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  • Originally posted by Thorbes View Post
    Man, its been a while since those. Well, I could try, but their mechanics worked due to the old Prelacy rules.
    Oh, that's not a problem. A little love here and there and BAM, updated to the 2nd edition rules.
    At least, I'll try to update it. The concept is too perfect for me.


    Check my homebrews:
    Vampire Bloodlines: Kiasyd, Melissidae
    Mage Legacies: Infernal Ones, Daoine

    Comment


    • Originally posted by Anachronistic Jam View Post
      As for the original topic of the post, so as to actually contribute something other than analysis:

      The Scavengers of the Farthest Shore: A legacy of skilled Astral Travelers that is currently under scrutiny for left-handedness, the Scavengers of the Farthest Shore are fascinated by the various creatures and objects that wash up on the shores of the Ocean Oroboros. They believe that the twisted things that wash up on the shores are actually abyssal reflections or permutations of what has been lost within the Ocean's black depths over the ages - and that with proper study, fragments of the time before the abyss can be seen within their twisted forms.
      Obviously this legacy is prone to low-wisdom madmen who are easily tempted by the Abyss they study, but the legacy is difficult to detect... as part of their first Attainment is casting away the magical signs of their legacy into the Ocean Oroboros. Later attainments also involve casting parts of themselves into that same devouring ocean, but make them incredibly skilled Astral Travelers.

      I was just re-reading this thread, and had to ask. Have you actually written a detailed description of this Legacy? I cannot stress enough how much i would absolute love reading it.


      Userhat Aegpts Vlrs. Coren "Ojos de Fuego". Mithrael. Menehet.

      Comment


      • Originally posted by Obsidian Pharaoh View Post
        Yep: link
        This link appears to be broken! Could you repost it? ^^


        Userhat Aegpts Vlrs. Coren "Ojos de Fuego". Mithrael. Menehet.

        Comment


        • Legacy: The Reforged

          If the body is a temple, say modern Reforged, then the architect was half-blind and the construction crew was drunk. Their ancient counterparts might not have put it quite so bluntly, but they would have recognized the sentiment: human flesh is heir to a thousand natural shocks, none of them pleasant and many of them all-too-easily fatal.

          Their roots allegedly trace back to Atlantean soil. Many martial disciplines employ the euphemism of “becoming one with” a weapon to describe a state of intense mental focus, but the Reforged claim that the original meaning is quite literal: that the Ungula Draconis reshaped their bodies to match the keen edges of their blades and the enduring strength of their armor. In very modern nights, a nascent offshoot of the Legacy is developing within the Free Council, inspired by new developments in genetic engineering and “wetware” implantation.

          The Legacy’s knowledge of angels & demons is not extensive, but a string of ill-fated encounters have made them increasingly aware of the God-Machine as an entity capable of merging flesh and machinery in a way they don’t understand (and certainly not to the empowerment of any humans involved.) To the God-Machine, the Reforged might be an irrelevant oddity… or It might be on the verge of becoming a Legacy-wide threat.

          Origins

          Parentage: Moros, Adamantine Arrow or Free Council

          Background: Professional backgrounds as doctors, athletes, and soldiers are well-represented within the Legacy. The Reforged seek mages who a) demonstrate talent and inclination in the defense of others, and b) chafe at the limitations and weaknesses imposed by physical frailty. Where candidates display the former but not the latter, the Legacy wishes them well; they’ll make good Arrows, even if they’re not ready to recognize their full potential. If it’s the other way around, the Legacy actively discourages them from applying; they have enough Left-Handed black sheep without adding more to the flock.

          Appearance: Inevitably among the most physically-fit of mages, the Reforged are never far from useful bits & pieces of tech, weaponizable and otherwise.

          Doctrine

          Prerequisites: Life 2; Athletics 1, Medicine 1, Science 1; at least one of Brawl, Firearms, or Weaponry 2

          Initiation: Save a life (usually, though not always, that of a Sleeper) from a source of violence or natural hazard requiring superhuman physical ability to overcome.

          Organization: Beyond the usual Socratic mentor-student dynamic, Reforged are expected to actively contribute to the defense of Sleepers against supernatural threats, usually in conjunction with their cabal and local Arrow chapter. The extent to which they owe that duty to Sleepers they feel are undeserving (e.g. a drunken brawl escalated into the murder of a werewolf’s human family member) is a subject of hot debate and varies widely in application.

          Theory: Eternal truths of Life & Matter bleed together with modern understandings of nanotechnology and medicine. They synergize, two parallel paths pointing towards the same goal: a vision of a humanity that stands unafraid in the darkness, torch lit and held aloft, on the cusp on conquering Death itself.

