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  • Originally posted by Mrmdubois View Post
    That’s no bad, but definitely doesn’t strike me as Left-Handed.

    Also, Words of Truth has to typically be used on a subject other than the Mage casting it so it will require a touch or Aimed activation Range.
    Yeah I definitely understand that. I think I just wanted to get the mechanics down before I fine-tuned the aesthetic. I just imagine them being an affront to Awakened societies desire to be secretive, but maybe that doesn't mean they have to be left-handed.

    Ahhh yeah I wasn't sure if the spell was affecting the words on the Mage's end or recipient's. I'll have look to see if there is something clever to switch in there.

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    • Originally posted by lladas View Post

      Yeah I definitely understand that. I think I just wanted to get the mechanics down before I fine-tuned the aesthetic. I just imagine them being an affront to Awakened societies desire to be secretive, but maybe that doesn't mean they have to be left-handed.
      It does if they recklessly leave broken people behind, their sanity eroded by quiescence.

      Which is exactly what liberal use of attainment #4 will do.
      Last edited by Flinty; 10-24-2017, 02:36 PM.


      My Mage 2e Homebrew

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      • I just realized that the Hero legacy doesn’t always do spell factors properly. For instance the 4th Attainment says it can affect a number of Sleepers up to dots in Prime, but it should be a number up to -4 (So 3) at Prime 5 as secondary factors like Scale determine their level of effectiveness by treating dots in the arcana as a pool of dice you can apply dice penalties to. I’d redo it, use the secondary factor to increase Potency and accept that you can only make Sleepwalkers one at a time, but you can make them as often as you want since you can have an infinite number of attainment instances running in parallel as they don’t take up
        Spell control. Reach could be spent on Instant and Advanced Duration. In practice it would probably look like the Hero greeting people in his protectorate and shaking their hand or brushing their hand as they help with a bag of groceries and placing the attainment on them. You’d have to check in on them semi-regularly too to keep the effect up, at least once a year. This wouldn’t work on Sleepers with a Resolve of 4 or higher though (They’re exceedingly rare anyway though).

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        • Originally posted by Mrmdubois View Post
          I just realized that the Hero legacy doesn’t always do spell factors properly. For instance the 4th Attainment says it can affect a number of Sleepers up to dots in Prime, but it should be a number up to -4 (So 3) at Prime 5 as secondary factors like Scale determine their level of effectiveness by treating dots in the arcana as a pool of dice you can apply dice penalties to. I’d redo it, use the secondary factor to increase Potency and accept that you can only make Sleepwalkers one at a time, but you can make them as often as you want since you can have an infinite number of attainment instances running in parallel as they don’t take up
          Spell control. Reach could be spent on Instant and Advanced Duration. In practice it would probably look like the Hero greeting people in his protectorate and shaking their hand or brushing their hand as they help with a bag of groceries and placing the attainment on them. You’d have to check in on them semi-regularly too to keep the effect up, at least once a year. This wouldn’t work on Sleepers with a Resolve of 4 or higher though (They’re exceedingly rare anyway though).
          Sorry for the late reply. I appreciate the critique. I definitely knew that the Spell Factors for that Attainment were a bit fuzzy. I figured that because this Attainment was only usable when spells utilized the mage's Shadow Name Yantra, that it would allow for some leeway. I originally imagined it being used only during combat and leaving bystanders broken from what they have seen after. I definitely like the idea that you have suggested. I

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          • Originally posted by lladas View Post
            Sorry for the late reply. I appreciate the critique. I definitely knew that the Spell Factors for that Attainment were a bit fuzzy. I figured that because this Attainment was only usable when spells utilized the mage's Shadow Name Yantra, that it would allow for some leeway. I originally imagined it being used only during combat and leaving bystanders broken from what they have seen after. I definitely like the idea that you have suggested. I
            A different route you could go is to skip Advanced Duration and take Advanced Scale instead, and still use the dice penalties to bump up Potency. Then in a small room sized area around your Hero for up to 10 turns any Sleepers inside the Scale of the effect that aren't Resolve 4 or higher would be Sleepwalkers. They'd lose the effect if they move out of the area, and it's only a small room size that's affected so anyone outside the area would still be affected by Dissonance normally. Basically, it wouldn't be great on a busy city street, but in a back alley you'd be able to do pretty much whatever you wanted in a magical brawl.

