Prime was the arcana of illusion, so it could have pretty easily mimicked information stored in various media. Soul stones are not some strange rock that a Mage pulls out of himself, but an object imbued with a piece of a Mage's potential Gnosis, so obviously it means an information device (Like a computer) that's been imprinted in such a way. It did basically function as a soul jar though, presumably it falls under Prime because Prime's purview is magic and soul stones are one of the more inherently magical parts of a Mage. Ley lines fall under Prime, so that's how they got that, there were a few spells around that exploited the fact that ley lines were essentially rivers of energy and thus had a flow that could affect things downstream so it isn't that much of a stretch to say it works for remotely networking together souls to be exploited. So that's how you ended up with that.
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Originally posted by Mrmdubois View Post
They use other people to do their thinking for them to start out and then they start yanking souls and plugging them into ley lines to boost their mental powers.
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Originally posted by 21C Hermit View PostTimori
First: Plundered Lore
Prerequisites: Initiation
The first step to Timori power is taken from their enemies. This Attainment inverts the "Scribe Grimoire" spell so that the Locust-Eater plunders a Rote from a grimoire and attains it herself. Reach is assigned to make the effect Lasting, which still costs a point of Mana as usual.
Optional: Death 1
The mage perfects his Attainment so that it now directly works on Awakened souls. Magic that protects the soul provokes a Clash of Wills, upon which the Locust-Eater scores automatic successes equal to his Death dots.Originally posted by Hardwire99 View Post
21C Hermit Is is possible to get clarification on the First Attainments Optional Arcanum, Preferably that part I have Highlighted. What now works on Awakened Soul The Primary Function of the Attainment or what?
Also Could I ask that Cloud Infinite be added I plan of running one of these in a game the I am running and need some more info.
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The only interpretation I can read is that the Attainment can plunder a Rote from an Awakened Soul as if it was a Grimoire.
Writer for Bloodlines: The Ageless on STV
Some other stuff I've done: Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)
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I would actually argue that the primary effect is also way too powerful for a one dot spell. I would actually put it at at least Prime 3, by analogy with Enhance Mind. Just because you "invert" the effect doesn't mean it's going to stay at the same dot.
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Originally posted by Hardwire99 View Post
21C Hermit[/USER] Have you given this anymore thought as to what it is suppose to be?
I'll wrap up Cloud Infinite and get to them, just in a moment.
EDIT: By "wrap up" I mean "think of all five Prime optional effects for the Attainments," so "a moment" might be misleading. But still.
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Cloud Infinite is here! This was a headache for me, but I'm satisfied with the results. For now, that is. In the end I gave them Mind/Prime, but ways to interact with souls as a bonus. As always, feel free with criticism.
Cloud Infinite
Origins
Parentage: Obrimos, Free Council, Silver Ladder
Background: Cloud Infinite started as a cynical tech startup in the 90s, conning wealthy Sleepers with cutting-edge technology that requires Awakened magic to work in the name of gathering funds for the Council. This lower opinion of the Sleeping masses, along with a need born of desperation after being driven underground by Seer enemies, led the to-be Users to marry computer networking principles with sorcery to figure out ways to harness souls to augment their cognitive capacities. The complex principles both mundane and magical behind their "cloud-networked cognitive potential" work well to disguise their identity as Reapers.
Appearances: All a body needs to do, the Users believe, is providing life support for the mind and the soul. As such Users seldom bother with what they look like, and when they clean up it's to collect more souls or keep their Awakened fellows just close enough to consider them allies, if a bit eccentric. Unlike stereotypes, however, Users keep themselves fit and off of disruptive habits to prevent the body from distracting the mind.
Doctrine
Prerequisites: Mind 2, Computer 2, two dots in one of the following Skills; Science, Persuasion, Academics, Socialize, Streetwise
Initiation: The first Users completed their theory in a trance of sorts, with ample amount of shabu and lack of sleep from desperation altering their cognitive functions. Nowadays, knowledge on both sorcery and computers have advanced enough that prospective members don't need to go that far to gain grasp of the Legacy's working principles. Indeed, people don't apply themselves to Cloud Infinite, nor does Cloud Infinite groom young mages into Users. Once in awhile, some computer-savvy mage teaches himself the basic steps of the Legacy in a moment of brilliance, and that's when the recruiting team goes into action.
Organization: Contrary to visuals, Cloud Infinite members use outmoded IRC technology to share techniques and plan projects. This reduces the temptation for Users to backstab one another, by preventing their private information from each others' all-too competent hands. Indeed, in most cases a User only knows the physical location or appearance of his personal inductor into the Legacy.
