Announcement

Collapse
No announcement yet.

Even more Legacies, updated to 2E

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Even more Legacies, updated to 2E

    I'm using this thread as both a homebrew hub, venue for receiving criticisms, and way to receive suggestions for conversions should anyone reading this be interested in all this.

    MAJOR EDIT:

    Since one post can apparently only contain 30 or so links, I'm dividing the opening post and its links across three or four posts. Please wait a bit until I get this all ready. (I dunno about how to make Google Docs and Drive stuff...)

    I'm starting with the "Other Legacies" that got mentioned in the Mage 2E core, and whatever anyone interested in this thread have suggested to me. Dave Brookshaw said he will redesign these 1E Legacies in the future, so I've been steering away from them. But since it'll take quite some time for that official conversion, I'm guessing there's no real point in trying to avoid them.

    Oh, and some of you may have noticed that I've changed the 'template' for these Legacies, so that it's now almost the exact the same thing that Mage 2E core used for the Eleventh Question. I'm thinking of revisiting my older stuff to fit that template, tidying up some sentences as I do it... and perhaps even change things like Attainments.

    EDIT: I also should start listing where these Legacies originate from. Just in case people mistake I'm the original creator, when I'm anything but.

    Acanthus-origin Legacies
    • Walkers in Mists (Space) - originally from Mage: The Awakening (1E core)
    • House of Ariadne (Time) - originally from Legacies: The Sublime
    • Sisterhood of the Blessed (Fate) - Stopgap containing the Attainments' framework. Will finish the proper one later.
    • Pygmalion Society (Mind) - originally from Legacies: The Sublime
    • Blank Badges (Mind) - originally from Free Council
    • Carnival Melancholy (Death) (Left-Handed) - originally from Silver Ladder
    • Tamers of Winds (Forces) - originally from Legacies: The Ancient
    • Awakening Gambit (Mind) - originally from Adamantine Arrows
    • People of the Hour (Time) - originally from Summoners
    • Roses of Eden (Life) - originally from Keys to the Supernal Tarot
    Mastigos-origin Legacies​Moros-origin Legacies
    • Uncrowned Kings (Mind) - originally from Mage: The Awakening (1E core)
    • Stone Scribes (Time) - originally from Legacies: The Sublime
    • Bokor (Death) - originally from Tome of the Watchtowers
    • Forge Masters (Prime) - originally from Legacies: The Ancient
    • Votaries of the Ordained (Fate) - originally from Guardians of the Veil
    • Logophages (Prime) (Left-Handed) - originally from Legacies: The Ancient
    • Thread Cutters (Fate) - originally from Legacies: The Ancient
    • Tamers of Stone (Space) - originally from Legacies: The Ancient
    • Celestial Masters (Forces) - originally from Keys to the Supernal Tarot
    • Stygian Heralds (Death) - originally from Summoners
    • Quiescent (Time) - originally from Mage Noir
    • Cult of the Doomsday Clock (Time) (Left-Handed) - originally from Legacies: The Sublime
    Obrimos- and Thyrsus-parentage Legacies, along with the rare Legacies with no Path association (read; "aberrations"), are continued in the next post.
    Last edited by 21C Hermit; 10-30-2021, 09:11 PM.


    MtAw Homebrew:
    Even more Legacies, updated to 2E
    New 2E Legacies, expanded

  • #2
    EDIT: This post originally had the Walkers in Mist, but due to the limit on links for a single post, I'm moving the Walkers to a later post so that I can put the overflowed links from the opening post here.

    EDIT: No wait, scratch that. I can put the Walkers in Mist here too. Silly me.



    Obrimos-origin LegaciesThyrsus-origin Legacies
    • Orphans of Proteus (Life) - originally from Mage: The Awakening (First Edition)
    • Dreamspeakers (Mind) - originally from Legacies: The Ancient
    • Illumined Path (Prime) - originally from Keys to the Supernal Tarot
    • Keepers of the Covenant (Fate) - originally from The Silver Ladder
    • Chrysalides (Life) - originally from Seers of the Throne
    • Tamers of Blood (Space) (Left-Handed) - mentioned in Legacies: The Ancient and Left-Hand Path
    • Katsinam Suukya (Spirit) - originally from Summoners
    • Devourers of the Flesh (Death) - originally from The Adamantine Arrow
    "Pathless" Legacies








    WALKERS IN MISTS

    The grizzled man was a walking shamble of belts, pockets, and sacks containing equipment and supplies. So much for a sage, you thought, though his cloak and staff did a fine impression of replicating druidic heraldry. After you travelled with him, passing through mist-laden paths and hearing of his exploits, you realized that there was more to this old wanderer than his supposed vagrancy after all.

    Nature Beyond Nature

    The Walkers in Mists are an old Legacy, found mostly in cultures of Celtic influence where they are identified as the druids of both history and myth. Legends say that the Walkers taught humanity how to mark past trails and identify landmarks for future travel, freeing mankind from simply following the seasons and thus leaving them free to decide their own fate in where they live. They are also the ones attributed to have first used mundane items such as coins and dice marked with ogham letters in games of chance, in their own divinations and teaching even Sleepers the vagaries of fate

    The Druids are marginallized in the modern civilized world. Their parent culture is largely gone, developed cities claimed the paths they traveled through, and their gamblings attract crime and corruption. Many Druids feel themselves loners in the fringes of society, to which the younger generation have been responding by embracing technology in their travels, reintroducing Celtic faiths to the modern world, and redefining civilization and cities just another part of the wilds in the greater scheme. So far, results have been mixed.

    Origins

    Parentage: Acanthus, Mysterium, Seers of the Throne
    Background: Mages who travel frequently, especially in lesser maintained routes, are likely to come across a Walker. Those who step further to initiation are usually those of an imaginative or artistic bent, or those determined and Obsessed to seek the secret trods of nature. While the gambling subculture connect the Legacy with a wider potential recruitment ground, Druids reject those who fall into its corrupted, commercialist form.
    Appearances: Walkers tend toward lean physiques shaped and tanned by travel, and their clothes match their outdoor activities, being geared for function. Modern Druids exhibit some level of flamboyance, mostly due to mixing bohemian and hippie fashions with that of older traditions they borrow from.