            Alternatively, you could skip Instant activation, and use Advanced Duration and Advanced Scale to set up multiple small room areas contiguous to each other running with your attainment simultaneously via a scene long ritual and prepare a much bigger area of "safe" magic over time as Sleepers become Sleepwalkers when they wander into it. This would likely be the purpose of going on patrol in your protectorate.

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            • Originally posted by Mrmdubois View Post

              A different route you could go is to skip Advanced Duration and take Advanced Scale instead, and still use the dice penalties to bump up Potency. Then in a small room sized area around your Hero for up to 10 turns any Sleepers inside the Scale of the effect that aren't Resolve 4 or higher would be Sleepwalkers. They'd lose the effect if they move out of the area, and it's only a small room size that's affected so anyone outside the area would still be affected by Dissonance normally. Basically, it wouldn't be great on a busy city street, but in a back alley you'd be able to do pretty much whatever you wanted in a magical brawl.

              Alternatively, you could skip Instant activation, and use Advanced Duration and Advanced Scale to set up multiple small room areas contiguous to each other running with your attainment simultaneously via a scene long ritual and prepare a much bigger area of "safe" magic over time as Sleepers become Sleepwalkers when they wander into it. This would likely be the purpose of going on patrol in your protectorate.

              You my friend are a genius. I think both make sense for different Heroes depending on how they view their role in their protectorates. I'll get to work incorporating these into the write-up. Thank you for taking time to think and respond about this.

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              • Eternal Soul Sentinels
                Other names: Heralds of the End, Century Children, Could-Have-Been-Kings, Time Liches, Guardians of Forever

                The Sentinels originated at the end of time and are expected to pass the legacy BACKWARDS to their youth, once they achieve Time Mastery. They equate mentorship to the ancestry of the mind and thus their “lineage” is those “ancestors” that will exist in the future as part of the direct line of mentorship that propagated backwards to a given Sentinel. The “alpha member” is the member the member fartherst back in time, whose chief duty is to achieve Time Mastery and continue the propagation backwards. There are also “omega members” from collateral lineages that propagate the legacy forward in time.

                The Eternal Soul Sentinels believe they have been given a sacred charge to protect and pass backwards a sympathetic link to the “Eternal Dark”. The Eternal Dark is not a specific date but rather a metaphysical point to which all timelines lead. It is the time at which the universe ends utterly, the silent cold darkness at the end of the universe after the last ray of background radiation passes by and nothing ever happens again. The Eternal Soul Sentinels hold that it is impossible to actually pass this point as doing so would merely mean it is later in time. Those who try to use the Sentinel's temporal sympathy to actually arrive at the Eternal Dark either use magic to carefully never pass the final threshold or never return.

                The actual nature of what that sacred charge IS and what will happen meta-when the Alpha Member reaches the earliest possible point though is a … complicated subject. Due to the acausal nature of the Legacy, multiple mutually exclusive versions of the founding of the legacy are all equally true. There are even multiple Ur-Ancestors. And that's before taking into account the distortions inherent in passing an oral history through an enormous game of Telephone played by secretive Time Master across multiple linguistic and cultural drifts. And the cross contamination as different branches and lineages of the legacy work together and communicate.

                By this point in time there are many jumbled together interpretations of the purpose of the legacy that nobody can really keep straight. One posits that history is wounded and the legacy will stitch together the wound in order to protect the Sleeping soul of the Fallen universe itself. Several speculate the entire Legacy is actually a Archmaster's cult for producing quintessence. Another is that a a horde of souls stolen from across all of time will sent climbing up the ladder formed by the legacy and into the Eternal Dark in a mass jailbreak from the Lie. Another is the exact opposite, that the future will feed souls into the past and reform the wheel of re-incarnation broken by the Abyss. There are dark rumors that the Could-Have-Been-Kings are meant to be the true secret rulers, the true Seers of the Throne, guiding history as they wish and “truly living” unlike the “flatliners” that they mold like clay by controlling the timeline. Conversely some posit the immense amount of good an organization of Time Liches spread across all of time could do, not least of which is simply acting as a safeguard against extinction events.

                Perhaps the most daunting interpretation, and the one to which StrifeStalker subscribes, is that the Legacy is nothing less than a declaration of war against Quiescence and the Exarchs. Due to the nature of the legacy, it is possible that with enough meta-time every person to ever live will emerge from the changing tides of history stabilized from further alterations to the past by learning the second attainment of this Legacy.


