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  • 21C Hermit
    started a topic New 2E Legacies, expanded

    New 2E Legacies, expanded

    A bunch of new Legacies were introduced in Nameless and Accursed... but only partially, up to the Third Attainment at most. Looks like that's the level where the sample characters reached (or not; I only skimmed the character sections for now).

    Well, before I resume my original homebrew project of updating 1E Legacies to 2E, and before my new ambitions of fully homebrewing up Legacies that were mentioned in name only (both 1E and 2E), and any other ambitions of homebrew, I decided to retrain myself by expanding these new Legacies. Some of which were in 1E, and some of them I already covered, but still.

    EDIT: So Dark Eras 2 also has new Legacies partly introduced, like the Kitchen Alchemists... I’ll be adding them too to the list.

    The list (from Nameless and Accursed) is:
    • House of Ariadne: The Metropolitans practice "city-walking," making them skilled urban diviners and trackers. (Acanthus, Time)
    • Perfected Adepts
    • Nighthawks: The Nighthawks are master thieves and raiders, conveniently 'freeing' magical items from current ownership. (Moros, Prime)
    • Tyrian Archons: The Archons are self-styled sovereigns claiming having been granted divine authority, ruling over their subjects with an iron fist. (Obrimos, Prime)
    • Chronologues: The Schedulers are manipulators serving The Prophet, determined to grind down free will into a divinely sublime grand plan. (Acanthus, Time)
    • Shapers of the Invisible
    • Logophages
    • Reality Stalkers: The Sneaks break into off-limit areas and liminal spaces, snooping in and out of the fabric of reality to god-knows-where. (Mastigos, Space)
    • Stone Scribes
    • Keepers of the Chrysalis
    • Illumined Path: The Guides believe Awakening is a spectrum, and intends to lead Sleepers and Sleepwalkers into Awakening. (Obrimos, Prime)
    • Hand of Destiny
    The list from Dark Eras 2 is:
    • Keepers of the Covenant: The Elders seek to marry the material world and the spirit world, taking roles of shamanistic arbitrators and oath-keepers. (Thyrsus, Fate)
    • Kitchen Alchemists
    But as always, don't expect me to be quick about this!
    Last edited by 21C Hermit; 02-28-2022, 04:25 AM.

  • proindrakenzol
    replied
    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.

    Leave a comment:


  • 21C Hermit
    replied
    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)

    Leave a comment:


  • proindrakenzol
    replied
    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.

    Leave a comment:


  • 21C Hermit
    replied
    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.

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  • 21C Hermit
    replied
    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...

    Leave a comment:


  • KaiserAfini
    replied
    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.

    Leave a comment:


  • lbeaumanior
    replied
    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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  • KaiserAfini
    replied
    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.
    Last edited by KaiserAfini; 12-29-2021, 05:34 PM.

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  • lbeaumanior
    replied
    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.

    Leave a comment:


  • 21C Hermit
    replied
    The Keepers of the Covenant are here, expanded from their Dark Eras 2 entry. As previously, the texts in blue are ones directly lifted from their official 2E writeup.

    I originally had them done here, where I had them more crossover-ish with Werewolf. They still are, somewhat, but I hope the Fateful Shaman shtick is stronger with this version.

    You may notice the 'format' I use has changed a bit... and that I left the last "example Mysteries" section empty. Cuz I don't have ideas ATM, and am still trying to fully grok the Mage Sight system from Signs of Sorcery. Any ideas?




    KEEPERS OF THE COVENANT

    The gentleman with swept-back hair and golden glasses stepped into your ritual circle, now ruined with scattered clay-paint and broken effigies. He started speaking in some pseudo-Sumerian language even you, an occultist of some renown, couldn't understand. It didn't take him much long to calm down the gods of the field you summoned, who were furious at a mistake you made. He left you a card, and you wonder if he takes students.

    Flesh, Spirit, and Promise

    Although the Keepers of the Covenant are tradition*ally a Silver Ladder Legacy within the Diamond, many initiates — sometimes called Elders — exist as Nameless throughout the world. Keepers of all stripes believe their practices predate the Diamond, and that théarchs adopted the Legacy when they took their place as mediators and community-builders for Awakened society. The Keepers of the Covenant tie their own destinies to the spirit realm to stand with one foot in the human world and one in the Shadow, belonging to both and neither. They bridge the two as intermediaries who foster cooperation and keep the peace.


