation, where the Sneak surveys the vicinity's walls, doors, corners, edges, thresholds and so on. She may apply Sympathetic Range with its usual requirements, but for purposes of this Attainment, merely having visited a location counts as having a Weak link to it. If she has used the "Tracing Along the Lines" Attainment to scry it beforehand, she counts as knowing its sympathetic name.

          While the portal is normally invisible, using either the "Gazing Through the Cracks" or the "Tracing Along the Lines" Attainments on it make it visible for those Attainments' Durations, allowing anybody to perceive it and pass through.

          Optional: Death or Spirit 4

          With Spirit, the Stalker may combine the Spirit 3 spell "Reaching" (Mage) with the Attainment's "Co-Location" such that the portal can connect to the Shadow. With Death, he may connect it to the Autochthonous Depths of the Underworld.

          Fifth: Tame the Faults

          Prerequisites: Space 5, Larceny and Stealth 4, Occultation 3+

          The Sneak's command over the backrooms of reality reaches a peak, allowing her to shape little hideouts and secret bases. This Attainment emulates the Space 5 spell "Pocket Dimension" (Mage), with Reach assigned to instant use. While Duration and Area would limit the Pocket, the Reality Stalker can subvert and co-opt an existing Distortion (one that has not been created by Awakened magic) to gain the Advanced Duration and Advanced Scale factors, and also the Reach option to assign a Key to the Pocket the stolen Distortion itself.

          A Pocket augmented by a stolen Distortion is not empty, and contains structures from what should've been on the other side of the Distortion; walls, floors, ceilings, doors and the like. These lead to nowhere, save for 'looping' the traveler back into the Pocket on its Area-based boundaries. There's nothing else, though, at least nothing useful or handy enough to readily function as supplies and equipment without magic. Creaky chairs, empty cabinets, jagged windows and rust-sealed doors are the norm. Any other traits of a typical Pocket Dimension apply.

          As long as this Attainment is in effect, the subverted Iris effectively loses its original function, and any Keys on it cease working. The locations on its either side are unaffected, and once this Attainment expires, the Iris and its Keys reassert themselves. Attempting to reconfigure the stolen Iris to its original paths triggers a Clash of Wills; should the Sneak lose, the Pocket immediately expires.

          Optional: Death or Spirit 5

          With either Arcana, the Stalker can imbue Pockets with corresponding Twilight. Through Spirit, not only the Stalker can now subvert Shadowed Doors and Loci too instead of just Distortions, the Attainment can be combined with the Spirit 5 spell "Spirit Manse" (Mage). It is possible to steal a Shadowed Door or Loci and conjure a purely material Pocket, just as it is possible to steal a Distortion and conjure a Pocket-Manse outside the Shadow, or even conjure temporary Pocket-Manses with no care for existing Irises nor what world the Sneak is in.

          Through Death, the Stalker can subvert Avernian Gates, and can conjure not a Manse but something that suspiciously looks like a Dead Dominion, albeit without Old Laws nor Kerberoi. This pseudo-Dominion offers no reprive from intruders, but pareidolic faces in the walls whisper secrets to its master; the mage benefits from the Library Merit, instead of Safe Place.

          Using both Spirit and Death conjures a liminal space that at first works as intended for both functions, but gradually warps into something singular and likely out of control. Storytellers should feel free to come up with creative Mysteries in such cases.


          Rituals and Rumors

          "The Reality Stalkers are all thieves and scoundrels. They have a gig going on, trading contraband and top-secrets in both mundie and our society. What, you think I'm slandering? Oh, that's what all they say..."

          All the Stalkers in the world partaking in global organized crime is indeed a slander, but a number of them have indeed formed a black market. Members of the Legacy can ask around their peers and seniors, but anyone can metaphorically brute-force their way into the market to find secrets, Artifacts, services, and people offered nowhere else. This market, the Market, is slowly transmogrifying itself into an entity beyond its participants, hiding between the thorns of space-time like a fat spider.


          Tools and Instruments

          The following spells, magical items, Merits and other oddments are commonly used by the Reality Stalkers Legacy, though they are not necessarily unique to them.