                Origin
                Parentage: Moros, Adamantine Arrow or Silver Ladder

                Background: Devotion and mental resilience are key traits the Hands look for when recruiting potential immortals. Of particular interest is a strong belief in and devotion to something greater than oneself. Priests, cultists, social workers, sports coaches, and the like. Also important is an understanding and acceptance of mortality. For it is in passing that members achieve immortality, and most will die a thousand deaths before the changing past sets them on the path to achieve the fifth attainmen.

                Appearance: Century Children often appear to be callously unsympathetic to the plights of others, offering only philosophical platitudes before moving onwards with a a relentless self assurance that can seem like cocky arrogance. The constant companionship of the End casts all things into into perspective and ever is a reminder of the ephmerality of existence. And as a result, many find their comfort in esoteric philosophy.

                Doctrine
                Prerequisites: Time 2, Athletics 2 (members of this Legacy are bear within their souls a sacred trust and must be able to protect it by protecting themselves until they can pass it on). Occult 2, Two dots of Status or Mystery Cult Initiation (but not M.C. Influence).
                Initiation: The student must use a variant of Postcognition to trace the temporal sympathy of their mentor forward to the End and experience it until they naturally develop their own sympathetic connection to it. Mentor and student go through the rituals of the Second Attainment in order to extend the mentor's aegis across the moment of the student's initiation. The mentor then melds his own sympathetic connection to the End to that of the student's. and uses their third attainment to Perfect this sympathetic connection and also to animate the student's own shadow and feed it to them. Technically the student is now mystically initiated into the legacy at this point, but they haven't been socially initiated.

                The social initiation occurs as the mentor guides the student's awareness through time to “visit” each “ancestor” of their direct lineage of mentorship. During each “visit” the mentor, student, and ancestor inspect eachother's sympathetic connections to the End for issues like Abyssal taint, and then coil copies of eachothers around their own. In this way the student's sympathetic connection to the End grows to be less like a thread and more like a thick rope of many threads woven together. Plus this acts as another layer of protection for rescuing members if events in the past undo their existence.

                The last step of initiation is for the mentor to “dangle a hook” for the student's own students to “visit”

                Organization: Due to the way the legacy propagates backwards in time, no real organization beyond mentor and student exists for the alpha terminus. Though if one's mentor decides to indulge in some extra recruiting, fellow legacy members might suddenly pop up

                Theory: One of the metaphors the legacy uses to describe its attainment is that of long icicles dangling down from the obsidian ceiling of an old lava cave long since gone cold. The dark obsidian roof is the Eternal Dark and the icicles dangling from the roof are the frozen lines of temporal sympathy which the legacy protects and grows backwards in time. This was inspired by an actual site in the northern reaches of Canada that is thus held to be sacred to the Legacy.

                Beyond that the legacy teaches that the universe itself is the divine corpse of a demiurge that, when confronted with an eternity of solitude, killed itself in a deific fit of suicidal despair. The Demiurge ripped itself apart and cast the fragments of its divinity across its body so that it can lie to itself that it is not alone. Thus every soul contains a divine spark and the Awakened are those whose sparks that have found fertile fuel to ignite into the blazing fire of Gnosis which shines with the light of Wisdom.

                The legacy acknowledges 4 different types of enlightenment: Corpse Law, Flame Law, Sword Law, and Blood Law. The enlightenment of Flame Law is understanding the blaze of one's own innate divinity. It is to know one's self is a self-imposed delusion without losing hold upon the substance of that delusion. The enlightenment of Blood Law is the links and interconnections of the world, binding oneself to the community and the flaming souls of others. The enlightenment of Corpse Law is found in the suicidal nihlism of the Demiurge and drawing upon the latent divine power soaked into the Demiurge's corpse. The enlightenment of Sword Law is found in the art of severing and cutting, which the Demiurge wielded upon itself .

                Oblations: astronomy and contemplating the night sky, contemplating a growing icicle, researching potential inheritors of the legacy, studying the “mentorship family tree” and tracking your impact on your ancestors. Maintaining and studying one's own Constant Presence memoirs, as well as comparing them to the non-stabalized version.