    Origins

    Parentage: Thyrsus, Silver Ladder, Free Council, various Nameless Orders

    Background: The Elders primarily recruit from priest-classes of animistic cultures, or those who show an affinity for them. Sometimes a general drive to interact with spirits and the Shadow, common enough in newly Awakened mages, is sufficient for aspirants to be noticed. More rarely, the eldest of the Elders and their partnering spirits dictate a prospect to be taken in, puzzling most people involved.

    Appearances: Elders don't usually keep a uniform, save for those who commit themselves to upholding local cultural traditions. They are however likely to accentuate and accessorize themselves with whatever resonates with their patron or client spirit, which they often explain away as cultural expressions, hence the ongoing stereotype of Keepers and 'traditional' cultures.


    Doctrine

    Prerequisites: Fate 2, Spirit 1, Survival 2

    Initiation: The aspirant is first assigned a "godfather" or "godmother" to be her tutor. The godparent takes the aspirant on several missions to and from the Shadow, usually diplomatic, but often surprisingly militaristic. This process takes up to one month to one season, after which the aspirant swears an oath to fully seal the initiation.

    Organization: Keepers generally maintain one-on-one mentor-student bonds, spread over vast distances. With any larger organization, the webs of arrangements each Keeper builds with local spirits and shamans risk interfering with each other. The Great Council of the early 20th century, which sparked the Legacy's resurgence, remains the only recorded instance of more than half a dozen Elders meeting.

    Theory: The Keepers of the Covenant honor the Shadow for its symbolic proximity with the Supernal Worlds, both being governed by laws of Resonance and blocked from physical reality by a supernatural barrier. Elders go as far as to willingly invite spirits into their residences and bodies. However, true to Silver Ladder doctrine and their role as mediators (not servants), the Keepers seek to master the material-spirit relationship.


    Magic

    Ruling Arcanum: Fate

    Yantras: traversing passages between boundaries (+1); spirit fetishes (+1, or +2 if the bound spirit has Rank 4+); succeeding on an Empathy roll relevant to the spell (+2); reciting a traditional piece of ancient wisdom (+1)

    Oblations: communing with and getting to know the local spirits; presiding over a non-magical ceremony that honors or appeases spirits; mediating between feuding parties comprising both humans and supernatural beings; generating the Resonant or Open Condition appropriate to a known spirit without using magic.


    Attainments

    First: Oath of Synthesis

    Prerequisites: Initiation

    Upon initiation into the Legacy, the mage binds her destiny to the Shadow, permanently gaining one dot in the Destiny Merit (Mage, p. 100) for each Legacy Attainment she knows. She may only use Destiny points acquired this way on rolls to interact with spirits, the Shadow, or the Gauntlet. Her Doom is to, someday, become Claimed. No combination of this Legacy’s Attainments and purchasing Merit dots can grant a character more than five total dots of Destiny.
    In addition, this Attainment emulates the Spirit 1 spell Exorcist’s Eye (Mage, p. 180) with a Duration in turns equal to the mage’s dots in Spirit, allocating its Reach to instant use.

    Second: Sacred Invitation

    Prerequisites: Fate 2, Spirit 2, Survival 3

    The mage extends an open hand across boundaries, welcoming a spirit into the material world. This Attainment emulates the Spirit 2 spell Opener of the Way (Mage, p. 181), but the willworker may only use it to shift Resonant to Open, not vice versa.
    Upon using this Attainment, she may spend 1 Mana to specify one stipulation by which any spirit using the Condition the mage creates to enact a Manifestation must abide, such as refraining from at*tacking a particular person or staying on board a ship. The stipulation must be something the mage could perceive a violation of if she were present, mundanely or with Spirit Eyes (Mage, p. 193). By manifesting via this Condition, a spirit tacitly agrees to this provision; should it break that agreement, the Open Condition immediately vanishes, and the spirit loses Essence equal to the mage’s dots in Fate. This Attainment allocates its Reach to advanced Duration, requiring a scene of preparation.

    Third: Spirit of Proof

    Prerequisites: Fate 3, Persuasion 2
    Befitting the Legacy's name, the Elder rewards those who keep her pact, and punishes those who break it. This Attainment emulates the Fate 3 spell "Sworn Oaths" (Mage). Reach is assigned to Advanced Duration, necessitating a scene of preparation which usually takes the form of negotiating terms and treaties with the subject.
    When using this Attainment to bind a spirit or any entity with a native Essence pool, the Elder may set the boon as "gain Essence or heal Corpus equal to the Elder's Fate dots a number of times equal to Potency within Duration," and the hex as "lose the Elder's Fate dots in Essence or Corpus."