    Doctrine

    Prerequisites: Space 2, Survival 2, two dots in one of the following Skills; Science, Expression, Medicine, Streetwise, Occult
    Initiation: The aspirant must leave behind her former life and join the mentor in his travels. The shaping of the soul is gradual, each bodily step on the path an equivalent step of spirituality. The final step of the initiation requires the pupil to step off the well-paved road of her mentor's guidance and head off to her own journey, something which the mentor must not tell and instead lure it out.
    Organization: Every Walker is a nomad by default, and thus there is little to speak of a cohesive organization backing them up. Every crossing of paths, therefore, is a cherished occasion where each Druid recites their tutorial lineage up to a shared predecessor, and where the two discuss portents and imminent dangers. Bands of multiple Walkers are the stuff of legend, but rumors speak of entire Walking families who tend to the sacred paths and glades of the wild.
    Theory: Nature displays its treasures for all to see, but only the diligent and dedicated may parse together its secret language and comprehend its mysteries. The Walkers in Mists turn to the unseen wilds where life and magic is born, and find Supernal enchantment in the outside world that many mages forget to look upon.

    Magic

    Ruling Arcanum: Space
    Yantras: Ancient ruins (+1); game of chance divining the spell's outcome (+2); tools usable for both gambling and divining (+2); glade or garden (+1, +2 if cleared out by the mage themselves)
    Oblations: Trailblazing; orienteering; playing games of chance with substantial costs; sharing knowledge of paths and roads with others

    Attainments

    First: Misty Edge
    Prerequisites: Initiation
    The Druid catches glimpses of the trails leading into hidden paths. Her Periphery now responds to the presence of Irises, except for Scars and Aberrances Also, her Mage Sight can always identify Thurae into the Mists, the Emanation of Unknown Destiny, for what they are.
    Optional: Time 1
    The vagaries of time no longer obstruct the Walker. He replicates the "Green Light / Red Light" spell to benefit himself, with Reach assigned to instant use.

    Second: Peer into the Mists
    Prerequisites: Space 2, Survival 3
    The Mists manifest in nature, which the Druid may channel to look through and beyond. As an instant action, she may target a plant life within sensory range and project her perceptions to it, seeing the plant's surroundings as if she were standing there. This counts as remote viewing for purposes of spellcasting.
    Any being with supernatural spatial senses may notice that they are being watched, and respond with a Clash of Wills where the Druid rolls Gnosis + Space. If the watched being wins, a scrying window showing the Druid briefly appears over the plant she is using, allowing the being to act accordingly.
    Optional: Time 2
    Nature remembers what has gone by, and so does the Mists. The Walker may target a plant life and relive its past, replicating the "Postcognition" spell. Reach is assigned to instant use and sensory range. Should the Walker use Temporal Sympathy in conjunction, he does not need a sympathy Yantra and counts as knowing the plant's sympathetic name.

    Third: Mist Haven
    Prerequisites: Space 3, two dots in a second Skill among the optional prerequisite Skills
    A traveller needs a place to rest undisturbed, and in the wild a Druid can conjure havens out of the Mists. After a scene of examining green plant life in a location of her choosing, the Druid replicates the "Ward" spell. Reach is assigned to Advanced Duration and Advanced Scale.
    By spending a point of Mana upon conjuring the Haven, the Druid may charge the area with one of the Space, Time, or Life Arcana, provided she has at least three dots in it. For its Duration and within its Scale, the Haven will behave like a Node charged with the invoked Arcanum. The Druid is considered to have already magically examined the area for Space and Time, instantly granting her the benefits.
    Optional: Time 3
    The Mists contain in it the undecided future, and a Walker may borrow that transcendence to replicate the "Divination" spell. Reach is assigned to instant use, sensory range, and asking more specific questions to receive more detailed answers.

    Fourth: Paths Through the Mists
    Prerequisites: Space 4, Survival 4
    The Druid is no longer bound to physical roads, for she knows Nature's hidden paths. After a scene of walking towards a destination in mind and spending a point of Mana, she can arrive in her chosen destination as per the "Co-Location" spell. Reach is assigned to sensory range and restricting the co-location as a two-dimensional portal.
    This Attainment is automatically used with Sympathetic Range. If the Druid either lacks a sympathetic connection to her destination or lacks a sympathy Yantra connecting her to it, she instead arrives at the last location she used the Mist Haven Attainment to conjure a Haven.
    Optional: Time 4 Time is but another road, and a Walker is free to sidestep obstacles by simply walking around them. This emulates the "Temporal Stutter" spell, where the Walker appears to walk into thin air and disappear, only to reappear moments later. Reach is assigned to instant use.
    This requires the Walker to move at least a step, but he is free to reappear in any location he could have walked to for the Duration. While the Walker can take others with him, he must grab or be grabbed by them if they are not Walkers themselves. Withstand still applies for the unwilling.

    Fifth: Inviting the Mists
    Prerequisites: Space 5, two dots in a third Skill among the optional prerequisite Skills
    After walking within both Nature of the Fallen World and Supernature of the Mists, the Druid's soul resonates with the Mists, allowing her to invite it into the Fallen World. When she incorporates her soul stone into a Demesne, it becomes an Arcadian Verge with a Thura into the Mists at its center, inhabited by the same half-substantial beings of the Mists. The Druid may freely assign a Key to the Thura at the moment of its creation or any time she wishes. Destroying the Thura collapses the Demesne as well.
    Optional: Time 5
    The Walker's very eyes swell with the Mists, and his gaze coalesces that fog of destiny into a coherent future. This emulates the "Prophecy" spell with Reach assigned to instant use and expanding for use in Social Maneuvering.



