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  • Nyrufa
    started a topic What's YOUR custom Legacy?

    What's YOUR custom Legacy?

    (I made one for Shifters, Bloodlines, now its time for Legacies!)


    The Great Masters: A legacy of Obrimos martial artists who despite their functionality, originated in the west. By combining magical properties with martial arts, they attempt to recreate legendary techniques only witnessed in myths, video games, and the movies. Sometimes called Fanboys, they strive to imitate Asian masters, whether they are real or fictional. In addition to the Arcana of Forces and Prime, they have also begun to study the power of Space as well. They are most commonly found as members of the Free Council, but have occasionally joined the Adamantine Arrow if they are eager to test out their training.


    The Skinless Hand: A Left-Handed Moros legacy of militant necromancers. They refine their study of raising the dead in order to produce more effective soldiers for both offensive and defensive purposes. They operate like a mercenary company, hiring themselves out to other supernatural creatures (or those who are aware of the supernatural), commanding squads of heavily armed zombies to provide security detail or assault strikes. Their insignia is a blood dripping hand with clenched fingers and the skin hanging off it in tattered strips. Because dead bodies are prone to decomposition and rigid movements, The Skinless Hand has begun to study the Arcana of Matter in an effort to make them more flexible and attract less attention from onlookers.



    Beast Channelers: A Right and Left-Handed legacy of Thyrsus who combine magic with barbaric hand to hand combat. They harness the powers of the animal kingdom to perform feats normally impossible for the human body. Such powers they have demonstrated includes inflicting lethal damage with one's bare hands (as if they were claws), overturning a car with a head on tackle (like a charging rhino), or crushing a man's bones with a vice-like squeeze (like a giant snake). They are typically found within the Adamantine Arrow, but due to the savage fighting styles they specialize in, they often instill distrust and unease in the other members.




    I don't own the Mage Book, so I'm not sure if these would be acceptable or not. I scraped them together after reading about the game on the Wiki.
    Last edited by Nyrufa; 06-03-2014, 10:55 PM.

  • Aiden
    replied
    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.

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  • Aeveth
    replied
    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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  • Eleizel
    replied
    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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  • KaiserAfini
    replied
    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.

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  • Lareath
    replied
    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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  • lladas
    replied
    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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  • Mrmdubois
    replied
    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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  • lladas
    replied
    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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  • Mrmdubois
    replied
    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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  • Flinty
    replied
    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.

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  • lladas
    replied
    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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  • Mrmdubois
    replied
    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.

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  • lladas
    replied
    I wanted to work with a legacy that played on superhero symbolism but placed the Mage at odds with the Pentacle. Could use some suggestions about making them more "Left-Handed". Any critique is appreciated.

    ************************************************** *****

    True Believers (Left-Hand)

    Origins

    Parentage: Obrimos, Acanthus, Free Council
    Background: This Legacy has traditionally recruited members from those in heroic vocations; especially those went to war with the servants of the Seers in their Sleeper lives (e.g., noble warriors, heretical voices for change, whistleblowers). However, as their practices have come under more scrutiny, veteran Heroes no longer recruit prospective members but instead wait for those willing to accept the consequences of their calling to seek them out.

    Appearances: No two Heroes will ever look the same. As each Hero gains experience, they will cultivate a very specific outfit that calls on the symbolism of their Shadow Name. However, all Heroes maintain two idiosyncratic personas that represent their civilian and heroic natures. During formal and informal gatherings of the Legacy, it is considered uncouth to appear in one’s civilian persona.

    Doctrine

    Prerequisites: Prime 2, Persuasion 2, two dots in one of the following Skills; Craft, Investigation, Athletics, and Streetwise, one dot in the Shadow Name Merit.

    Initiation: The eager young Hero must patrol their protectorate, relying on only their wits and natural skills should the need for crime-fighting arise. Moreover, the Hero must intentionally spend each night patrolling locations where they believe servants of the Seers or some other supernatural manipulator are active. During this time, a veteran Hero will shadow the recruit as they patrol; looking for any hint of moral corruption or cowardice. Only when the recruit has found a suitably heroic and dangerous situation will the veteran intervene. If the duo survives the final conflict, the veteran will welcome the recruit into the Legacy. While in ages past the end of this ceremony would result in the recruit seeking out their own territory, the multitude of adversaries in the modern-era has led to multiple Heroes patrolling the same protectorate.

    Organization: All Heroes are expected to lead their own personal crusade against the Seers and those monsters that seek to oppress humanity. It is not uncommon though for a veteran Hero to take a junior member under their wing, or, for a group of Heroes to maintain an informal organization that they can call on to combat large threats. During times of monumental crisis, Heroes are expected to answer the call of the Legacy to face the threat as a unified front.

