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  • Here is a new idea for the 4th main Attainment, which is partially inspired by Destiny of the Endless. It uses both Arcana and probably will require Prime 3, but I think it fits their theme as indirect manipulators and as scribes. I am tempted to add this along with the mesmerize one, I they could compliment to give a unique feel to the Legacy. But anyway, on to the Attainment:

    Tentative 4th Attainment

    The Strażnik habitually study where their charges stand in the stage of the Oracles. Sometimes the Manuscript provides a forewarning, other times they use spells to study...
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  • Yep, you nailed the feel. Keepers in Thief use glyphs to leave clues for you, cast spells, move stealthfully and read prohecy.

    So the original Attainments were meant to move resources and communicate without trace. The first Attainment even allowed them to see the glyphs passively. So a Strażnik could suddenly run into glyphs prepared under the instructions of the Manuscript (like a boon left 20 years earlier). Or they could receive resources or info covertly from other members.

    Like the Secret Order of the Gate, by the time they enter the Legacy, they are deeply ingrained...
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  • Yeah, that is going too far into Mind, the problem is that there aren't many thematic options for the first Attainment.

    Part of the inspiration was from the Keepers, and another part from the Stewards of the Celestial Orrery. Both groups see everything as a big clockwork of destiny, a giant and ineffable machine that they must keep calibrated. In seeing the mechanisms and striving to engineer it to work as intended is where they are Obrimos. But as you pointed out, one of their Arcana is always from the Acanthus and it influences their perspective.

    So while the both groups...
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    Last edited by KaiserAfini; 01-17-2020, 09:58 PM.

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  • Yeah, I thought it was too much for a Imposing Nimbus created condition....
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  • Tentaive new Prime 1 Attainment, with additional text explaning the condition (which originated from VtR):

    The Glyptics generally strive to act via subtle manipulations, however this is not always possible and sometimes they need to exert their authority as agents of the Oracles. When this Attainment is used, the Strażnik rolls to inflict their Nimbus Tilt on a target, with a bonus of [Prime] to its potency. If successful, their Nimbus Tilt is coalesced into a mark of the Animus Glyph upon the subject, who is Mesmerized for the rest of the scene.

    The Strażnik can command...
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    Last edited by KaiserAfini; 01-17-2020, 09:56 AM.

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  • Probably Ruling, because you aren't alterning the properties of the personal time of the target, you are just making them unnaturally good at reading the flow of battle. Just made the updates.
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  • Cadence of the Spinning Leaf (Time ••)
    Practice: Ruling
    Primary Factor: Duration
    Withstand: N/A
    Suggested Rote Skills: Athletics, Melee, Survival

    Many veteran warriors know that the key to survival is a mix of proper positioning and the ability to anticipate attacks. The talons of the Arrow refined these principles into this spell, which grants a heightened sense of danger and timing. Targets become able to intuit adjustments to their positioning and movement, allowing them to dodge attacks with minimal effort. Some skilled mage practitioners can even dodge...
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    Last edited by KaiserAfini; 01-15-2020, 08:34 PM.

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  • That is a pretty cool spell, but I believe it can also be cast with a Pattering of Time. Like an extreme version of Choose The Thread, which can then be predictable and contradictorily resolved akin to how Prophecy rearranges the future.
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    Last edited by KaiserAfini; 01-15-2020, 06:05 PM.

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  • Just finished updating the second Attainment. Still pondering about the the fourth one. Strings of Fate sounds really cool, but I also want the archtype perception.

    But I do have a new idea for the first optional one. It is inspired by the Imposing Nimbus merit, but toned down. When activated, the target rolls to resist the Nimbus tilt, with the power boosted by [Prime] (because normally the chances of inflicting it are not that great). However, if they cannot Withstand it, the Compelling of Prime transforms it into the Mesmerized condition, which only lasts for a scene.
    ...
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    Last edited by KaiserAfini; 01-15-2020, 09:50 AM.

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  • Interesting, lets give it a try. Here is a rough draft, also incorporating proindrakenzol's feedback:

    New Fate 2 Attainment

    The Fallen World is awash in falsehoods, snares that seek to lead the Strażnik astray. But to one versed in reading the glyphs, uncovering these secrets is simple indeed. After a scene painting themselves with the Aranides glyphs, they gain the ability to constantly know the intentions of those around them, as well as anything connected to said intentions. This allows them to know when those intentions change and even when the the target is attempting...
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  • The Thief games are a ton of fun, they are very well written, immersive and full of attention to detail. Here are two quick examples of the Keepers at their most overt and the feel I am going for:

    https://youtu.be/lGZA-KDy87Q

    https://youtu.be/mhTDjCtAKRU


    The Keepers in Thief are a type of hidden True Neutral faction. They are experts in stealth and its said its nearly impossible to spot one who doesn't want to be seen. They covertly keep the balance between factions in the City.