          At their best, the Reforged share philosophical tenets with the Perfected Adepts and with the Arrow at large. The Supernal is the Self; reforging the Self upon the anvil of one’s Awakened will can bring one closer to the Supernal. Wise Reforged are conscious of the duty imposed by their capability; they owe it to humanity to stand, iron-fleshed, against deadly nightmares who would make human beings their chosen prey. From the Free Council’s perspective, incorporating the fruits of modern ingenuity into the flesh is a proud declaration that Humanity is Magical, and that “mere” human technology can rival Awakened magic in flexibility and potency.

          At their worst, the Reforged lose sight of the fact that often, it is human frailty that lies at the root of human empathy. Experiencing the slings & arrows of disease, hunger, and violence is more than just an impediment on the road to enlightenment; it’s the touchstone that links witnessing such suffering with the desire to help alleviate it, because you understand what it feels like. The Legacy, to its shame, has turned out a fair number of mages who later turned to Left-Handed practices, cutting away their Wisdom with the same readiness as they would a genetic predisposition to cardiac disease.

          Magic

          Ruling Arcanum: Life
          Yantras: Exceptional Success on an Athletics roll (+1); explaining a biotechnology concept to a layperson (+1); teaching self-defense techniques to Sleepers (+1); building fortifications or otherwise securing defenses (+2); discover new and important information about the God-Machine (+2).
          Oblations: Physical training; martial kata; cleaning & assembling arms or armor.

          Attainments

          First: Warrior’s Eye
          Prerequisites: Initiation
          As "Heightened Senses." Potency [Life]; Duration one day or one week (Life 4). Casting time: one scene. Reach: Advanced Duration, additional spell effect (track by scent.)
          Optional: Matter 2
          As “Craftsman’s Eye.” Duration [Matter] turns. Casting time: instant. Reach: instant casting, additional spell effect (understand utility, gain 8-Again.)

          Second: Monk’s Hammer
          Prerequisites: Life 2, Medicine 2
          As "Body Control." Potency [Life]; Duration one day or one week (Life 4). Casting time: one scene. Reach: Advanced Duration.
          Optional: Matter 2
          As “Find the Balance.” Duration one day or one week (Matter 4). Casting time: one scene. Reach: Advanced Duration.

          Third: Golem’s Anvil
          Prerequisites: Life 3, Athletics 2, Science 2
          As "Honing the Form." Potency [Life]; Duration one day or one week (Life 4). Casting time: one scene. Reach: Advanced Duration.
          Optional: Matter 3, Crafts 2
          As “Wonderful Machine.” Potency [Matter]; Duration [Matter] turns. Unique limitation: target self only. Casting time: instant action. Reach: instant casting.

          Fourth: Giant’s Stance
          Prerequisites: Life 4, Medicine 3
          As "Honing the Form." Potency [Life]; Duration one week. Casting time: one scene. Reach: Advanced Duration, additional spell effect (two attributes).
          Optional: Matter 4, Brawl 2
          As “Shrink and Grow.” Potency [Matter]; Duration one week. Target: self only. Unique limitation: can only increase Size, not decrease it. Casting time: instant action. Reach: instant casting, advanced duration.

          Fifth: Titan’s Forge
          Prerequisites: Life 5, Athletics 3, Science 3
          As "Honing the Form." Potency [Life]; Duration one week. Casting time: one scene. Reach: Advanced Duration, additional spell effect (three attributes).
          Optional: Matter 5, Brawl 3
          As “Colossus.” The Reforged becomes living steel for the scene. Muscle, tissue, and bone become a material with Durability [Matter]. This Durability is added to the mage's Health and Armor; per the normal rules for Objects, this additional Armor does not apply against aggravated damage. The mage's unarmed attacks are now lethal weapons with damage rating [Matter]. Unless an attack deals aggravated damage, the mage is immune to the Arm Wrack and Leg Wrack tilts, no longer needs to breathe or eat, does not suffer wound penalties, and is immune to the Bleeding, Drugged, Poisoned, Sick, and Stunned Tilts. Reach: instant casting, advanced duration.

          Comment


          • Anyone have any ideas for something for Moros with Prime? Beyond the obvious thaumaturgical alchemists.

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            • Originally posted by nofather View Post
              Anyone have any ideas for something for Moros with Prime? Beyond the obvious thaumaturgical alchemists.

              I was developing one that was Moros with Prime as the Ruling and Death as an Optional but is is still in development.

              Comment


              • I've been looking for some to flesh out our story, since there's some traveling and meeting of new mages. All I can think of for Moros is like Bokor, but with ghosts, or Bokor, but with golems.

                Wish the Left-Handed book went into more detail with scelesti legacies.

                Comment


                • Originally posted by nofather View Post
                  Anyone have any ideas for something for Moros with Prime? Beyond the obvious thaumaturgical alchemists.
                  Hammering down people with the blunt truth of their loss so that they may move on?