                Attainments:
                First: Final Breath
                Prerequisites: Initiation
                The Could-Have-Been-King's mana-infused breath billows out, fogged with the chill of his icicle. The cold congeals mana into one of his Imago and rimes it with ice, greatly prolonging the spell by preserving it and stretching it out along the lines of temporal sympathy towards the End. The Century Child spends 1 mana to apply the Advanced Duration reach to his spell or spell-like attainment
                Optional: Death 1
                Instead of infusing his Final Breath with mana, the Sentinel draws forth darkness of the End. He peers into his fogged breath and in its shape and movement sees Symbols representing how to bring a thing closer to its End. When used to inspect a married couple for instance, a Sentinel capable of seeing spatial sympathetic connections might see his breath overlay the number 3 onto his view of the wife's phone to symbolize that the couple's sympathetic bond might be ended by the revelation that the 3rd contact on her phone is her boyfriend. This Attainment is an Unveiling effect for how the subject could bring about the end of a given specimen, with Potency determining the number of revealed clues. An Int+Occult roll might be necessary to interpret its results and could potentially result in an Informed condition for ending the specimen

                Second: Frozen Blood
                Prerequisites: Time 2 Athletics 3 or Occult 3
                The Eternal Soul Sentinel dances a rite honoring and symbolizing the celestial sphere. As each celestial object is honored, it is symbolically quenched and the dancer acts more and more like they are freezing to death. As the dance reaches its End, the dancer passes through paradoxical undressing, terminal burrowing, loss of consciousness, and then the final stillness of organ failure. By doing this, the chill inevitability of the End expands out from the Sentinel's lungs and into the bloodstream. The Sentinel becomes congealed in the time stream as if by a ritual casting of Constant Presence with Advanced Duration.
                Optional: Death 2
                When performed at night, the Sentinel's sacred dance shifts and drags at the Earth's shadow (aka the dark of night) and (very locally) snuffs out the light of each celestial object as it is symbolically quenched. By the end of the dance, the dancer lies still within a collapsing sphere of darkness as thin streams of the Eternal Dark begin flowing within their veins. This enacts a variant of Suppress Aura with Advanced Duration. The Sentinel's personal aura and nimbus are dampened, with Mage Sight detects him as not existing even while mundane eyes see him fine. Magical attempts to see through the effect provoke a Clash of Wills. This effect can be spread to spells cast later for the cost of a point of mana and a Reach. His emotions become harder to read in general, imposing a -2 penalty on Empathy checks.

                Third: Cracked Skin
                Prerequisites: Time 3, 3 dots in 2 of (Occult, Athletics, Status/Mystery_Cult_Initation) and 2 dots in the other
                The Sentinel's connection to the Eternal Dark develops to the point that it cracks open the boundaries of his skin and oozes out to affect the world. He speaks a sacred Mystery of the Eternal Dark, in which every word is silent. Then, as if they were blow-darts, he spits out these frozen silences to either bolster or undermine the strands of sympathy they stab into. This functions as a thrown touch-range Time version of the Web-Weaver spell, allowing the caster to strengthen or weaken an existing Temporal Sympathetic link
                Optional: Death 3
                Instead of solely the frigid temporal sympathy of his icicle, the Sentinel can also allow the umbral touch of the Eternal Dark itself to seep out into his sacred words. This functions as the Shadow Crafting spell, save that the animated shadows are silent (absorbing and blotting out any sound that tries to pass through them) and bitterly cold, leaving hoarfrost on any surface they touch. Due to the chill and being the metaphysical manifestation of the end of all things, prolonged contact with the shadows tends to be damaging to non-legacy members.

                Fourth: Organ Failure
                Prerequisites: Time 4 Athletics 4 or Occult 4
                The Sentinel curls his body slightly and then unleashes the coiled tension in a shove, as if hitting a volleyball or launching a package through zero g. But instead of space, the target is cast adrift through time as the mage uses his Icicle as a harpoon to tether a different temporal version of the target into reality. This functions as the Rewrite History spell.
                Optional: Death 4
                Strengthened by enduring prolonged exposure to the end of all things, the mage's soul can linger and persist past the death of its mortal body. Upon death (or the temporary occurrence of such via the Time portion of this Attainment) it remains in the world as if kept in a Soul Jar formed of its own gnosis. The Sentinel still retaining his personality and ability to act, so typically he seeps his soul into nearby shadows he can manipulate and form into a body via the third attainment, surviving as a shadowy wraith similar to the spell Shadow Flesh. Despite his soul remaining fundamentally the soul of a human mage, the mage's mind is subjected to new drives and needs. Instead of more mundane food, the bared soul of the wraith hungers for mana with a startling intensity. The wraith body is never satiated and even when full the mage is forced to have “Devour the mana of the living” as an aspiration. Its hunger rips mana from the bodies of those injured by its animated shadows in an effect similar to Devouring The Slain. This form of lichhood is made all the more deadly by the fact that destroying the shadow body does nothing but inconvenience the invisible lingering soul. Some speculate that there is some form of kinship with the Strix.