    They employ a type of glyph based magic. The glyphs exist...
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    Last edited by KaiserAfini; 01-13-2020, 09:27 PM.

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  • Just for flavor. Since Wilfrid Voynich was Pole, I thought his native language would influence his structure for the Legacy. I didn't use it for naming the Attainments because the translation sounded very difficult to pronounce for non-speakers....
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  • The Szary Strażnik, an Obrimos Legacy of Scholars of the Glyphs of Fate

    Greeting everyone, this Legacy is an attempt to bring the secretive and prophecy driven Keepers from the Thief series into Mage. Like the Augurs, they seek to serve the cause of the Oracles, but with the signature penchant for manipulating and subtlety of the Guardians of the Veil. Hope you enjoy it, feedback is very welcome !


    Mystery Cult & Nameless Order: Szary Strażnik (• to •••••)


    Purpose: Initially a cabal dedicated to unveiling the secrets of a mysterious manuscript, a promising lead on the ancient practices of the Guardians. It has since evolved...
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    Last edited by KaiserAfini; Today, 03:50 PM.

  • Another thing that comes to mind is that phenomena like Ansho, which end your normal spells, could probably not affect them. Attainments issue from the mage's soul rather than the Supernal, after all.

    So in that specific scenario, an Awakening Gambit could shield certain contingencies with hung spell until needed, a Wave Man would be invaluable if someone ran into combat within one and a Wraith of Epochs would be the only one who could figure out what sort of deal that reclusive master bartered with werewolves within the Ansho. So if the nature of that Mystery create a necessity...
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  • Sounds good to me, but it does mean an increase of abilities that cannot be neutralized normally. It also means additional weight to them, since Attainments are free of spell control. So an abundance of high tier Bokors, for example, means more zombie helpers and more considerations given to the value they deliver to Consilia. Which can be pretty interesting.

    But to compensate for the faster unlock speed, I would likely add some trials. Summoning guides, finding Legacy related Verges, Artifacts, grimmoires, visiting their Astral realms, etc.
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  • I think the first thing to do is build a central Mystery, a well known property or phenomenon of the city that draws a Consilium to it.

    Next you need to calculate what you need for that infrastructure, adjusted by by how dense you want the mage population in the area. If your mages want to make a career in the Orders or Consilia, you scale it up a bit. But the key is to have a fallback structure. Call the Arrows or Sentinels if a dangerous cryptid shows up, ask the Guardians to help cleanup a supernatural incident MIB style, etc. As mages become less green, they will lean less often...
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    Last edited by KaiserAfini; 01-11-2020, 11:01 AM.

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  • KaiserAfini
    replied to Forces vs Matter house rules
    I always felt that was incentivised as well. One of the coolest things about Compelling is that it can take a mild, mundane version of something and make it into a stronger Condition. For example, if someone is drowsing off or sleeping lightly, then a Compelling of Mind can make it into a deep sleep, which means far more Reach to play around with than Sleep of the Just. So I understood that a skilled mage also knew how to work with the Fallen, to nudge things in just the right way to make their spell work much simpler....
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    Last edited by KaiserAfini; 01-10-2020, 04:30 PM.

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  • KaiserAfini
    replied to Forces vs Matter house rules
    Whatever the approach, there will always be an overlap in Arcana. But I don't think invalidating most of the the Practice of Weaving, save for a few arbitrary exceptions, is a satisfying solution. Mage is all about flexibility and creativity, so weakening an Arcanum like that might not feel good for the players who invested in it.

    The important distinction is how players approach the Arcanum, how their characters think about it and adapt it to their shadow names.

    Lets take an example: Vice. A member of the Concord of Serpents thinks its suposed to be used as the adversary...
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  • KaiserAfini
    replied to Forces vs Matter house rules
    The Matter mage can only manipulate forces that are already there. They cannot direct, transform or alter said forces without jumping through significant hoops, by altering the matter that surrounds those forces. That is fine, because a Force mage will do it faster, easier and with more precision, leaving more Reach open.

    An Obrimos says "Lightning, you strike right there !", it answers "YES SIR !" and he calibrates it just right to incapacitate a target.

    A Moros tries the same, but then notices he needs to make a lightning rod, make it conducive and...
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  • 1- I don't see why not. If your mage wants to deal with more ephemeral entities, then its fine. The Familiar bond can be severed anytime, so its all about how interested the being is in obeying.

    Are you helping a ghost tie up some loose ends, figure out why they can't move on, finish their life's work, find their last descendants to give them something ? Is being around you saving a spirit from being hunted by the Seers (like a Magath whose domain undermines them), is it simply eating very well by hanging around with your character or are they your allies in some grander plan of...
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    Last edited by KaiserAfini; 01-06-2020, 12:00 PM.

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KaiserAfini
KaiserAfini
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