          Merit: Sleight of Hand, Advanced (••)

          Prerequisite: Sleight of Hand (Chronicles of Darkness), Space 2

          Effect: Distance is a lie; so are locks and pockets. Once per scene, the mage may take Larceny-based instant action within sensory range, ignoring distance and concealment, against a non-magical target. She must spend a Willpower point to apply the regular Sleight of Hand Merit to this action such that it becomes reflexive.


          Mysteries and Stories

          The following Mysteries are examples for the Storyteller on what a mage of the Reality Stalkers could encounter, that can easily double as story hooks for any Mage chronicle regardless of the Legacy.

          The Backrooms

          Background: If you're not careful and accidentally teleport out of reality in the wrong areas, you'll end up in the 'backrooms,' goes a recent infamous urban legend. Mages who major in Space magic and study Distortions would nod and say there's a grain of truth to such stories, but in this case the 'grain' is too large. The so-called Backrooms are exactly as its most "basic" form described in the stories; a madness of mono-yellow, the hum-buzz of fluorescent lights, the stink of old and moist carpets. But that can't be right; since when did the Mysteries meet up exactly to what Sleepers expect and talk about?

          Suggested Opacity: 6, Linked. The Backrooms themselves are like wedges sliced into space, similar to the Practice of Making (Opacity 5). As a non-Supernal phenomenon, Opacity is raised by 1 from there. Thankfully the very act of "no-clipping" into the Backrooms itself is a Linked Mystery of Opacity 4 (being somewhere between a Patterning effect, and a non-Supernal but well-catalogued Mystery).

          Surface Information

          • Purview: Space, along with Fate and Prime. The Backrooms are too clearly some confluence of Spatial pockets and Irises, but there's an element of Fateful predestination working at hand with regards to whom actually enters them. There also seems to be a Primary pattern governing the architecture and 'geography' of the rooms.

          • Resonance: N/A — The Backrooms are not of Supernal origin, and whatever the entity behind it is, it and its functions are hidden in fractal patterns of bizarre geometry supported by occult physics. Scrutiny may reveal more.

          • Age: The entire sytem appears to be years old. However, some individual rooms and corridors, and sometimes even a few steps of carpet and yellow wallpaper, read as being much younger. Sometimes, they read "Just a moment ago." It appears as if the Backrooms are constantly growing and updating.

          • Level: The corridors resemble a Space 5 Making effect. For the Linked Mystery, "no-clipping" into the corridors themselves resemble a Space 4 Patterning effect.

          • Linked Mysteries: 'No-clipping' originally means exploiting a bug in video games and such to access places where the characters shouldn't be. "No-clipping" into the Backrooms is much the same; this isn't someone intentionally drilling holes in space, but rather people with certain Fateful qualities blundering into passages embedded in reality that were not meant for them to pass. Not meant for them, because these people are the sorts who believe strongly enough in common sense and institutionally educated knowledges to dismiss away occult experiences.

          Deep Information

          • Resonance: A 'backroom' normally means either a place where administrative and supporting staff work is done, or a place where the authorities exercise their influences discreetly. The Backrooms too, resonate with such concepts. This is one of the backrooms of reality, where the secret angels of divine code and high-tech incantations regroup and resupply.

          • Effects on the world: The Backrooms, for all its infamy, have little actual influence on the world. The people who fall into them aren't likely to talk about them in the first place, and instead are a little more likely to quietly shiver in fear of the world and thus fall back into comfortable routines. The people who want to fall into them simply don't get to. This balance will change, as more and more Awakened minds start probing into what seemingly appeared to be yet another internet meme.

          • Specific nature: If the investigating mage is a Seer of the Throne, she may recognize the touch of angels; not of their Exarch masters, but of the "God-Machine" that seems support the Pyramid when it's not running its own functions. The Backrooms themselves are ultimately an infrastructual network to facilitate moving of supplies and personnel, run by the entity-force-system-ecology known as the God-Machine. That some things fall into them and mutate into cryptids, and that they assaut each other or are terminated by busy angels, is not Its concern.

          • Suggested game mechanics: At the start of every scene, the Storyteller rolls a chance die. On success, the characters immediately "no-clip" back into conventional reality, though not necessarily to where they entered the Backrooms, and not necessarily leaving the cabal satisfied of their curiosity. On failure, they encounter a number of creatures called a Cryptid (Demon) 1; an animal or such warped by exposure to the God-Machine's workings. On dramatic failure, they encounter advanced antagonists who happen to be crossing them — God-Machine cultists, angels, demons, Seers, etc.
          For a longer intended stay, success could lead the cabal to conspicuously placed supplies and equipment, or even other mages and non-mages as potential allies. Dramatic failure could throw the party into deeper levels, perhaps yet another "facility" of the God-Machine located somewhere in the world, or to stranger abodes.