    To Walk in the Mists

    Each Emanation is a singular geography that hosts unique laws. The symbolism of the Mists is that of unknown destiny, the rolling fog that conceals the future but reveals it to those who can navigate it. The following is a non-exhaustive list of the unique laws and aspects the Mists display.
    • Mages do not need to be casting at sensory range when they use the Sympathetic Range or Temporal Sympathy Attainments. This includes spells cast sympathetically outside the Emanation.
    • Anyone, even non-mages, in the Mists can attempt to shape their future fate out of the destiny-fog. Follow the rules for Building Equipment as per Chronicles of Darkness. The dice pool is a Finesse Attribute + a Skill, both relevant to what kind of future the shaper has in mind. Mages can choose to roll Gnosis + Fate or Time. For Sleepers, assuming they were able to function somehow, this always becomes a Jury Rigging action without its benefits of saved time. The built future is essentially a Plan, granting its equipment bonus to any dice pool rolled by anyone involved that would help realize the future.
    • The half-substantial Anachronisms of the Mists will occasionally entertain themselves by appearing in front of them as their potential future versions. Each Fae comes with the intention of having the visitor accept the future they embody, regardless of whether the future is desirable. Treat this as Social Maneuvering, upon which the Fae always have perfect impression. On final success, the Fae will overwrite one of the visitor's long-term Aspirations with its offered future, against which no Supernal magic or Attainment below archmastery can protect against. Resolving the Maneuvering by going with the flow awards an Arcane Beat instead of a normal Beat. Resolving it by offering an alternative allows the Fae to impose a Condition that need not be beneficial, with twists of intent allowed.
    • When exiting the Mists, the visitor may find himself displaced in time. He may find that days, weeks, even months and years have passed while he was in the Mists. This displacement never drops the visitor in the past. The only way to prevent this is to Build a future before exiting, or accept one of the potential-Fae's offered futures.
    • Lastly, mages and Sleepwalkers may attempt to carry some of the Mists back to the Fallen World, typically in a bottle. When released over or imbibed by a subject, the subject's most likely future abruptly changes to a completely different one. This overrides even supernaturally imposed futures, save for truly powerful ones such as the work of archmasters.
    Among the Awakened, the Walkers in Mists are renowned for their facility with the Mists, and have taken the Emanation as their namesake. In addition to the above, a Druid in the Mists gain access to the following features.
    • Walkers can spend a point of Mana to obviate any Key placed over a Thura into the Mists.
    • Along with Time, the Space Arcanum is considered the Emanation's signature Arcanum as well.
    • Using Sympathetic Range and Temporal Sympathy no longer cost Mana.
    • When entering the Emanation, a Walker may choose to instead "wrap" the Mists around their Nimbus, allowing her to walk in both the Fallen and Supernal. She can observe and travel parallel to the Fallen World, and those in the Fallen World cannot perceive her unless they use Time Sight. She cannot cast spells at or affect subjects in the Fallen World in any way. This is a taxing experience, however, and she suffers dice penalties and limited time before having to spend Willpower as per Active Mage Sight. Running out of Willpower in this form shunts her back to the "physical" version of the Mists.
    • By spending a point of Mana and meditating, the Druid can exit the Mists without passing back through a Thura. Entering the Fallen World this way turns him Twilight, but attuned to Space instead of the typical ephemeral Arcana. This still leaves him vulnerable to temporal displacement, if he did not meet the criterion for avoiding it. Lastly, while Space-Twilight is nearly vacant, Legacy records speak of occasional spirit-like beings of radiant glass, impeccable metal and humming electricity flittering around, and with them extra-spatial paths that even the Awakened were not aware of before seeing the strange beings move through them. Few records agree on just what they are, only that they seemingly aren't Supernal nor Abyssal in origin.
    Last edited by 21C Hermit; 10-30-2021, 09:20 PM.


    MtAw Homebrew:
    Even more Legacies, updated to 2E
    New 2E Legacies, expanded

    Comment


    • #3
      With these guys ends my "saved-up" stock.



      The Pygmalion Society

      Origins

      Parentage: Acanthus, Free Council, Silver Ladder
      Background: The Society claims descent from its namesake sculptor, who they believe was a Sleeper who Awoke after breathing life into Galatea. The Legacy has indeed maintained strong connections throughout history in the Greek regions and the Italian peninsula, both recruiting members and selecting proteges. The Renaissance significantly boosted their membership, and the Sculptors have enjoyed growth surges in moments of artistic revolutions afterwards and into the modern nights.
      Appearances: Many Sculptors see themselves as sponsors of art rather than its practitioners, which in turn requires higher-than-average levels of social status and thus the attending refinements in their appearances. Others see themselves more as Muses, and heads forth in the art community to work together with their chosen proteges.

      Doctrine

      Prerequisites: Mind 2, Expression 2, two dots in one of the following Skills; Socialize, Crafts, Empathy, Academics, Persuasion
      Initiation: The prospective member must show an understanding of art in her chosen field to the tutor, and then subtly guide someone else into creating a work of art in that field.
      Organization: Sculptors use museums, art galleries, libraties, concert halls, and other venues of art where artists gather as fronts for their gatherings. In such meetings Legacy members proudly report the progress of their current protege.
      Theory: As the story of Pygmalion of Cyprus attest to, Art is Magical. Even in the works of Fallen artists there are sparks of true Magic to be found, and henceforth the Society devotes itself to cultivating these last embers of the Time Before. By selectively sponsoring those destined to inspire the masses, the Sculptors wish to elevate Sleeper society into a mass Awakening.

      Magic

      Ruling Arcanum: Mind
      Yantras: Attributing artistic and aesthetic meaning to an object or action (+1); successfully inspiring an aspiring artist (+2); offering criticism on a protege's work of art (+2); prodding a protege into pursuing art prior to any other objectives (+1, or +2 if the protege risks himself in the pursuit)
      Oblations: Creating a work of art; giving financial or emotional support to a protege; using stimulants prior to viewing a work of art; discussing aesthetics with colleagues and proteges

      Attainments

      First: The Sculptor of Cyprus
      Prerequisites: Initiation
      The Sculptor must first assess the block of ivory that is her protege, to determine if he has the potential. This replicates the "Mental Scan" spell with Reach assigned to sensory range. If the mage uses something created by the target that can be interpreted as art as a medium in analyzing him, she bypasses his Withstand rating.
      Optional: Fate 1
      The mage may go further than assessing his potential protege, and he receives a vision on what she will eventually achieve. This replicates the "Serendipity" spell with Reach assigned to Skill substituion. When the Sculptor makes a roll to nudge the protege into artistic activities, he may substitute any Skill of the same category as the one the attempt normally calls for.