                  MtAw Homebrew: Even more Legacies, updated to 2E

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                  • Infusing ghosts with the truth of their former personality, given them sentience and vitality.


                    I'm So Meta Even This Acronym

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                    • ​A technomage Legacy that seems to have gone horribly wrong. Or perhaps horribly right?

                      Origins

                      You find yourself in a room in a Libertine lorehouse.

                      There is a blackboard in the room.
                      On it are written what seem like ideas, though without knowing the context of their project or projects it's hard to say.
                      Much of what is written on it is faded. It looks like perhaps they didn't have enough space as many sentences seem to run over old ones.

                      Some of the snippets you can make out read the following:

                      "Extend mind into more than just the one body? - What bodies?

                      *Lots of crossed out ideas*

                      Telekinetic limbs?

                      Put one mind into multiple bodies? - But how can one mind (with Mind) run more than a few bodies?

                      *There are a lot of network topology diagrams drawn on the board* "

                      Below the board is a body. It seems to have died not too long ago.
                      There is no evidence of struggle in fact it's like the body just stopped mid motion, slumped down and subsequently starved to death.
                      Exploring the rest of the lorehouse you find more bodies. All who seem to have died in a similar manner.

                      Some time passes as you investigate the lorehouse. You've found a Grimoire and in addition to some Rotes it seems to contain information on some, to you, unknown Legacy.

                      Note: I left it deliberately vague as to what happened to this Legacy. Maybe the servants the attainments allow you to create tend to go rogue? Maybe the attainments below are save but the mages you find studied dangerous variants of it? Maybe the Legacy is transhumanist and the bodies are there because their minds have been assimilated in the networks they created? There is no right answer I much prefer it to be a mystery.

                      Magic

                      Parent path: Mastigos, Free Council
                      Prerequisites: Forces 2, Computer 2 and two dots in any of the following Skills: Science, Crafts, Persuasion and Intimidation
                      Initiation: ?

                      Nickname: ?
                      Yantras: Turning an electronical device to your purposes (+1), Turning a heretofore unknown device to your ends (+2), One or more of the servants you created are present (+1 for one to four, +2 for five to six, +3 for seven or more)
                      Oblations: Setting up a network between devices, programming a device, establishing a chain of command among your servants

                      Attainments

                      First: Brain-computer Interface
                      Prerequisites: Initiation
                      With this Attainment, the mage can read digital storage devices. This happens as though they were opened in the appropriate applications which means they are still read at human speeds. Reach is assigned to Instant Casting.

                      This spell emulates "Electronic Eye" from the Free Council book.

                      Optional: Mind 1
                      The mage can bring up any memory with perfect clarity. This is identical to "Perfect Recall" with Reach to Instant Casting.

                      Second: Network Topology
                      Prerequisites: Forces 2
                      The mage can sense all physical phenomena related to the presence and flow of electric charge as used in data transmissions. In other words, she can see and understand radio waves, data streams, etc.

                      This is identical to "Tune In". Reach is Instant Casting and Duration

                      Optional: Mind 2
                      "One Mind, Two Thoughts" with Reach to Duration and the ability to perform two mental instant actions.

                      Third: Multithreading
                      Prerequisites: Forces 3, Computer 3 and two dots in a second Skill or three dots in a single Skill among the initiation Skill list.
                      This Attainment creates an assistant made of telekinetic forces that can perform Extended physical actions for the mage like cleaning, cooking, lifting and moving, etc. Commands must be very simple and require the mage's oversight.
                      By default the assistant has a Strength, Dexterity and Speed of 1. Potency may be added to one of these at the time of creating the assistant

                      With "One Mind, Two Thoughts" the mage no longer needs to directly oversee the action since the mage can divide his attention. Though the mage still needs to be present.

                      This Attainment emulates "Autonomous Servant" from 1st edition but also draws on the description of "Telekinesis" from 2nd edition. Reach is assigned to Duration.

                      Optional: Mind 3
                      The mage no longer needs to be present to guide the assistant as the mage has a telepathic connection to it.
                      This is "Telepathy" with Reach to Instant Casting and Duration. This spell only works on your assistants but later also on your golems and AIs.

                      Fourth: Multiprocessing
                      Prerequisites: Forces 4, Computer 4
                      This spell animates a targeted force (fire, kinetic, light, etc.) to act in a live-like matter, a golem. This spell essentially grants the mage a retainer with dots equal to Potency. The golem field can include simple things like physical labor, combat, and other uncomplicated tasks.

                      Note that the golem can only do tasks that is logically should be able to. A golem made out of fire can certainly injure and thus perform in combat but can't, for example, pick up a box.

                      This Attainment emulates "Golem" from Matter 4 and follows its rules concerning Defense and abilities to follow orders but not health. With Reach to Duration.