                Fifth: Oblivion
                Prerequisites: Time 5
                The mage spends 1 mana or a dot of willpower and takes on the fundamental nature of the legacy, twisting time back upon itself as future changes past in act of simultaneous genesis and annihilation. The mage becomes one with his connection to the Eternal Dark and traces that connection back to a previous point in his own life time. This functions as a lasting/indefinite Corridors of Time spell.
                The fact that even the shadowy liches of the fourth optional attainment can use this attainment to unwrite their own death is what earns members of this legacy the title of Time Liches.
                Optional: Death 5
                The mage spends a mana and unleashes the direct touch of the Eternal Dark upon a target viewed through the fog of the first attainment, washing the target with a wave of the most pure metaphysical Ending possible until the target ceases. This is sensory range advanced duration Unmaking effect that nigh inevitably brings about the end of the target, destroying it utterly if its Stamina (or equivalent Withstand) is not equal to or greater than the Potency (dots of Death) of this attainment.

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                • The Agathos Kai Sophos , an Acanthus Legacy of master planners and strategists.

                  Feedback is very much appreciated. Do the yantras make sense ? Do the attainments look useful ? Was the theme presented in a cohesive manner ?

                  I wanted to make them into enlightened strategists. At the time I was reading more about Plato and the philosophies derived from his teachings, in order to get a stronger grasp on the inspirations for Mage. Stoicism seemed to resonate with the Arrows, especially when Marcus Aurelius stood out as both a philosopher king and great strategist. The fact that Wisdom was one of their core virtues was especially interesting: "Are there any Legacies that tackle cultivation of Wisdom ? Seems not, that might be a cool theme to explore".
                  Last edited by KaiserAfini; 02-28-2019, 04:21 PM.


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


                  The Agathos Kai Sophos, an Acanthus Legacy of strategists

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                  • Here are the 3 Legacies I've made for the game I'm running:I'm particulary proud of the Priests of the Nekromanteion, the seem to me very well rounded and with enough back history to feel "real".
                    Last edited by Eleizel; 02-13-2019, 03:50 AM.

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                    • We made one, I suggested the concept and themes and KaiserAfini has been helping me with the details and attainments so I give you:


                      The Nizari: A Mastigos Legacy of assassins from the Guardians of the Veil inspired by the old assassins order in the midle east.

                      Still working on a few details but it's mostly done.
                      Last edited by Aeveth; 02-28-2019, 02:21 PM.

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                      • This one has been completed for some time. It's a refinement of an earlier idea I posted in some other thread I can't find right now. Basically, you learn to control the darkness within and without for the sake of knowledge, secrecy, and control over others. In the end you become that very same darkness and rule your kingdom within the human soul forever.

                        Disciples of Ahriman

                        Origins
                        Parentage: Mastigos
                        Nickname: Secret Masters
                        Background: An ancient tradition dating back to the height of Zoroastrian times created by a master known to adherents as the Deceiver. They weave their webs from the shadows, mastering the vices and failings of people with positions of power over politics or secret societies, seemingly for its own sake. Some among the Disciples speak of a "Great Work" conceived of by the Immortal Masters to bring the Legacy to a kind of mass ascension through mastery of the world.
                        Appearance: The Secret Masters typically wear a variety of disguises to present themselves how they wish to their targets. They do their best to appear 'in character' in appropriate locations they have set up ahead of time to best enable their manipulative practices, but can look like pretty much anybody in everyday situations.

                        Doctrine
                        Prerequisites: Death 2, Occult 2, and one of the following skills at 2 dots or higher: Empathy, Investigation, Persuasion, or Subterfuge
                        Initiation: The Legacy seems to appear at random in seemingly unconnected mages at different places and times, who create a circle of apprentices and co-conspirators from there. When forced to speak the alleged truth, the original Disciple of Ahriman (a suspect title to begin with) will confess that the Deceiver came to them in a dream. It cares not for the sects of its students, seeking Mastigos from among the Pentacle, Iron Pyramid, and Nameless with no apparent rhyme or reason.
                        Organization: A master and a handful of apprentices. The Secret Masters are secret even to each other, with only the greatest of them knowing more than what they were meant to.
                        Theory: Conceive. Conceal. Control. These three words define a way of life intended to give you the knowledge to understand others, the secrecy to protect yourself from them, and the means to make them do as you wish. To peer into human souls, master the darkness within them, and rule over the kingdom of demons which dwells there without anyone being the wiser. So it shall be with magic itself, for it too has a mind that may be controlled without its awareness - the road to Ascension.