      Second: An Eye on Ivory
      Prerequisites: Mind 2, Expression 3
      With this Attainment, the Sculptor enables her protege to always keep an eye on his next potential masterpiece, so that he may return to that task when needed. The mage's protege may devote a part of his mind to creating new art, as if he was under the "One Mind, Two Thoughts" spell with Reach assigned to sensory use and Advanced Duration. The Sculptor cannot use this Attainment on herself, unless she is also trying to create art.
      Optional: Fate 2
      The mage also makes sure that his protege can work in maximum condition without distractions, by replicating the "Quantum Flux" spell with Reach assigned to sensory use and Advanced Duration. However, the effects are limited to artistic activities among actions the protege takes. The same limitation is applied to gaining bonuses by focusing for a turn, should the protege somehow think to do so.

      Third: Prayer to Aphrodite
      Prerequisites: Mind 3, two dots in a second Skill among the initiation Skill list
      Sometimes the Sculptor must persuade a downhearted protege into returning to his work, or cut him away from influences that would lead him astray. The mage projects certain emotions onto her protege to achieve this, which emulates the "Emotional Urging" spell with Reach assigned to instant use and sensory range. When the Attainment is used to bring the protege back into creating art, the mage may bypass Withstand ratings by engaging in artistic activities together with the protege.
      Optional: Fate 3
      Along with emotional influence, the mage introduces small fortunes and misfortunes so that the protege would think continuing her work is good luck. This emulates the "Reading the Outmost Eddies" spell with Reach assigned to instant use, sensory range, and causing the fortune or misfortune to occur within an hour. Bypassing Withstand may be done under the same conditions as the Attainment's non-optional version.

      Fourth: The Pygmalion Effect
      Prerequisites: Mind 4, Expression 4
      When a protege is sure to shine in the future but has no talent in the present, the Sculptor may temporarily hasten his development with this Attainment. The mage supports him in ways she can, be it emotional support, financial patronage, or even a well-placed criticism. This duplicates the "Enhance Skill" spell with Reach assigned to sensory range and Advanced Duration.
      Optional: Fate 4
      Instead of perfecting the protege's talents, the mage creates environments where she can succeed more easily by emulating the "Superlative Luck" spell. The Attainment costs one point of Mana as usual, with Reach assigned to sensory range and Advanced Duration. This option still requires the Sculptor to make some token sign of showing his support to his protege.

      Fifth: Until Ivory Lips Turn Soft
      Prerequisites: Mind 5, two dots in a third Skill among the initiation Skill list
      Some elder members of the Society have ill reputation in exhausting their proteges to create inspiring masterpieces, regardless of their health and conditions. Unrestricted use of this Attainment might have resulted in such, for it replicates the "Psychic Programming" spell with Reach assigned to sensory range and Advanced Duration. The effects are limited to fine-tuning the protege into maximizing his creative potential. If the Sculptor dedicates the time spent for the Attainment to take effect in showing the protege a glimpse of what he could achieve in the future, she may bypass his Withstand rating.
      Optional: Fate 5
      The mage exercises further control over how he routes his protege into creating the inspiring art that she is destined to create. This option emulates the "Divine Intervention" spell with Reach assigned to sensory range and Advanced Duration. Both the limitation on the Attainment's scope, and ways for the Sculptor to bypass Withstand ratings follow the Attainment's non-optional version.


      MtAw Homebrew:
      Even more Legacies, updated to 2E
      New 2E Legacies, expanded

      Comment


      • #4
        I'll be tackling the Legacies in the order I wrote them in the first post. If I ever get all of them done, I'll probably try the rest of the Elemental Masteries, anything left in WhiteWolf Wikia, and anything someone else suggests to me.


        MtAw Homebrew:
        Even more Legacies, updated to 2E
        New 2E Legacies, expanded

        Comment


        • #5
          I have the 1e books that the legacies are in and I can get you the attainments from the books if you want.

          Comment


          • #6
            I'm going to look for your works here. I'm myself most interested in your take on Uncrowned Kings as I made theri version just after Mage 2E Advanced PDF premier in last year and was thinking about rewriting them now, with stable rules. As I see your tendency to make double Orders origins of Legacy - Will your Uncrowned Kings be Silver Ladder & Free Council, like mine take? If not, why you think diffrent?


            My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
            LGBT+ through Ages
            LGBT+ in CoD games

            Comment


            • #7
              Originally posted by Hardwire99 View Post
              I have the 1e books that the legacies are in and I can get you the attainments from the books if you want.
              If you could, that'd be a great help! Thank you for your support.

              Originally posted by wyrdhamster View Post
              I'm going to look for your works here. I'm myself most interested in your take on Uncrowned Kings as I made theri version just after Mage 2E Advanced PDF premier in last year and was thinking about rewriting them now, with stable rules. As I see your tendency to make double Orders origins of Legacy - Will your Uncrowned Kings be Silver Ladder & Free Council, like mine take? If not, why you think diffrent?
              Free Council for them being rooted in real Sleeper culture/craft, and Adamantine Arrow for the association with self-discipline and the quest to perfection.

              Now you've got me curious - why the Ladder? Is it about the Coal-Burners transmuting themselves into potentially perfect leaders?


              MtAw Homebrew:
              Even more Legacies, updated to 2E
              New 2E Legacies, expanded

              Comment


              • #8
                Originally posted by 21C Hermit View Post
                Now you've got me curious - why the Ladder? Is it about the Coal-Burners transmuting themselves into potentially perfect leaders?
                You can look at it this way. In original idea it was more with that Legacy of Uncrowned Kings is OLD ( it's mentioned in To the Strongest Dark Era ) and their hail from strata of Alchemists perfecting themselves as base matter. Their philosophy strongly resonate on Elemental Perception ideas and many Uncrowned Kings would in earlier times easily worked for Sleepers royalty seeking alchemy secrets in Middle Ages. Rosecructians also sounds more like Silver Ladder followers in Cryptopoly. Becoming perfect leaders is just another argument for making them Tearchs before Nameless War.


                My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
                LGBT+ through Ages
                LGBT+ in CoD games

                Comment


                • #9
                  I know that this one isn't on your list but how would you do this one?