                      Optional: Mind 4
                      When you have created a golem made from electromagnetic forces it may enter a computer and benefit from its systems. This has the following effects:
                      - It may benefit from the computer's CPU and memory, this slightly increases the golem's complexity. The golem is still mindless but can now update its own orders. It can do this based on any pre-set conditions the mage gives it. So, for example: If attacked -> defend yourself or If task complete -> move to new location. Entire programs with long lists of instruction may be written for the golem, this is a Programming (Intelligence + Computer, extended action).
                      - If both this golem and an assistant or another golem are under the effects of "Telepathy" to the mage they may communicate. This allows the 'computer golem' to update the orders of the regular golem, again programs may be written for this.
                      - The golem has control over the computer and will use its programs and peripherals if it's ordered to do so.

                      Five: Expansion board
                      Prerequisites: Forces 5, Two dots in a third Skill or three dots in two Skills among the initiation Skill list.
                      The mage gains control of all electrical devices in the area and may control them as she pleases. The devices can perform any action that they would normally be able to perform.

                      If the mage is connected with "Telepathy" to any golems they may focus on controlling the devices instead.

                      This emulates Matter 1's "Remote Control" with Reach to Instant Casting, Duration, Scale, Sensory Range and the ability to perform complex and extended actions.

                      Optional: Mind 5
                      Going above and beyond assistants and golems now the mage creates a true artificial intelligence. With this Attainment, a Rank 1 Goetia is created. This entity, if also under the effect of "Telepathy" can communicate with, manage and update any golems also under the effect of your "Telepathy", and will do so as commanded or as it otherwise believes to be to your advantage.

                      This Attainment is identical to "Psychic Genesis" with Reach assigned to Duration.

                      Comment


                      • Updated my character's legacy a while ago, but didn't get around to post the update here.

                        Disciples of Rathma


                        Death is not the end. Death can never be the end.
                        Death is the road. Life is the traveller. The soul is the guide.
                        - Sri Chinmoy









                        Most consider Life and Death to be eternal enemies. Mutually exclusive states of being. Forces in fundamental opposition to one another. Enlightened in equal measure by sleeper science and certain sleeper cultures, the Disciples of Rathma know that this is wrong. Where others see conflict, the Disciples see symbiosis. Two forces codependent on each other and driving each other forward. Life begets death, Death begets Life. Without this unending circle there would be no progress, only stasis and entropic decay.
                        The Disciples of Rathma as a Legacy arose not long before the Nameless War. It was born amidst new scientific findings in biology at the beginning of the 20th century and certain sleeper cultures’ view of life and death as being so intimately entwined as to basically being the same. With each generation that passes species improve themselves molded by the forces of natural selection and necessity. Life overcomes, life adapts, but only through the fires of death that get rid of the old can this evolution take place.
                        There is a greater Supernal truth behind evolution. and the Disciples ask: what if you could turn yourself into a furnace of evolution? Make yourself able to evolve, without needing to die. Control Death and Life such that small parts of your being continuously die and are reborn, improved and adapted.
                        To reach this point, a Disciple of Rathma starts by becoming truly aware of the cycle of life and death around them. Once they are aware, they adapt their body using this knowledge, reaching a balance between true death and being alive, becoming able to evolve themselves
                        The unique viewpoint on the relationship between the Life and Death Arcana means both Thyrsus and Moros often find themselves attracted to the Legacy. The different viewpoints both Paths provide to the Legacy can lead to conflict, but in a typical Free Council approach this is seen as more of a chance than a problem.
                        The Disciple of Rathma’s founder was Rising Sun, a member of the cabal of the Black Mast, one of the original founding cabals of the Free Council. Originally from Zanzibar, the Black Mast eschewed the traditional form of Sanctum. Instead they lived on a Dhow that travelled the trade route that goes from India, along the coast of East Africa, down to Tanga. Rising Sun had always been curious and inquiring, and the cabal’s travels provided her with access to all manner of cultures and lore. Interested in both religions and science, Rising Sun happily merged sleeper beliefs about the nature of life and death with Darwin’s theory of evolution to create the Disciples of Rathma legacy.

                        Origins

                        Parentage: Moros, Thyrsus, Free Council, Mysterium, Adamantine Arrow
                        Background: The Disciples of Rathma draw members that are inquisitive, willing to question established knowledge and often have equal interest in science and the occult. Experimenting with one's own body, improving oneself and broadening what it means to be human is a central part of the Legacy, and members are often extraordinarily driven and adventurous individuals. Many have a background in medicine or biology coupled with an interest in the occult.
                        Appearance: Many Disciples of Rathma emulate dress and style of sleeper groups focused on the life/death duality and the erosion of the borders between them. Many like to dress like stereotypical Necromancers or take after the looks of spirits and gods of life and death found in sleeper cultures.