    Optional: Spirit 3
    Instead of the usual boon-and-hex, the Keeper takes part of the spirit's power as collateral. On a spirit subject, he may combine the Attainment's main effect with the Spirit 3 spell "Craft Talen" (see below). As Advanced Duration is shared with the main effect, Reach is assigned to not damaging the spirit's Corpus.
    When the oath's Duration expires without the spirit having broken it, the talen dissipates and the spirit gains in Essence the Keeper's Spirit dots. Should the spirit break the oath, the talen becomes Lasting, and the spirit immediately loses both Essence and Corpus equal to the Keeper's Spirit dots.

    Fourth: Emissary of the Pact

    Prerequisites: Fate 4, Survival 4
    As an emissary between the physical and spirit worlds, the Elder gains the foresight to 'discover' or 'predict' Loci. This Attainment emulates the Spirit 4 spell "Strings of Fate" (Mage) for the purpose of either the Elder discovering a newly forming Locus, or causing a specified target (which may be the Elder herself) to eventually become the focal point of a new Locus. The latter effect is Withstood. Reach is assigned to Advanced Duration, necessitating a scene of preparation (usually involving the mage cultivating Resonances).
    Upon using this Attainment, the Elder may spend 1 Mana to specify one stipulation by which any being trying to benefit in any way from the new Locus must abide. As with Sacred Invitation, it must be something the Elder could perceive the violation of if present. Benefiting from the Locus implies tacit agreement; should the being break it, it immediately suffers a hex with Potency equal to the Elder's Fate dots.
    An Elder can only have one instance of this Attainment 'active.' Trying to weave the Strings into searching a new Locus cancels the previous search.

    Optional: Spirit 4
    The Keeper may freely designate the new Locus' Resonance among those he has encountered, instead of leaving it to chance. Resonances that are situationally unlikely to occur will end up taking more time.
    Also, the Keeper may preset the stipulation such that any spirits who break it are immediately affected by the Spirit 2 spell "Command Spirit" (Mage) instead of a hex. Reach is assigned to instant use, sensory range, and Advanced Duration. For purposes of sensory range, the Keeper counts as being present at the Locus's focal point or his current location, whichever is more advantageous. If the Keeper is not present at the time of violation (and thus when the Command takes effect), the spirit is by default controlled into patroling and protecting the Locus, and enforcing the very same stipulation it broke.

    Fifth: Eidolon of Union

    Prerequisites: Fate 5, Persuasion 4
    The Elder becomes a living proof of the two worlds' union, mastering the skein of echoes between them. This Attainment emulates the Fate 4 spell "Chaos Mastery" (Mage), but is able to cause supernatural effects related to Twilight, Resonance, Loci, and Essence. Examples include:
    • Conjure a blend of unlikely Resonances that can perfectly sustain specific specimens of destabilized spirits, called magath by specialists.
    • Humans stumble in just the right time and place to see through spiritual Twilight and the Shadow in their entirety, without any further preparation nor prerequisites.
    • Scramble the Essence 'circuits' within a subject to prevent them from spending any more than 1 Essence point a turn, thus banning the use of more potent abilities.
    • Tiny Irises randomly open across and into the Gauntlet, just big enough to let a few small creatures to pass through.
    • Motes (Rank 0 spirits) spontaneously form in both sides of the Gauntlet.
    • Small pockets of space in the material world take the properties of a Barren, Shoal, or Glade (see Werewolf: The Forsaken Second Edition for further details).
    Reach is assigned to instant use and Advanced Scale.

    Optional: Spirit 5
    The Keeper may emulate the Spirit 3 spell "Place of Power" (Mage) on his person. Reach is assigned to instant use, Advanced Scale, and altering the Gauntlet independently on either side. Additionally, he may immunize select subjects or pockets of space within Scale from this Attainment's main effect, including those used by other Keepers of the Covenant.