                  Timori – Banishers, pg. 163
                  Parent Path: Any; Obrimos comprise the majority
                  Nickname: The Feared
                  Suggested Oblations: Sitting in complete darkness for at least an hour and remaining completely alert, without the use of magic; fasting for a day, successfully following a mage to their sanctum without being discovered; destroying an imbued item; turning all the clocks in a stranger’s house back 12 hours; completing the taxidermy of a predatortype animal.

                  Attainments:
                  Thanks to the theft of Mana and Gnosis from the living bodies of other mages, the Timori are able to extend their lifespans. Nothing comes without a price, however, and the Timori suffer from a couple of ailments as a result of meddling with their Patterns.
                  Because their bodies are more like preserved corpses than normal, healthy bodies, the Timori have effectively removed their bodies from the Life Arcanum. As they saturate their Patterns with raw infusions of magical power, their bodies begin to crystallize. The result of the crystallization is that the Timori cannot be affected by any Life spell that changes their Patterns in a significant manner. Any attempt to transfigure, hone, heal or wound the Timori, as the result of a Life spell, automatically fails.
                  The other condition suffered by all Timori is addiction. From the first time a Timori tastes Mana that has been harvested from a living host, he longs to relive the experience. No high, not that of drugs or sex, can compare with the sensation of stolen Mana. The addiction only worsens when the Timori first tastes Gnosis. Mana addiction is only a mental addiction, but addiction to Gnosis is a true mind and body addiction. All Timori gain the Flaw: Addiction (see the World of Darkness Rulebook, p. 218) from the moment they use their Quintessal Harvest Attainment. This Flaw may never be overcome regardless of how long a Timori goes without consuming Mana or Gnosis.
                  Use of Timori Attainments damages the minds and bodies of the mages the Timori target. A mage may only be subjected to an Attainment, or any combination of Attainments, a number of times equal to his Stamina + Gnosis. Once this total has been exceeded, the mage becomes a shattered wreck that is of no further value to the Timori and is disposed of. Mages who have been so thoroughly violated in this manner (who manage to escape their tormentors) are broken people. A very small percentage of these pitiful figures may eventually be able to recover from their ordeal, but most simply go insane and frequently end their own lives.
                  The use of the Attainments listed below is not strictly considered spellcasting, and any call for an extended roll does not follow the usual rules for the length of an extended casting.
                  Primary: Mind & Prime, Optional: None

                  First Attainment: Plundered Lore
                  Prerequisites: Gnosis 3, Mind 4
                  The first real step on the Timori path to power is the accumulation of the knowledge required to understand the forces of magic they will deal with as part of their transformation. The master passes much of this knowledge on to an apprentice, but there are some things that a student must simply understand. If such understanding is beyond them, the Timori long ago discovered a method of gathering information from their foes.
                  Apprentices often require years of training and study to reach the point at which they can use this Attainment. Once they have mastered it, however, they have nearly completed their apprenticeship. Even when an apprentice has become a master, he still find this Attainment to be useful in the imprisonment of order mages. This particular Attainment is the source of many of the stories about Banishers stealing magic from the minds of mages.
                  The Timori use this Attainment to steal magical knowledge from another mage. Activating the Attainment costs a point of Willpower. The Timori then enters into a battle of wills with her target in an extended contested action. The player rolls Resolve + Intimidation + Mind versus the target’s Resolve + Subterfuge + Gnosis. Each roll represents five minutes, and the first mage to reach 20 successes is declared the winner.
                  If the Timori wins, she reaches into the mind of the mage and may steal either:
                  — all knowledge of a rote, allowing the Timori to add that rote to her list of rotes (if she has met the usual Arcanum requirements to cast it)
                  — some of the accumulated knowledge of the target, allowing the Timori to rob the mage of one dot of Occult and add it to her own (within normal limits)
                  — steal an amount of Arcane Experience from her target equal to the target’s Gnosis rating
                  If the targeted mage wins, the Timori is unable to use this Attainment against that mage for a number of days equal to the difference in successes of the final total. If the target, for example, won by a total of five successes, the Timori would be unable to use Plundered Lore to affect that mage for five days.
                  Use of this Attainment is considered an act of hubris and requires a degeneration roll for mages of Wisdom 4 or higher (roll three dice).

                  Second Attainment: Quintessal Harvest
                  Prerequisites: Gnosis 5, Prime 5
                  After more long, hard years of study, when the apprentice is finally able to perform the second Attainment, he passes from the rank of apprentice to that of master. Although this Attainment doesn’t provide true power over natural aging, it does slow the process considerably. The Timori reaches into the Pattern of a mage and extracts by force the Mana stored in her Pattern, similar to the function of the spell “Siphon Mana” (see p. 231 of Mage: The Awakening).
                  Activating the Attainment requires the Timori to spend one Mana. The player then rolls Resolve + Intimidation + Prime – the Stamina and Gnosis of the target. If successful, the Timori steals Mana from his target equal to the number of successes rolled. The Timori may not gain more Mana than the target has in her pool. Timori mages may not “steal” Mana from their own pools.
                  Rather than just adding the pilfered Mana to his own pool, the Timori weaves it directly into his Pattern. The Timori may store up to twice their maximum Mana pool in stolen Mana in their Patterns, but if the Mana isn’t used immediately, it bleeds out of their Patterns at a rate of one Mana per day. The Timori can spend stored Mana at a rate per turn equal to their Gnosis rating (with Gnosis 5, the Timori can spend five stored Mana per turn). Stored Mana may be used for one of the following effects:
                  — The Timori may reinforce their Patterns with Mana to resist the effects of aging. The Timori age one day for every week that passes for each point of Mana used in this way.
                  — Because their bodies are so heavily fortified with magic, the Timori may spend stored Mana to heal themselves. The Timori may spend one Mana to heal one point of bashing damage, two stored Mana to heal one point of lethal damage or five stored Mana to heal one point of aggravated damage. Spending stored Mana to heal is considered a reflexive action.
                  — If a Timori manages to completely saturate his Pattern (i.e., reach his maximum allowance) with Mana, he may choose to convert all of the stored Mana in one fell swoop to increase his magical prowess. For each five Mana spent in this way, the Timori gains one Arcane Experience point. Use of stored Mana in this fashion ignores the normal restrictions for how much
                  stored Mana may be spent per turn.
                  Many Timori will feed captured mages regular sources of Mana so the Timori can prolong the pleasure of Quintessal Harvest for as long as possible. Mages that attempt to thwart the Timori by wasting their Mana are severely punished for their defiance, often by the torture and deaths of friends or loved ones.
                  Use of this Attainment is considered an act of hubris and requires a degeneration roll for mages of Wisdom 4 or higher (roll three dice).