                        Nickname: Boneseers, Corpsewalkers, Seeders (new, first used around the turn of the millenium)

                        Doctrine

                        Prerequisites: Life 2, Medicine 2.
                        Initiation: The prospective disciple must go through metaphorical (and with magical assistance often literal) cycles of death and rebirth as a transformative experience.
                        Organization: Originally,there were always supposed to be two teachers per student: One Thyrsus and one Moros. The legacy’s low membership mean this practice has fallen out of favour. Also, there is often a visible rift in ethos between the Thyrsus and the Moros that make up the Legacy, but as the unity of Life and Death is one of the core beliefs of the Legacy’s members there are also many that actively try to foster working together.
                        Theory: The Disciples believe that there is a greater truth behind the process of evolution. By perfectly balancing Life and Death in their patterns Disciples are able to rapidly evolve and with every challenge overcome by the perfect adaptation they take a step further on the path to enlightenment.

                        Magic

                        Ruling Arcanum: Life
                        Yantras: Using bodily processes or excretions in the casting (+1, +2 if this inflicts at least 1HL of Lethal damage on the Disciple), Using body modifications (+1), Succeeding at an Academics roll relevant to the Spell (+2)
                        Oblation: Ritual Trance in a near death state, activities to improve oneself through change (hard physical training, learning something that changes your view on something, exploring different modes of body or thought), helping with a birth or death (not necessarily human) and watching the process with the first attainment.



                        Attainments

                        First Attainment: The Struggle for Life

                        Prerequisites: Initiation
                        The first lesson a Disciple learns is to open her perceptions, and develop a sense for Life and Death in all their forms interacting around her, permeating everything around her. The results can be overwhelming at first, but once the Disciple gets used to the change in perceptions it gives her an unmatched awareness of her surroundings. In its effect, the Attainment duplicates the spell “Outward Inward Eye”, in that within the attainments Scale factor the Mage reduces most attempts to surprise her by the living or the undead to a chance die, cast sensory-range spells on living or undead subjects she might not ordinarily be able to perceive, and reduce all penalties due cover, or concealment by the spell’s potency. The Reach is spent on Advanced Duration.
                        Optional: Death 1
                        The Disciple may also spend an additional 10 minutes activating the first attainment to enhance their ability to perceive the influence of Death and interact with it. This expands the attainment’s perceptions to cover ghosts in twilight and their anchors, and even allows the Mage to speak with them as long as the ghost is capable of understanding a language she speaks. She can concentrate on a single ghost within
                        the area and determine its Rank, if it has an Anchor, and how many Anchors it has. This duplicates the effects of the spell “Speak with the Dead”, with Reach spend on advanced Duration.


                        Second Attainment: Perpetuation of Varieties

                        Prerequisites: Life 2
                        At this level, life’s evolutionary adaptations become an open book to the Disciple. With but a moment of study she can discern the evolutionary adaptations the target has developed to interact with the world, hunt, hide, etc. The Disciple gets a general impression of all special abilities the target has and how they might be used. On mundane creatures this might tell him that an animal has especially sharp claws and the ability to see infrared light. On supernatural creatures this extends to a general knowledge of their supernatural powers, like supernaturally sharp sense of smell, mesmerizing eyes, a creature’s ability to feel a target’s thoughts, etc. When used to identify supernatural powers the Attainment is Withstood by the Creature’s Composure, or Rank for Ephemeral entities. This Attainment does not work on beings that were custom built, like robots or the creations of the God Machine. Interestingly, and as of yet unknown to the Disciples, the Attainment can identify enhancements that are the result of an AI capable of recursive self-improvement adapting to outside stimuli.
                        This attainment works like a spell of the Knowing Practice, with 1 Reach spent on instant casting and 1 Reach on working on supernatural creatures.

                        Optional: Death 2
                        Now Capable of affecting the balance of Life and Death energy in her surroundings, suffusing her or a willing target’s Pattern with the symbolisms of Death mutes her presence in the world. Activated by spending an hour meditating in a place of death or ritualy scarring the target, this Attainment duplicates the effects of the Spell Without a Trace with Reach spent on Advanced Duration.


                        Third: Man’s Place in Nature

                        Prerequisites: Life 3
                        With this Attainment, the Disciple becomes capable of actively shaping a human target’s body. She is not yet capable of changing a human it into a different species, but she can make it look like basically any other human. The attainment is activated by spending an hour in concentration and it works like the spell Many Faces, with Reach spent on Advanced Duration.
                        Optional: Death 3
                        At this point, the Disciple’s ability to suffuse her pattern with the symbolisms of Death becomes so complete, that it hides her very essence and Aura from the world. The effect is so powerful, even strong revelatory magic has problems piercing it. Activated in the same way as the previous Death Attainment, this Attainment replicates the effects of the spell Suppress Aura with Reach spent on Advanced Duration and Advanced Potency.