    Theory: It is common knowledge that there is no historical evidence connecting heroic legends with the activities of Mages, but isn’t it such a curious thing that humanity continues to create heroes with powers beyond mortal ken? Most Mages write this Sleeper phenomenon off as little more than an escape fantasy. For Heroes, they believe that is the soul of humanity slipping through the Abyssal-taint; showing Mages a way to subvert the Abyss and become the heroes they were destined to be. Stories of cultural heroes and the colorful pages of comics are blueprints. Mask and origin stories are sword and shield against the Abyss.

    Magic

    Ruling Arcanum: Prime
    Yantras: Succeeding on a Persuasion roll related to the relevant spell (+2); declaring the evil deeds of your adversary (+1); explaining how your “powers” work to a bystander (+1, or +2 if the bystander is a Sleeper); collecting evidence of your enemy’s wrongdoing or weaknesses (e.g., photos, recordings) (+2).
    Oblations: Patrolling one’s protectorate, Practicing the skills related to one’s “powers”, repairing and tending to the equipment and clothes tied to the heroic persona, pursuing and hiding one’s secret identity, spreading rumors about Heroes.

    Attainments

    First: Staring into the Night
    Prerequisites: Initiation
    The Hero becomes attuned to the Truth as they start their crusade to right the injustice that is the Fallen World. This Attainment replicates “Pierce Deception” with Reach assigned to Instant Use. If this Attainment is attempting to pierce through supernatural concealment, it automatically scores successes equal to the Mage’s Prime dots.
    Optional: Fate 1, Destiny 1
    Often in heroic stories, the narrative works to direct the protagonist towards their goals. By believing in their own heroic goals, the Hero gains intuitive insight into where they need to be to stop the forces of darkness. This Attainment replicates the “Serendipity" spell, with Reach assigned to Instant Use. It is used solely provide glimpses to what the Mage should do in the pursuit of justice. The Mage may use a dot from their Destiny pool to add the +1 Reach allowing the Mage to substitute any Skill of the same type to accomplish their desired goal.

    Second: Standing for Truth
    Prerequisites: Prime 2, Persuasion 3.
    The Hero is able to bring the light of heroic belief into the world with their words. This Attainment replicates the spell “Words of Truth” with Reach assigned to Instant Use. In Social maneuvering action, this removes Doors equal to the Hero’s rating in Prime. This power is solely used to aid the Hero in bringing the truth out of villainous and to inspire the meek.
    Optional: Fate 2, Destiny 2
    The hyper narratives that surround heroic stories are filled with instances when the Hero plots the most opportune path amidst a chaotic situation. While the Hero is patrolling their protectorate, they find reality working for them to aid them in their crusade. This Attainment replicates the spell “Quantum Flux” with Reach assigned to Instant Use and Advanced Duration. This Attainment subtracts penalties equal to the Hero’s Fate dots for a number of actions equal to their Fate dots.

    Third: Donning the Mantle
    Prerequisites: Prime 3, two dots in a second Skill among the initiation Skill list and two dots in the Shadow Name Merit.
    As their notoriety increases, the Hero finds that the symbols and tools tied to their heroic persona hum with the power of the Supernal. Carefully tending to and donning these symbols allows the Hero to call on their symbolism to greatly increase their power. This Attainment replicates the spell “As Above So Below” with Reach assigned to Advanced Duration and grating the 8-Again effect on spellcasting rolls. The Hero may dedicate a number of Yantra equal to their dots in Prime. The first Yantra dedicated must be their Heroic persona.
    Optional: Fate 3, Destiny 3
    Heroes often have access to equipment that exceeds the capabilities of mortal craftsmanship. Just as they dedicate Yantras to call on the power of their Heroics symbolism, the Hero can collapse destiny on an object to increase its capabilities to mythic heights. This Attainment replicates the spell “Monkey’s Paw” with Reach assigned to Advanced Duration. This Attainment can only be used to bless a piece of equipment that the Hero uses in their crusade. By spending a Destiny point for the duration of the Attainment, the Hero may access the +1 Reach option to allow the equipment bonus to exceed 5. The Potency of this Attainment is equal to the Hero’s dots in Fate.