                        Magic
                        Ruling Arcanum: Death
                        Yantras: Disguising yourself as another (+1); Whispering a subject's failings and weaknesses in their presence (+1); Invading the subject's privacy to construct a map of their personality and relationships (+2); Organizing an ominous secret meeting with the subject at least a day in advance (+2)
                        Oblations: Creating profiles of potential subjects; erasing evidence of someone's presence; selecting and putting on disguises; setting up ominous decor.

                        Attainment 1
                        Prerequisites: Initiation
                        To control the mind and soul of another requires a Sovereign to first understand it. Through a scene of observation they gaze into the soul of another person to see the marks left on it over the course of their lives. This duplicates the Death spell "Soul Marks" at sensory range.
                        Optional: Mind 1
                        The inner demons of others may be coaxed to whisper to the Secret Master about their strengths and flaws of character, their goals and dreams. This allows the main Attainment to also duplicate the "Know Nature" spell and reveal a subject's Virtue, Vice, Aspirations and Obsessions at sensory range. However, it will not reveal the subject's Mental or Social Attributes.

                        Attainment 2
                        Prerequisites: Death 2, Occult 3
                        The infernal shadows of human sin briefly expand their reach so that few might see their way through to the Secret Master behind them. With but a touch the shadows begin to spread. This duplicates the "Deepen Shadows" spell instantly with Advanced Scale.
                        Optional: Mind 2
                        The demons surrender information about more peripheral, immediate concerns in the souls of their people without much coaxing. In an instant the Secret Master may tune into this information from any individual they may directly perceive within their dim illumination. This duplicates the "Mental Scan" spell instantly at sensory range.

                        Attainment 3
                        Prerequisites: Death 3. In addition to the Occult 3 requirement from the previous Attainment, the Secret Master must increase the other Skill she used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
                        The darkness of the human soul spreads to conceal the Disciple's true glory. They appear to be nothing more than another ordinary inmate of the black iron prison they will someday transcend. This duplicates the "Suppress Aura" spell instantly with Advanced Duration.
                        Optional: Mind 3
                        There are no cues which will give away a Secret Master. They may disguise their surface thoughts and feelings so as to better obscure their true self from those they interact with. This duplicates the "Alter Mental Pattern" spell instantly with Advanced Duration.

                        Attainment 4
                        Prerequisites: Death 4, Occult 4, and the other Skill requirements of the previous Attainment.
                        None may prove the guilt or even presence of the Disciple or his conspirators, because the darkness will reach out to consume the evidence. Nothing that could enable a forensic investigation to identify them is left behind for the duration. This duplicates the "Without a Trace" spell at sensory range instantly with Advanced Duration.
                        Optional: Mind 4
                        Even the disguises become unnecessary for a Secret Master at this level of initiation. They may appear to be whomever they like from the perception of others, all the better to appeal to the secret counsel given unto them by the subject's inner demons. This duplicates the "Imposter" spell instantly with Advanced Duration.

                        Attainment 5
                        Prerequisites: Death 5. In addition to the Occult 4 requirement from the previous Attainment, the Secret Master must increase the other Skill she used to meet the requirements of the Legacy to 4, or must attain three dots in a second Skill from the list of possible requirements, or two dots in a third Skill from the list.
                        After a scene of meditation the mage's flesh is transformed into a three-dimensional shadow, incapable of interacting physically with the world except to speak, but all too capable of imposing her will on it with magic. This duplicates the "Shadow Flesh" spell with Advanced Duration, and with the expenditure of 1 Mana can be made to last Indefinitely.
                        Optional: Mind 5
                        The mage's Shadow Flesh may shift into Mind-attuned ephemera. In this way they can bodily travel into the Astral Realms by combining the transformative meditation with a ritual for Astral travel. If their life comes to an end while in this form then the mage completes the transformation and becomes a tenebrous demon themselves, haunting the Astral Realms forevermore as an Immortal Master.
                        Last edited by Aiden; 03-03-2019, 11:18 AM.


                        Revlid wrote:
                        Yes, hollowing out your humanity to become an utterly utilitarian asura is the exact suggestion I would expect from you, Aiden.

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