    Rituals and Rumors

    The Great Council: What sort of self-respecting willworker lets spirits boss them around anyway? Yeah, those 'keepers' talk about how it's all mutual and equal, but it's obvious that they're kowtowing to them. Look at their 'great council.' A worldwide gathering of mages, that perfectly orchestrated? It was obviously backed by Shadow barons.
    The Elders emphasize developing a strong personality in their initiations exactly because they need to prevent spirits from coercing them. After all, they aspire to be neutral arbitrators. Still, the Legacy having a Shadow network is correct. Pacts of trust and profit made with powerful spirits with their own courts grant the Keepers the ability to reliably deliver messages across the globe. This coordination was the key to the successful execution of the Great Council, and subsequent rise to power of the Legacy.
    System: An Elder in the Shadow adds their Spirit dots to any rolls to search and navigate paths leading to and from Loci, and their Fate dots to rolls interacting with the local spirit court and its official representatives.

    Umbral Marauders: The Keepers of the Covenant too seek immortality via transubstantiation into ephemera. For long we had no concrete proof of such, but we have discovered several post-human Shadow entities that have been identified as former Elders. While our Consilium does not forbid ephemeral immortality, but this fact deserves to be... known.
    While there are indeed Legacies who aspire to spiritual Lichedom, the Keepers are not one of them, save for certain rogue individuals. The rumor likely comes from the Destiny
    System: The First Attainment of the Keepers impose a Destiny whose Doom is to become Claimed, the lesser-known 'endgame' stage of ephemeral possession, where both mind and body become vehicles for the Fallen might of the Shadow. Claimed mages develop Influences and Dread Powers, powering them with an Essence pool. They are detailed further in Werewolf: The Forsaken Second Edition.


    Tools and Instruments

    The following spells, magical items, Merits and other oddments are commonly used by the Keepers of the Covenant Legacy.

    Spell: Craft Talen (Spirit )
    Practice: Weaving
    Primary Factor: Duration
    Withstand: Rank
    Suggested Rote Skills: Occult, Crafts, Intimidation

    This spell siphons off a spirit's power and imbues it into a bauble to create a talen, a limited-use magical item similar to a fetish. Like fetishes, talens host an empowering spirit's Influence. Unlike fetishes, talens do not usually host hibernating spirits, cannot contain Numina, and does not have an Essence pool.

    Casting this spell on a spirit inflicts Corpus damage equal to Potency after Withstand, which in turn equals the number of dots of Influence the talen will contain. The damage inflicted cannot exceed the Influence dots granted. A single talen can contain only one Influence, at 5 dots maximum. Drawing from multiple Influences from one or multiple spirits, or imbuing multiple baubles with Influences, requires increased Scale.

    Activating a talen's Influence is an instant action using the spirit's Power + Finesse dice. Afterwards, the talen is destroyed regardless of Duration. The physical object may be spent or damaged depending on its form and the Influence it held.

    +1 Reach: The spirit does not lose Corpus, feeling only a faint sense of aching.
    +1 Reach: The caster may draw power directly from Resonance, granting relevant Influences. This usage works on ley lines and Nodes, as well as any environmental instances of the Resonant Condition.
    +1 Reach: The talen can be used multiple times for the spell's Duration, but any use after the first requires Essence as spirits do. Essence can be paid out of the talen's user's own pool, or any channeled into the talen.

    Merit: Essence Vessel (•)
    Prerequisites: Spirit

    Effect: The mage's Pattern may contain Essence separately from Mana, using the same numbers of her Gnosis-derived maximum Mana capacity and per-turn limit. Once per scene, she may refine one instance of Resonance tagged on a Mana point in her Pattern into an Essence point. The 'cleaned' Mana is kept.


    Mysteries of the Elders

    The following Mysteries are examples for the Storyteller on what an Elder of the Keepers of the Covenant could encounter.
    Last edited by 21C Hermit; 01-02-2022, 02:27 AM.

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  • 21C Hermit
    replied
    Originally posted by KaiserAfini View Post
    Looking at their operating method, I see that choices are still being made, even if on a subconscious level. Its similar to the interaction between the Architect and the the Oracle in the Matrix. One part of the abilities understands the choices that exist and another directs the subject to the results wanted by the Chronologue.

    The ultimate denial of free will by this Legacy's philosophy is to condition the subjects to adhere to their role in the Prophet's plan.