                  Third Attainment: Quintessal Theft
                  Prerequisites: Gnosis 7, Prime 5
                  Once the Timori have discovered the secrets of the second Attainment, most Feared rapidly ascend to the final Attainment. Rather than the petty theft of Mana, this Attainment targets the very center of a mage, their Gnosis. With mastery of this Attainment, the Timori finally discover the secret to true immunity from aging.
                  Activating this Attainment requires the Timori to spend one point of stored Mana (see above). The Feared then enters into an extended contested action with his victim. The player rolls Resolve + Occult + Prime versus the target’s Resolve + Stamina + Gnosis. Each roll represents five minutes, and the first mage to gain 20 successes is the winner.
                  If the target wins the contest, the Timori may never attempt to drain that particular mage of her Gnosis again. The target has proved herself the master of her mystical soul. If the Timori wins the contest, he drains the target mage of one Gnosis.
                  Drained Gnosis must be spent immediately for one of the following effects:
                  — The Timori may add the drained Gnosis to his own Gnosis rating, artificially enhancing his Gnosis for the next 24 hours. After the 24 hours is up, the Gnosis rating of the Timori returns to its usual rating, and the extra Gnosis dissipates.
                  — The Timori can infuse his Pattern with the stolen Gnosis to halt the aging process. If the Timori chooses this option, he spends the dot of Gnosis and rolls Stamina + Occult. With a single success, the Timori has managed to process the Gnosis and ceases to age for one year. Multiple uses of this aspect of the Attainment don’t provide additional benefits. A Timori may only ever dodge death for one year at a time.
                  — The Timori can use the captured Gnosis to reduce his apparent age for a short time. The Timori spends the dot of Gnosis and rolls Resolve + Medicine. For each success gained on the roll, the Timori can choose to reduce his apparent age by up to 10 years. This effect lasts for one week, after which the Timori swiftly ages, in the span of a few hours, back to his usual appearance.
                  A mage who has been completely drained of her Gnosis returns to Sleep and retains only partial dream-like memories of her life as a mage. It might be possible for the new Sleeper to re-Awaken, but the Timori have no record of this ever happening.
                  Use of this Attainment is considered an act of hubris and requires a degeneration roll for mages of Wisdom 2 or higher (roll two dice).

                  Comment


                  • #10
                    Originally posted by wyrdhamster View Post

                    You can look at it this way. In original idea it was more with that Legacy of Uncrowned Kings is OLD ( it's mentioned in To the Strongest Dark Era ) and their hail from strata of Alchemists perfecting themselves as base matter. Their philosophy strongly resonate on Elemental Perception ideas and many Uncrowned Kings would in earlier times easily worked for Sleepers royalty seeking alchemy secrets in Middle Ages. Rosecructians also sounds more like Silver Ladder followers in Cryptopoly. Becoming perfect leaders is just another argument for making them Tearchs before Nameless War.
                    Oh, so they're the old power. I don't know much about in-setting histories of the various factions, which is why I focus on (relatively) modern history periods. That way, I can protect the far-historical parts from being contaminated by clumsy rewrites

                    Still, I'm working on them now since you seemed to be interested in it. What do you suggest for their optional Arcanum? Matter to make them do physical alchemy as well, or Death to focus on the soul?


                    MtAw Homebrew:
                    Even more Legacies, updated to 2E
                    New 2E Legacies, expanded

                    Comment


                    • #11
                      Originally posted by Hardwire99 View Post
                      I know that this one isn't on your list but how would you do this one?

                      Timori – Banishers, pg. 163
                      Parent Path: Any; Obrimos comprise the majority
                      Nickname: The Feared
                      Suggested Oblations: Sitting in complete darkness for at least an hour and remaining completely alert, without the use of magic; fasting for a day, successfully following a mage to their sanctum without being discovered; destroying an imbued item; turning all the clocks in a stranger’s house back 12 hours; completing the taxidermy of a predatortype animal.
                      Woah, the Attainments almost make them a new template on their own. Especially with them being from any Path... I know Dave Brookshaw implied the Tremere are basically another template - maybe these guys would be such as well?

                      Still, I'll try something using Obrimos, Death, and Prime as basis.


                      MtAw Homebrew:
                      Even more Legacies, updated to 2E
                      New 2E Legacies, expanded

                      Comment


                      • #12
                        The Blank Badges are here. Somewhere along the line, they ended up being magical anarchists and revolutionaries. Wonder if that used to be the case back in 1e.

                        I'll come back after thinking of names for their Attainments. Next stop, the Uncrowned Kings and the Timori.

                        EDIT: Modified the Attainments to reflect Mrmdubois's advice. The older versions are wrapped up in spoiler tags.



                        Blank Badge

                        Origins

                        Parentage: Acanthus, Free Council
                        Background: The Blank Badge is one of the founding Legacies of the Free Council, dating back to the Nameless War. Their particularly vicious rebellion against the Lie earned much wrath from the Seers and the Exarchs, nearly being annihilated before the Council fully formed. However they have persisted despite it, and now are fighting in the edges of Awakened society to purge the world of the Lie.
                        Appearances: The first Blanks wore a blank or white badge on them, adopting it as a badge of honor against being called Nameless. This evolved into a sign of allegiance, purity of their beliefs, and limitless potential. Modern members use other tokens such as handkerchiefs, flowers, or even cellphone cases.