                        Fourth: Experiments on Human Hybridization

                        Prerequisites: Life 4
                        Adaptation is central the hallmark of successful evolution, and the Disciples are its masters. With but a quick thought the Disciple can make her body or that of a willing target he touches evolve to fit her needs. Skin can become thicker, a tail could grow, teeth may become poisonous fangs. Whatever the Disciple needs, the body evolves to fulfil that need.
                        This Attainment works like the spell Transform Life, with Reach spent on Advanced Duration and Instant casting.

                        Optional: Death 4
                        The next step for a Disciple of Rathma is to accept the unity of Life and Death as a part of them. By understanding how their body carries both, the Disciple of Rathma is able to integrate them more fully within themselves. Instead of having one overwhelm the other, they delicately balance the two forces’ power over their pattern, becoming neither fully dead or alive.
                        Upon successfully activating this Attainment, and for the remainder of the Duration, the Disciple no longer suffers wound penalties, does not need to breathe and does not begin to bleed to death when all of her Health boxes are filled with lethal damage (see “Health and Healing” in the Mage the Awakening 2e Rulebook, pp. 222-223). Likewise, she does not register as a living pattern to sensory magics (though Life Arcanum spells can still affect her and she doesn’t count as a walking corpse for the purposes of the Death Arcanum), and perhaps most spectacularly, she can reattach severed pieces of her body with Life Arcanum healing (at the appropriate level for the type of damage sustained in losing the limb, or whatever other part was removed), so long as it is done before this Attainment’s Duration expires.
                        Corpse Flesh [1 Reach Advanced Duration, 1 Reach Instant Cast, Adamantine Arrow p. 173]


                        Fifth: The Origin of Species

                        Prerequisites: Life 5
                        All life on earth started in the same origin. The connection to all the forms that original life has taken over the eons is there, in every human and animal, and fully at the Disciple or Rathma’s command. With but a short act of concentration, the Disciple wills her body or that of a willing target to have taken a different path, to have evolved along another branch of the great tree. For the duration of the Attainment the body follows that act of will, transforming into any biota that has ever evolved or could realistically have evolved.
                        This attainment works like the spell Shapechange, with Reach spent on instant casting and Advanced Duration.
                        Optional: Death 5
                        Most of the Disciples attainments take control of evolution, make it go along specific paths in a carefully controlled way. With this attainment, the Disciples mastery of Life and Death allows her to make it go wrong in the fastest and most horrible ways imaginable.
                        The Disciple flicks, spits, or shoots a small part of herself at the target, be it a fleck of blood or a gob of spit. If it hits, the targets gets infected with a terrible affliction. Living targets start to mutate quickly and painfully, as cancerous growths appear all over their body. On contact with unliving targets or ephemeral entities the small amount of living matter the Disciple attacked them with mutates itself, quickly growing roots of cancerous matter that brutally split apart the target like a tree’s roots split a stone. Ephemeral entities especially are terrible to look at as veins of blood and flesh start quickly growing through their bodies, and entire areas start to slough off or break apart.
                        This attainment works like a direct damage spell of the Unraveling Practice, cast with Reach spent on Instant Casting and Advanced Duration. The attack uses Gnosis + Athletics or Firearms, and the Disciple can also use any delivery mechanism she evolved with the fourth attainment (like evolving the ability to shoot spikes at targets). The Attainment’s damage is delivered at one hour intervals until the duration runs out.
                        Last edited by Joker; 06-30-2017, 04:41 PM.


                        My custom legacy (2e)- The Disciples of Rathma - Life/Death focused Moros/Thyrsus Legacy, comments appreciated

                        Comment


                        • So... I remember reading a 1e custom Legacy written up a loooong time ago in one of those unofficial wiki/game resources pages, but can't find the page now. The idea was cool enough for me to want to reconstruct it from my incomplete memory, but I'm not familiar enough with legacy creation to think I'd be able to do so without some help.

                          The Legacy was titled "The Hive" and their magical philosophy centered on the unity of all organisms as descended from a single organic source, known by legacy members as the Adam Kadmon. The optional Life attainments centered on controlling and mutating the forms of baser life forms to suit the purposes of the legacy member. The core attainments, however, were interesting in that they mucked with sympathy and gradually erased separation/distinction between legacy members - i.e. at a certain level one can cast spells on any fellow member as if you were casting on yourself, with no sympathetic range required, another level allowed easy sharing mana or wp with other members, etc. Weirdly, these attainments used Spirit instead of the more sensible Space or Mind. This would probably need to to change if converted.

                          Does anyone think this Legacy deserves to be brought into the sunlight of 2e? If so, what order(s) (in your opinion) makes sense? I could see Silver Ladder for the idea of man's rightful dominion over other lifeforms, Mysterium for the creepy unity and connection to living magic, or Seers.