    Following that logic, I think the final optional Attainment should grant the Miracle Dread Power. The mage can never use them on themselves or Prelates of Agency, the subject must also be fully aware of the cost, be willing and complete a task for the mage. This is similar to an Unchained's Pact. In this way the subject has to choose to forever give up one of their Aspirations/Obsessions, never being able to fulfill their potential. Therefore the capstone is the ultimate boon for those that willingly reject free will, a sinister ability even by Seer standards.

    Dread Powers, huh. I missed that angle! Duly noted. Expect me to sneakily edit that one in (even if it's not exactly the same) !

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  • KaiserAfini
    replied
    Looking at their operating method, I see that choices are still being made, even if on a subconscious level. Its similar to the interaction between the Architect and the the Oracle in the Matrix. One part of the abilities understands the choices that exist and another directs the subject to the results wanted by the Chronologue.

    The ultimate denial of free will by this Legacy's philosophy is to condition the subjects to adhere to their role in the Prophet's plan.

    Following that logic, I think the final optional Attainment should grant the Miracle Dread Power. The mage can never use them on themselves or Prelates of Agency, the subject must also be fully aware of the cost, be willing and complete a task for the mage. This is similar to an Unchained's Pact. In this way the subject has to choose to forever give up one of their Aspirations/Obsessions, never being able to fulfill their potential. Therefore the capstone is the ultimate boon for those that willingly reject free will, a sinister ability even by Seer standards.

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  • 21C Hermit
    replied
    Arrgh, I give up on trying to get four to five Mysteries/Secrets/StoryHooks for each Legacy. My brain frizzles.

    Anyways, here are the Chronologues. In addition to not having as much as Mysteries as I'd like for them to have, I'm also drawing a blank on what the Option for their Fifth Attainment could be. Anybody have ideas?

    Anyways, next in line; either the Imagineers, or the Keepers of the Covenant.


    EDIT: Found a nice niche for their Fifth Attainment's Optional effect. While playing with KaiserAfini's suggestion, I ended up just giving Pariah instead of Miracle. Dread Power access will be used for Left-Handed Legacies.






    CHRONOLOGUES

    Always on schedule, that one. Heard he's using some fancy new time-keeping calendar app or something. He convinced me to try it too, and I'm divided on it. It's nice, but it's... too accurate. Too exact. I feel like I'm being treated as a machine. I'm a girl, not a clock! But it's also hard to just give it up, since it does work...

    The Future Will Be Written

    The Chronologue pursues the ultimate rejection of free will in favor of flawless predestination, turning society into a machine that runs like clockwork. It’s founded on the principles of predictive computer code and digital simulations, but uses the guidance of Time to perfect these principles into something more.

    Origins

    Parentage: Acanthus, Seers of the Throne
    Background: Most Schedulers are Seers serving the Prophet, Exarch of Time. Members of the Horologians make up its upper echelons, but Seers outside that Lesser Ministry join too, and often make a play for power. There are a handful of Chronologues outside the Pyramid, being willworkers who subscribe to a fatalistic worldview.
    Appearances: A Chronologue usually has a regular job in Sleeper society, one where exact working times matter. Even on jobs with free hours, a typical Scheduler whips herself and her associates into cutting deadlines. This usually appears outwards as meticulously cared and prepared clothes too, though a more common pattern is that a Chronologue is simply there when you expect him to be.

    Doctrine

    Prerequisites: Time 2, Fate 1, Computer 2
    Initiation: The Chronologues demand a two-stage trial to aspirants. The first requires that the aspirant adheres a preplanned schedule assigned by her would-be superior, down to the letter and exact second. The second demands that the aspirant plans such a rigorous schedule herself, but this time to compel a non-Awakened person to follow it.
    Organization: Schedulers are organized in a top-down chain of command seen in typical Seer pylons. A peculiarity in Chronologue meetings is that they typically span a week, with every second and minute counted, but the hours and days are almost always non-continuous. One meeting may have the mages meet at 21:03:47 at a warehouse in the suburbs for an hour, then at 07:58:01 the next day at a skyscraper's Sanctum for three hours and seven seconds.
    Theory: Time is money. Time is power. Time is magic. By forcing the Fallen World's chaotic mess into following the divine plan of our god, we as high priests usher the world into a glorious tranquility.