                        Doctrine

                        Prerequisites: Mind 2, Politics 2, two dots in one of the following Skills; Socialize, Empathy, Persuasion, Athletics, Computer
                        Initiation: The prospective Blank must forswear all of her past allegiances and bonds, and swear again to Destroy the Followers of the Lie by dismantling traditions and the establishment used to foster the Lie. In truth, the initiation is not complete until the applicant receives the signature white token from another Blank, something kept secret so that the Legacy can determine whether she truly embraced the ideals of the Legacy.
                        Organization: Blanks rebel against all forms of society, Awakened or not. They approach their allies with extreme caution, without really trusting anyone outside the Legacy. This attitude, resembling highly-paranoid spy agents, unnerves even other Libertines but are nonetheless accepted by their contribution to the war against the Lie. A side-effect of this thorough methodology is that the Legacy draws affinity from the Guardians, creating unexpected alliances in several occasions.
                        Theory: Conformity and expectation are the Lie of existence. The Lie infiltrates even the most liberated minds, so the Blank Badge chooses its allies carefully. However, the Legacy believes collective action taken with trusted allies is also the key to finally defeating the Lie and the Exarchs, and develop the techné of shared responsibility.

                        Magic

                        Ruling Arcanum: Mind
                        Yantras: Acting in protection of an ally (+1); acting under group responsibility (+2); accepting shared consequences (+2); open attack on the Legacy's enemies (+1, +2 if the mage risks counterattack)
                        Oblations: Crafting the Legacy's signature white token; studying political and social theories; developing an anonymous route of attack; engaging in debates about revolutions

                        Attainments

                        First:
                        Prerequisites: Initiation
                        In any form of war, knowing who your enemies and allies are is paramount to survival and victory. The Blank takes this maxim to her heart, and replicates the "Know Nature" spell with this Attainment, with Reach assigned to sensory use. The mage typically questions her target about seemingly innocuous questions to determine his ideological affiliations, which while can only be denied with magic, may be suspected even by mundane perception.
                        Optional: Fate 1
                        The Blank expands his perceptions so that when he activates Fate Mage Sight, it highlights those who are not loyal to the Legacy. This includes those who are indifferent to the Legacy's purpose and even not aware of the Legacy, making it a poor tool for seraching enemies and only a way to confirm present allies.

                        Second:

                        Prerequisites: Mind 2, Politics 3
                        Rebels live a life of constant threat by the established enemy, and thus need to move in secret on many occasions. This Attainment emulates the "Incognito Presence" spell with Reach assigned to instant use. The Attainment is limited to being used on the Blank herself, and costs the usual one point of Mana. Attempts to concentrate on her passing and presence provoke a Clash of Wills, on which the Blank scores automatic successes equal to her Mind dots.

                        Prerequisites: Mind 2, Politics 3, at least one dot in the Occultation Merit
                        Although rebels like the Blank Badge maintain a lifestyle of occlusion and anonymity, sometimes their battle requires them to infiltrate certain organizations in espionage. This Attainment allows the Blank to achieve just that, by giving her an illusion of authority and belongingness to confuse the enemy. She may gain a "phantom" Status rating in any mundane organization equal to her Occultation dots, which is in turn limited by her Mind dots. After the imitation, Occultation expands beyond its normal effects to make the memories of those involved hazy and dream-like.
                        Optional: Fate 2
                        The Blank cares to prevent even his own mind and fate from revealing himself. This Attainment emulates the "Warding Gesture" spell on the mage's person, with Reach assigned to instant use. Supernatural oaths, compulsions, and manipulations of destiny provoke a Clash of Wills upon which the Blank scores automatic successes equal to his Fate dots. This Attainment does not allow the mage to selectively exclude himself from his spells.

                        Third:
                        Prerequisites: Mind 3, two dots in a second Skill among the initiation Skill list
                        Experienced mages learn the double-edged nature of the Nimbus, how it is both an effective tool and an avenue for enemy attack. The Blank practices a variant of the "Rashomon Effect" spell, with Reach assigned to instant use and befuddling Mage Sight. She scores automatic successes equal to her Mind dots in the resulting Clash of Wills. The Attainment only affects the Blank's own Nimbus, and effectively overlaps it with that of her Legacy colleagues. The number of Legacy members participating in the concurrence is equal to the mage's Mind dots, chosen among those physically nearest to her location. Scrutinizing the collective Nimbus does not give away the identities of the individual Legacy members, and only reveals that the Blank Badge as a whole is responsible. In case of Nimbus Tilts, they are chosen randomly among those of the participating Legacy members.
                        Optional: Fate 3
                        The Blank gains further control over the emanations of his Nimbus. When flaring the Nimbus to impose a Tilt, he can selectively exclude subjects from it as if the Nimbus Tilt was elligible for the "Warding Gesture" spell. The Attainment counts as if the spell was cast with Reach assigned to instant use and Advanced Duration.

                        Fourth:
                        Prerequisites: Mind 4, Politics 4
                        When the first Blank Badges wore items of the Legacy's namesake, they swore to give up on their former affiliations and identities to become occluded from their enemies. This oath is reenacted in this Attainment, where the Blank duplicates the "Subtle Occlusion" spell on her person. Reach is assigned to instant use, Advanced Duration, and allowing for achieving more than five dots in the Occultation Merit. However, the amound of dots the mage can attain above five is capped by her Mind dots.
                        Optional: Fate 4
                        Even when a Blank appears to surrender to pressure, it is a temporary means to avoid certain doom and plan for the future. This Attainment replicates the "Sever Oaths" spell on the mage's person, with Reach assigned to instant use. If the Blank is using the Attainment against effects that would compel him to compromise the Legacy, he may make the Attainment's effects Lasting without additional cost.

                        Fifth:
                        Prerequisites: Mind 5, two dots in a third Skill among the initiation Skill list
                        At the pinnacle of mastering the techné of collective action, the Blank is now able to partake in the magical consequences of her colleagues in the name of the rebellion. When a Blank Badge member rolls Wisdom to Contain Paradox within the mage's sensory range, she may assist him as a secondary actor in a teamwork action. She may transfer resistant bashing wounds suffered by her colleague to herself, up to her Mind dots. If the colleague gains a Paradox Condition, either by Releasing or Containing Paradox, the mage may add her Mind dots to the colleague's Wisdom rating for purposes of determining the Condition's duration. When it is the Blank herself who is Containing Paradox or determining how long her Paradox Conditions last, she increases her Wisdom rating by the number of Blank Badge members in her sensory range for those purposes. In all the above cases, the mage and her colleagues must be working together in service of the Legacy's ideals. Also, all Blank Badge members near the mage activating this Attainment is aware of its use, and may freely choose not to lend her their aid if they deem her actions not in concurrence with the goals of the Legacy.
                        Optional: Fate 5

                        When a fellow Legacy member is suffering from a Paradox Condition, the Blank may insert an alternate means of resolving it. This emulates the "Atonement" spell with Reach assigned to instant use and sensory range, counting the Paradox Condition as a "curse" for the mage to escape from. The quest imposed must be something that serves to rebel against elements of the establishment and the society that fosters the Lie.