                          Comment


                          • Has anyone ever considered a legacy for Mastigos that accesses the Grave Dream of the Underworld?

                            Comment


                            • Originally posted by Kvedulf View Post
                              So... I remember reading a 1e custom Legacy written up a loooong time ago in one of those unofficial wiki/game resources pages, but can't find the page now. The idea was cool enough for me to want to reconstruct it from my incomplete memory, but I'm not familiar enough with legacy creation to think I'd be able to do so without some help.

                              The Legacy was titled "The Hive" and their magical philosophy centered on the unity of all organisms as descended from a single organic source, known by legacy members as the Adam Kadmon. The optional Life attainments centered on controlling and mutating the forms of baser life forms to suit the purposes of the legacy member. The core attainments, however, were interesting in that they mucked with sympathy and gradually erased separation/distinction between legacy members - i.e. at a certain level one can cast spells on any fellow member as if you were casting on yourself, with no sympathetic range required, another level allowed easy sharing mana or wp with other members, etc. Weirdly, these attainments used Spirit instead of the more sensible Space or Mind. This would probably need to to change if converted.

                              Does anyone think this Legacy deserves to be brought into the sunlight of 2e? If so, what order(s) (in your opinion) makes sense? I could see Silver Ladder for the idea of man's rightful dominion over other lifeforms, Mysterium for the creepy unity and connection to living magic, or Seers.

                              The Silver Ladder is big on the whole "meritocratic strata of society" thing, so all individuals joining to become one might not be what they prefer. The Mysterium and the Hegemony might indeed support such notions. Adam Kadmon (sounds better than "the Hive") would be a Legacy with Thyrsus, Mysterium, and Seer parentage, with Space as their primary Arcanum and Life as the optional one.


                              MtAw Homebrew: Even more Legacies, updated to 2E

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                              • This is a Legacy which one of my players, a Master of Mind and Adept of Prime, will take.

                                The Architects of Truth
                                The Architects of Truth are a Silver Ladder/Seers of the Throne Legacy focused on using Prime and Mind to manipulate the truth of the Fallen World.
                                • Parentage: Mastigos, Silver Ladder, Seers of the Throne
                                • Ruling Arcanum: Prime
                                • Yantras: Truthfinding (+1), opening the first Door in Social Maneuvering (+1), succeeding on a Persuasion check (+1, or +2 if the person was hostile to you in the beginning), planning the details of how to change Sleeper society (+2).
                                • Oblations: Public speaking; publishing an article; staging a protest; mingling with movers and shakers.
                                Origin
                                The Legacy was originally developed by the Seers of the Throne to enhance their control over Sleepers and the Lie. It originated in the Hegemonic Ministry as a tool used to direct Sleepers towards whatever beliefs were required to keep them divided. It was created shortly after the Ministry's creation in the 17th century in Florence. The Legacy later found its way into the Silver Ladder as a similarly effective method of control, although to different ends. The Seers claim the Ladder stole it with soul theft, but the théarchs say a Seer defector brought them the Legacy. In the late 19th century when the Simulacrite cult defected from the Iron Pyramid and formed the Simulacrum Order, they took the Legacy with them.

                                Doctrine
                                The Architects of Truth believe that while Mages can temporarily enforce their will on the world, they can also change what is actually true about the world. This is the key to controlling Sleeper society, other mages, and even Ascension. Truthshapers engage in Truthfinding, obsessively studying individuals and groups to learn what desires, opinions, and facts emanate from them so that they might shape those into the correct ones.
                                • Prerequisites: Prime 2, Persuasion 2, and one of the following additional Skills at 2 dots or higher: Politics, Empathy, Expression, or Subterfuge.
                                • Initiation: The prospective Truthshaper must complete the task their tutor assigns. This usually relates to influencing the beliefs of a Sleeper population through means both magical and mundane.
                                • Organization: The Architects of Truth work in cells within their Orders, usually in teams with clearly-defined roles. A small group of Truthshapers will plan out changes to Sleeper society and work to implement them, each one applying their specializations accordingly. The Legacy sometimes cooperates cross-Order to deal with supernatural threats or dangers to the Legacy.
                                • Theory: A core activity of Truthshapers is Truthfinding. They observe or interact with individuals or groups in need of factual adjustment so that the truths in their own souls become resonant to those individuals. Activating any Mind Attainments require the Truthshaper to spend at least one Scene in Truthfinding with their target(s). Only one session is required; it allows the mage to activate some or all of the Legacy's Mind Attainments during that Scene.
                                Attainments
                                Truthseeking (1 dot)
                                Prerequisites: Initiation

                                In order to define truth in the world, the Truthshaper must know how to seek it out. They gain the ability to instinctively uncover the truth of people and places. This Attainment emulates the "Sacred Geometry" spell with Reach spent to allow the mage to perceive whether or not they are in a Hallow. The mage always instinctively knows where ley lines and Hallows are.