    Magic

    Ruling Arcanum: Time
    Yantras: timepieces, calendars, and schedules (+1); casting at a time predetermined and agreed upon with someone else, calculated precisely to the second (+1, or +2 if opposed/under stress); the spell would fulfill a previously established prophecy or predicted doom (+1)
    Oblations: ensuring an event goes exactly how the mage predicted it would; endure at least 12 hours straight of productivity without rest; repeating the same activity over and over again for at least an hour; precisely following a schedule of the mage’s own making.

    Attainments

    First: If-Then-Else
    Prerequisites:Initiation
    The mage subtly shifts causality to decide how convenient life is for her subject, emulating the Time 1 spell “Green Light/Red Light” (Mage, p. 187). The mage herself can’t be this Attainment’s subject. However, when she uses it, she may choose one specific action that the subject could take during its duration; if they perform that action, she may change the spell’s effect from positive effects to negative effects, or vice versa. This Attainment assigns Reach to instant use.
    Optional: Fate 1
    With aid of Fate magic, the Chronologue gains an intuitive awareness of when his arrangement took effect. He may combine the main effect with the Fate 1 spell "Oaths Fulfilled" (Mage) regardless of Gnosis, set to alert him when the subject takes that chosen specific action.

    Second: Possibility Matrix
    Prerequisites:Computer 3
    By spending a scene ritually coding a digital Imago, the mage may view the subject’s possible futures at sensory range, as the Time 1 spell “Divination” (Mage, p. 186). It gives her detailed answers, and she may track these shifting answers once per five minutes for up to a scene even if the subject is no longer in sensory range, as the subject’s actions and those of others (including, potentially, the mage’s own) ripple into the future and change what will happen. However, the mage herself can’t be this Attainment’s subject.
    Optional: Fate 2
    The matrix built by the Scheduler more than projects an outcome, revealing to him the means to realize it. He may combine the main effect with the Fate 1 spell "Serendipity", modified to inform only what he must do to guarantee that the Divination comes true. The information is renewed every five minutes, following the main effect. Reach is assigned to allow the Scheduler to substitute any Skill when rolling dice to reach the goal; as a combined spell, sensory range is shared.

    Third: Controlled Stochastics
    Prerequisites: Time 3, Science 2
    There is no such thing as a random walk under the Chronologue's plans. She may force her subject to 'stay on the schedule' by reverting his state of mind and intentions back to a past point predetermined by herself. This is a variant of the Time 3 spell "Temporal Summoning". Reach is assigned to sensory range, and the Chronologue must ritually code a digital Imago for a scene as preparation.
    This Attainment can only be used on a subject the Chronologue has scanned with the Possibility Matrix Attainment 7 hours and 7 minutes and 7 seconds go, counting from the second the ritual coding for the Possibility Matrix ends, and to the second the ritual coding for this Attainment starts.
    Optional: Fate 3
    Even the most meticulous Scheduler could make an error, but Fate magic allows him to check and make room for them. He can now use this Attainment with a limit of 777 minutes and 0 seconds. He also does not need to manually set the point to where his subject gets rewound, as Fate guides her to where she 'belongs.' Should the Scheduler follow the Attainment's original restrictions, he gains a free boon (as Fate magic) of the player's choice for the next Social or Mental interaction with his subject.

    Fourth: Structured Switch
    Prerequisites: Time 4, Computer 4
    The Chronologue's skill at constructing if-then-else matrices reaches a peak. By spending a scene ritually coding a digital Imago, she may construct a future to bind her subject as the Time 4 spell "Prophecy". Reach is assigned to sensory range.
    Until the Prophesied event comes, the Chronologue may use the If-Then-Else Attainment on her subject reflexively, ignoring range. If she uses this Attainment on a subject she used the Possibility Matrix Attainment on within the last 777 minutes and 0 seconds, the latter gains a free Reach effect to reduce Doors in Social maneuvering.
    Optional: Fate 4
    A schedule that keeps itself is a schedule kept best. The Scheduler may combine the main effect with the Fate 4 spell "Divine Intervention." This effect always works as a goad, but the mage may inflict a hex whenever his subject qualifies for the If-Then-Else Attainment, without waiting 24 hours.