          Note 1: For simplicity in a Mage game, the Storyteller can build Demon-style Cryptids as Materialized spirits of Rank 1 to 3, wielding Numina and Dread Powers that mimick spells and Attainments that fall under a general theme of "fauna warped by and adapted to supernatural forces that often manifest as impossibly advanced technology." The Storyteller could also build them as incarnate Cryptids of Mage, further detailed in Signs of Sorcery.
          Last edited by 21C Hermit; 02-28-2022, 04:22 AM.


          MtAw Homebrew:
          Even more Legacies, updated to 2E
          New 2E Legacies, expanded

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          • #50
            Originally posted by 21C Hermit View Post
            Second: Hiding the Interstices

            Prerequisites: Larceny and Stealth 2

            The Sneak flees from a secret passage and hides herself; likely because her interloping's been made aware of, or something's trying to reach her from beyond. This Attainment emulates the Space 2 spell "Secret Door" combined with the Space 2 spell "Lying Maps" (Mage), such that pursuers both do not perceive the passage and become convinced that the Sneak must've went the other way. Reach is assigned to Advanced Duration. If the Sneak passes through the passage she intends to hide and spends a Willpower point, she may waive the necessary scene of preparation.

            This Attainment can be used on passages that are not actual doors, namely the various Irises, and especially the Distortions she opens with her own Space magic and Attainments.
            I'd make this one Instant rather than Advanced Duration, and just allow the Reality Stalker to maintain it.

            1) I don't like giving extra reach (and a Willpower is not a real cost).
            2) Reactivating the Attainment will keep it active while the Reality Stalker is hiding (and action economy is a cost).
            3) You're already combining two spell effects into one. While this is reasonable given the intent of the Attainment, you're already giving the Attainment a noticeable boost to its power.
            4) Both Secret Door and Lying Maps are duration primary, the Reality Stalker will have several rounds to flee after activating the Attainment.



            proin's Legacy hub

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            • #51
              Originally posted by proindrakenzol View Post

              I'd make this one Instant rather than Advanced Duration, and just allow the Reality Stalker to maintain it.

              1) I don't like giving extra reach (and a Willpower is not a real cost).
              2) Reactivating the Attainment will keep it active while the Reality Stalker is hiding (and action economy is a cost).
              3) You're already combining two spell effects into one. While this is reasonable given the intent of the Attainment, you're already giving the Attainment a noticeable boost to its power.
              4) Both Secret Door and Lying Maps are duration primary, the Reality Stalker will have several rounds to flee after activating the Attainment.
              Will ponder. The image I had in my mind was that the Sneak zips into a door and flees the merry hell out of the scene while his pursuers are left bewildered… the door usually being a getaway prepared in advance. The instant use aspect was intended for the times when the Sneak is unexpectedly discovered and gambles between going through a mid-study (and thus unsafe) interstice and any other safer route. The Wp cost was put in there to represent hasted urgency rather than an attempt to balance the extra Reach (though in retrospect, I think I was affected by the Logophages getting to spend Wp to make Memory Hole a permanent eraser)


              MtAw Homebrew:
              Even more Legacies, updated to 2E
              New 2E Legacies, expanded

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              • #52
                Originally posted by 21C Hermit View Post

                Will ponder. The image I had in my mind was that the Sneak zips into a door and flees the merry hell out of the scene while his pursuers are left bewildered… the door usually being a getaway prepared in advance. The instant use aspect was intended for the times when the Sneak is unexpectedly discovered and gambles between going through a mid-study (and thus unsafe) interstice and any other safer route. The Wp cost was put in there to represent hasted urgency rather than an attempt to balance the extra Reach (though in retrospect, I think I was affected by the Logophages getting to spend Wp to make Memory Hole a permanent eraser)
                With an Advanced Duration you're not getting a prepared door for a heist... you're hiding a passage in a building for a day/week/month/year.

                With instant cast and regular duration you'll still want to figure out your route beforehand to make sure you're not stuck.


                proin's Legacy hub

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