    Fourth: Facing front
    Prerequisites: Prime 4, Persuasion 4.
    When calling on the symbolism of their heroic persona, the Hero can push back the darkness in the souls of Sleepers. This allows the Hero to call on their powers without fear of Paradox within their protectorate. After patrolling their protectorate in their Heroic Persona, the Hero replicates the spell “Stealing Fire” with Reach assigned to Advanced Duration and Advanced Scale. This ritual creates room-sized areas where Sleepers become Sleepwalkers when they enter. This Attainment only affects spells that call on the Hero’s persona as a Yantra.
    Optional: Fate 4, Destiny 4
    By calling on the strength of their heroic narrative, the Hero may bring fate to bare on those who witness them in action. This Attainment replicates the spell “Sworn Oaths” with Reach assigned to Advanced Duration and giving the Hero awareness of when the Oath is broken. This Attainment is used to bind villains to change their ways and aspiring heroes to moral actions.

    Fifth: Breaking the Wall
    Prerequisites: Prime 5, two dots in a third Skill among the initiation Skill list, or three dots in the second and three dots in the Shadow Name Merit.
    At the height of their power, the Hero can now break a piece of the Lie’s hold on the Fallen World. The Hero’s protectorate now becomes suffused with the power of their heroic persona. This Attainment replicates the spell “Create Truth” with Reach assigned to Advanced Duration. The rating of the Hallow is equal to the Hero’s dots in Prime; with a Resonance identical to the Hero.
    Optional: Fate 5, Destiny 5
    By this point in the story, the Hero knows that no matter the obstacle they are going to save the day. It isn’t a matter of fate or destiny, but instead the inevitable effect that their crusade has on the Lie. With that awareness, the Hero can briefly push aside the Lie to make their desired outcome a reality. This Attainment replicates the spell “Miracle” with Reach assigned to Advanced Duration. The Hero gains enough intercessions equal to their dots in Fate, but may only use them while in their heroic persona. The Hero may spend a Destiny point, a Willpower point, and a Mana point to access the +2 Reach form of this spell.
    Last edited by lladas; 11-11-2017, 11:58 AM.

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  • react0rman
    replied
    Too complicated? Am I trying to do too many things at once?

    The Heirs of Heimdall

    Nicknames: The Crowned, Heathens (derogatory)
    Parent Path/Order: Thyrsus/Silver Ladder
    Philosophy: The Heirs of Heimdall, a young Legacy, take their name from the Norse god Heimdall; however, they do not seek to only emulate his aspects of protection and staunch determination, but his wise rulership as spoken of in the Song of Rig. A noble ruler, he led humanity into a golden age of peace and prosperity before his human body’s death and the return of his divine soul to Asgard. The founder of the legacy, a Thyrsus calling himself Seidmann (the ancient Norse word for a magic-using male), was in his Sleeper life a follower of Asatru, Germanic neo-paganism, and sought to blend his religion with his chosen order, interpreting the gods as powerful archmages who had become Supernal symbols discernable even to the Fallen World. Not only that, but he was obsessed (as many mages are) with seeking immortality. Though he would later reconcile himself to the semi-impossibility of his quest, he did make some important discoveries and laid out three important precepts for his future legacy; firstly, that all places in the Fallen World have echoes in the Supernal, which draw them ‘upwards’, so to speak; secondly, that Space only has meaning in Pandemonium and the Fallen World, that in truth, all places--even including the Supernal Realms, the Abyss, and the Fallen World together--are actually one point; and thirdly, that a mage may so imbue a claimed area with his soul that he never truly dies, but instead brings that piece of the Fallen World and the Supernal Realms ‘closer’ by tying his Supernal soul to the Fallen land. Essentially, by claiming a piece of the world, the Heir, philosophically speaking, claims the whole world, and can draw out its natural divinity through just and fair rulership, emulating Heimdall, who gave himself to Midgard for its betterment. While some among the other orders, especially the Free Council, deride the Heirs as “mad wizards in their towers”, the Legacy is quite popular among Silver Ladder Thyrsus, many of whom regard it as the ultimate expression of the Precept of Thunder.
    Legacy Skills: Occult, Politics, Expression
    Appearance: As many Heirs are previous or current Asatru followers, they often affect long, “viking” beards if male, and usually intricately braided hair if female, as well as other markers such as Mjolnir amulets or, more commonly, horn amulets to represent Heimdall. They also often carry symbols of rulership, including staffs, rods, and even crowns if engaged in spellcasting. Otherwise, they are about as diverse as any other group of mages.
    Concepts: Awakened anarcho-monarchist, neo-pagan mystic, Silver Ladder elitist
    Magic – Space Primary, Spirit Optional
    Oblations: Patrolling one’s claimed territory, actively mediating disputes between local spirits, improving the territory in some observable, definable way
    Yantras: Horns (musical ones) played during casting (+1), Cast while in one’s claimed territory (+2)

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