                                Optional: Mind 1. To have influence over others, the mage must know their true desires. Even with casual observation, a Truthshaper can quickly discover what intent lies behind another's words and actions. This emulates the "Mental Scan" spell, with Reach assigned to Sensory Range.

                                Command Truth (2 dots)
                                Prerequisites: Prime 2, Persuasion 3

                                The Truthshaper learns the basics of usurping the truth of the Fallen World and replacing it with one of their own design. With a word, the Truthshaper commands Supernal phenomena to do as they wish. This emulates the "Word of Command" spell with Reach assigned to Instant Casting and Sensory Range. If the triggered effect requires Mana to be spent, the Truthshaper need only spend 1 Mana.

                                Optional: Mind 2. The Truthshaper's instinctual understanding of the Truths emanating from others allows them to be whoever they need to be in order to bend others to their whim. After Truthfinding the target for one Scene, the Truthshaper changes the truth of his own presence. This emulates the "Alter Mental Pattern" spell with Reach assigned to Advanced Duration.

                                Alter Truth (3 dots)
                                Prerequisites: Prime 3. In addition to the Persuasion 3 requirement from the previous Attainment, the Truthshaper must increase the other Skill used to meet the requirements of the Legacy to 3, or must attain 2 dots in a second skill from the list of possible requirements.

                                The shaper's mastery over the usurpation of truth now extends to the altering of vast swaths of the Mundane. By spending about an hour studying the Ley Lines in an area, the Truthshaper can alter them for extended periods of time. This emulates the "Geomancy" spell with Reach assigned to Advanced Duration, allowing the Truthshaper to change the Resonance Keyword of Nodes or ley lines. The Attainment cannot move Ley Lines. However, when the Truthshaper alters a node or ley line, they themselves become Resonant with that ley line, a false extension of the new truth the Node or Line represents. A Truthshaper may also use this Attainment to simply become Resonant with a Ley Line or Node, and not alter its Keyword.

                                Optional: Mind 3. By forcefully projecting the truth that he creates in his soul outward, the Truthshaper can prepare other people to accept its reality. This spell emulates the "Emotional Urging" spell with Reach assigned to Advanced Duration and Sensory Range. If the target is within range of a Node or Ley Line that the mage is Resonant with, the mage can bypass the Withstand of his target.

                                Annihilate Falsehood (4 dots)
                                Prerequisite: Prime 4, Persuasion 4, and the other Skill requirements of the previous Attainment.

                                The Truthshaper is no longer content to just temporarily change what is true. Opposing Supernal phenomena endanger the agenda of the Architects of Truth; spells that contradict the fabricated truths of the Truthshaper become falsehoods and can be destroyed. This emulates the "Dispel Magic" spell, with Reach assigned to Instant casting time, Sensory Range, and Lasting effect. The Truthshaper does not need to have dots in the component Arcana of the spells he's trying to dispel as long as those spells are within range of one of his Resonant Ley Lines or Nodes. Activating this Attainment costs 1 Mana.

                                Optional: Mind 4. Much like Supernal Truths that oppose the Truthshaper's agenda can be cast back across the Abyss, the facts, opinions, and beliefs of other people can be destroyed. This effect emulates the effects of the "Befuddle" spell, with Reach assigned to Sensory Range and Advanced Duration. It can only lower the target's Resolve or Composure. If the target is within range of a Node or Ley Line that the mage is Resonant with, the mage can bypass the Withstand of his target.

                                Create Truth (5 dots)
                                Prerequisites: Prime 5. In addition to the Persuasion 4 requirement from the previous Attainment, the Truthshaper must increase the other Skill used to meet the requirements of the Legacy to 4, or must attain 3 dots in a second skill from the list of possible requirements, /or/ two dots in a third Skill from the list.

                                With mastery over truth itself, the Truthshaper is able to fabricate truths ex nihilo. This emulates the effects of the "Create Truth" spell, except that the Truthshaper may pick any Resonance for the Hallow, even if it doesn't make sense for its location. He is also automatically Resonant with the Hallow. The Resonance-related bonuses of the lower-dot Attainments apply to the Hallow and any Ley Lines or Nodes it creates. Reach is assigned to Advanced Duration. Hallows created with this attainment do not generate tass, and only members of the Legacy can perform Oblations in them. Activating this Attainment costs 1 Mana.

                                Optional: Mind 5. The Truthfinding extends beyond instinct, automatically changing the Truthshaper into the person others need him to be in order to accept the truths he defines. This Attainment emulates the "Social Networking" spell, with Reach assigned to Advanced Duration.

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