                        If Paradox is still inevitable despite the Blank's efforts to mitigate it by share its consequences, then he may take a step further and release a smokescreen to cover up the act. This Attainment is a variation of the "Swarm of Locusts" spell with Reach assigned to instant use. The Fortean phenomena conjured by the Attainment overwrites the presence of any Abyssal Environmental Tilts, but only those that were provoked by members of the Blank Badge. In addition to causing mundanely useful distractions, Sleepers who witness Supernal magic practiced by Blank Badge members while the Fortean phenomena last do not count as witnesses for purposes of determining further Paradox dice pools.
                        Last edited by 21C Hermit; 02-20-2017, 05:02 AM.


                        MtAw Homebrew:
                        Even more Legacies, updated to 2E
                        New 2E Legacies, expanded

                        Comment


                        • #13
                          Originally posted by 21C Hermit View Post
                          Oh, so they're the old power. I don't know much about in-setting histories of the various factions, which is why I focus on (relatively) modern history periods. That way, I can protect the far-historical parts from being contaminated by clumsy rewrites
                          I can see this, but Legacies in 2E have history - it's almost whole point of those double Orders in the first place. If you are not sure if groups shows up in old Dark Eras - mostly To the Strongest, as they are as far as Legacies are organised in first place - you can just ask me if you do not show up in some Era.

                          Originally posted by 21C Hermit View Post
                          Still, I'm working on them now since you seemed to be interested in it. What do you suggest for their optional Arcanum? Matter to make them do physical alchemy as well, or Death to focus on the soul?
                          In 1E they were Mind/Matter group, and I would stick to it. Easier than writing whole things I would change on them, I just post here link to my own take, from 9 months ago. Simply read it and judge if Attainments works with final rules or what changes you would made to them. Most problem I had with making Matter changes lasting, to let Legacy being truly Alchemical one. But then maybe using Matter 2 Arcana Attainment would solve this mechanical problem...
                          Last edited by wyrdhamster; 02-20-2017, 02:52 AM.


                          My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
                          LGBT+ through Ages
                          LGBT+ in CoD games

                          Comment


                          • #14
                            Originally posted by 21C Hermit View Post
                            Fifth:
                            Prerequisites: Mind 5, two dots in a third Skill among the initiation Skill list
                            At the pinnacle of mastering the techné of collective action, the Blank is now able to partake in the magical consequences of her colleagues in the name of the rebellion. When a Blank Badge member rolls Wisdom to Contain Paradox within the mage's sensory range, she may assist him as a secondary actor in a teamwork action. She may transfer resistant bashing wounds suffered by her colleague to herself, up to her Mind dots. If the colleague gains a Paradox Condition, either by Releasing or Containing Paradox, the mage may add her Mind dots to the colleague's Wisdom rating for purposes of determining the Condition's duration. When it is the Blank herself who is Containing Paradox or determining how long her Paradox Conditions last, she increases her Wisdom rating by the number of Blank Badge members in her sensory range for those purposes. In all the above cases, the mage and her colleagues must be working together in service of the Legacy's ideals. Also, all Blank Badge members near the mage activating this Attainment is aware of its use, and may freely choose not to lend her their aid if they deem her actions not in concurrence with the goals of the Legacy.
                            Optional: Fate 5
                            When a fellow Legacy member is suffering from a Paradox Condition, the Blank may insert an alternate means of resolving it. This emulates the "Atonement" spell with Reach assigned to instant use and sensory range, counting the Paradox Condition as a "curse" for the mage to escape from. The quest imposed must be something that serves to rebel against elements of the establishment and the society that fosters the Lie.
                            Beautifully done on the Blank Badges, and yeah in 1e they were total rebels. I'm just wondering about the Incognito Presence and if it couldn't be switched out with a Veiling effect more similar to what they had in 1e that let them fake social standing in mortal power structures. Basically it let them treat Occultation as Status in any non-Supernatural organization.

                            The only thing I'd actually nitpick at is the fifth attainment, it seems highly circumstantial. I wonder if it can't be changed up. In 1e they were actually able to tell Sleeper witnesses they were about to give an explanation of any piece of magic (Fictional or non) and then when they did said magic the Sleepers wouldn't count against them as witnesses of it. They could also reduce the effects of released Paradox. Maybe ideas can be pulled from that?

                            Comment


                            • #15
                              Originally posted by wyrdhamster View Post

                              I can see this, but Legacies in 2E have history - it's almost whole point of those double Orders in the first place. If you are not sure if groups shows up in old Dark Eras - mostly To the Strongest, as they are as far as Legacies are organised in first place - you can just ask me if you do not show up in some Era.
                              Which is exactly why I decided to keep the histories short, so that conflicts with the official material would be minimized. I'll have to review Dark Eras when I get the chance, though. I do love me some Dark Eras.

                              In 1E they were Mind/Matter group, and I would stick to it. Easier than writing whole things I would change on them, I just post here link to my own take, from 9 months ago. Simply read it and judge if Attainments works with final rules or what changes you would made to them. Most problem I had with making Matter changes lasting, to let Legacy being truly Alchemical one. But then maybe using Matter 2 Arcana Attainment would solve this mechanical problem...
                              Ah, so they were Matter. Interesting. I'll look over your version as well.


                              MtAw Homebrew:
                              Even more Legacies, updated to 2E
                              New 2E Legacies, expanded

                              Comment

                              Working...
                              X
                              😀
                              🥰
                              🤢
                              😎
                              😡
                              👍
                              👎