    Fifth: Pattern Matching
    Prerequisites: Time 5, Computer 5
    Even the interference of outside variables that would destroy a lesser mind's plans will-be-have-been calculated by the Chronologue, for she can simply trace back her past actions to pick out where and what went wrong. This Attainment emulates the Time 5 spell "Corridors of Time", with Reach assigned to instant use.
    Though this Attainment still works only on Unchanged sympathy, the Chronologue can mimic the Temporal Sympathy Attainment by 'marking' a point in the past to count as Unchanged for this Attainment's purpose. To 'mark' a point, the mage must consciously spend 777 seconds doing a certain course of action, and when using this Attainment reenact that course down to the second. Props and 'actors' may change slightly, but the timing must not.
    Optional: Fate 5
    The Scheduler's skill at enforcing his plans reach a peak, as he chains even outside actors. When using any of the Legacy's Attainments, he may combine a modified version of the Fate 5 spell "Pariah" without limitation. This effect's stigma only applies when the Scheduler's subject is not adhering to the schedule laid out for her.


    Tools of the Schedulers

    Spell: Locked Sympathy (Space )
    Practice: Weaving
    Primary Factor: Duration
    Withstand: Connection
    Suggested Rote Skills: Subterfuge, Occult, Medicine
    Sympathetic connections wax and wane, but a warlock can hold them tight. For the Duration, the targeted sympathetic connection does not change in mystic strength or emotional context. It cannot be weakened, removed, altered, transfered, or even strengthened. Magical attempts provoke a Clash of Wills.
    +1 Reach: The mage may dictate one 'direction' the connection can change to. A connection might be condemned to stasis and atrophy, or be promised safeguard and renewal.
    Substitute Time : The mage can lock temporal sympathy instead.

    Spell: Expert Planner (Time )
    Practice: Perfecting
    Primary Factor: Duration
    Suggested Rote Skills: Academics, Investigation, Science
    Even without direct past-future manipulation, an enchanter is never caught without a working plan in hand. This spell projects the mage's thoughts to the future, instantly building a Plan as per the Building Equipment rules (Chronicles of Darkness). It has an Equipment bonus equal to Potency, and lasts for Duration. Built-In Penalties do not apply. The Fragile and Volatile tags are ignored unless the caster wants to include them.
    +1 Reach: A number of key actors designated by Scale benefit from the Good Time Management Merit (Chronicles of Darkness), halving the time interval for Extended actions. Without increasing Scale, the caster herself benefits.
    Add Fate : The mage may imbue the Plan with the Fragile and Volatile tags, then condition them to apply to only designated users. The designation may be as broad as "Anyone other than myself," or as narrow as "The last person to hack into my account."

    Spell: Uncanny Organizer (Space )
    Practice: Patterning
    Primary Factor: Duration
    Suggested Rote Skills: Persuasion, Politics, Socialize
    A deft warlock can always find people 'willing' to lend a hand. This spell convinces people within Scale that the mage is a likable person who needs help, instantly building an Organization as per the Building Equipment rules (Chronicles of Darkness). It has an Equipment bonus equal to Potency, and lasts for Duration. Built-In Penalties do not apply. The Fragile and Volatile tags are ignored unless the caster wants to include them.
    +1 Reach: With a Mana point, the Organization doubles as the Staff Merit (Chronicles of Darkness). Divide Potency between the Organization's Equipment bonus and the Staff Merit's dots; for each of the latter, the organization has one Skill on which it gains one automatic success on non-Contested rolls.
    Add Mind : The subjects are confused into perceiving each other (including the mage) as casual acquaintances. Magic smoothes over fine details, unless an outsider calls out the oddities.


    Mysteries of the Chronologues

    A Cruel Perspective: Sometimes, clairvoyant spells cast by a powerful Chronologue are abrutly torn apart, becoming Dramatic Failures. Reports tell of seeing a vast blueness tinged with a dread feeling that something cruel and patient is observing them, and after the spell is ripped, the surrounding space-time expanding and contracting in conflicted directions. Attempts to re-cast the spell or remedy the distortions without giving them enough time have proven disastrous, with ocular mutations and soul losses abound.

    The Time Table: Ripples from the Time Before weave the Fallen World into stranger forms. Scheduler contacts with what appeared to be random and mundane OOPArts end up in ecstasy as the artifacts reveal their Supernal nature. The afflicted mage replaces all their Obsessions with a single one of "Bring forth the technological utopia according to the Time Table."
    Last edited by 21C Hermit; 10-30-2021, 08:44 PM.

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  • 21C Hermit
    replied
    Argh, fonts and format. Always tripping me up at the last moment.

    Anyways, the Tyrian Archons are done as above. Wonder if I got the feeling right... eh. Dunno what my next would be.

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