Theory: All souls have the potential to Awaken, but Awakening is not given but seized. So what does that say about those who fail to Awaken? Fortunately, souls are like remote servers, so we can hack its administrator privileges and use the mental potential its owners are failing to access. Speaking of which, are you using your full cognitive potential?
Magic
Ruling Arcanum: Mind
Yantras: Several computers running programs and processes (+1); action (+2); memory storage devices (+2); variable ()
Oblations: Building computer networks; making diagrams of social relationships; staying up late to work on intellectual problems such as programming; collaborating on creative projects
Attainments
First: Interface Screen
Prerequisites: Initiation
Cloud Infinite views the soul as a CPU of sorts for sentience and sapience. With this Attainment, a User's Mind Sight also reveals to her the presence of souls and whether they've been removed from their owner.
Optional: Prime 1
There's sympathy between the ley lines that criss-cross the landscape, and both the electric circuits and the programmed algorithms of a computer. The User replicates the "Sacred Geometry" spell on his person, with Reach assigned to instant use.
Second: Exploit Spare Cycles
Prerequisites: Mind 2, Computer 3
This Attainment is the crux of Cloud Infinite, and its most widely advertised aspect. It resembles the "One Mind, Two Thoughts" spell cast on the User's person, with Reach assigned to instant use and Advanced Duration.
A critical difference is that the Reaper can have more than two tracks of thought. She gains one more track per one extra soul she has access to on her person, through the "Soul Jar" spell or similar effects. The soul stone of another mage counts as a full extra soul for this purpose. A whole Awakened soul allows two separate Mental instant actions at the same time, as if the Reaper assigned more Reach. Multiple Awakened souls allow the Reaper to take multiple separate Mental instant actions.
Optional: Prime 2
The User learns to send data through immaterial channels even outside the digital world. This ability is similar to the Sympathetic Range Attainment, but needs neither a sympathy Yantra nor a sympathetic connection. Instead, the User may cast spells on any subject that is on the same ley line as he is. Nodes disrupt the Resonance, so casting from one Node to another connected one is the maximum Range. If the ley line's shape or Resonance is altered during spellcasting, the spell is canceled automatically. A level of Reach for enabling sensory range beforehand, and a point of Mana are still required to use this ability.
Third: Psyche Hacking
Prerequisites: Mind 3, two dots in a second Skill among the initiation Skill list
Minds are not closed systems. They are interconnected, and Cloud Infinite can hack the mind's back doors to make full use of that connection. This Attainment resembles the "Telepathy" spell, with Reach assigned to Advanced Duration and allowing subjects to transmit only thoughts they wish to transmit. The User must work for a scene gathering the subject's personal information, with hacking personal PCs and data-mining social media being popular methods. If a subject must roll to communicate telepathically, they score automatic successes equal to the User's Mind dots.
If the Reaper casts the "Sever Soul" spell or "Sever the Awakened Soul" spell on a victim while she is connected to him through this Attainment, she bypasses his Withstand ratings. When using the "Soul Jar" spell to download a soul disembodied this way, it counts as being at most sensory range regardless of the soul's location.
Optional: Prime 3
The User learns to hack and reprogram even the world's mystic circuitry. After a scene of gathering geographical information on the area he wishes to affect, the User mimicks the "Geomancy" spell. Reach is assigned to Advanced Duration.
Fourth: Thought Administration
Prerequisites: Mind 4, Computer 4
With this Attainment, Cloud Infinite reveals how it can usurp a mind's control over itself and use its thought processes to its own end. At its basic level, this Attainment allows the User to utilize the Mental Attributes and Skills of anyone she's connected with, through the "Telepathy" spell or the Psyche Hacking Attainment, as secondary actors in relevant Mental actions under the teamwork action rules. This effect is Withstood by Resolve, separate from the telepathy effect. The User has a Potency equal to her Mind dots for purposes of overcoming Withstand ratings. She can only exploit a number of minds equal to her Mind dots at a time with this Attainment.
If the Reaper has access to extra souls or soul stones on her person, she may utilize them as secondary actors as well. They still need a telepathic connection, but they cannot Withstand the Attainment, and do not count towards the maximum number of minds the Reaper can exploit.
However, souls roll for a breaking point or Act of Hubris each time they're used to fuel this Attainment. Once their Integrity or Wisdom falls to zero, the soul is destroyed. Soul stones are destroyed immediately if they fail a roll. Any Conditions from degeneration are suffered by the soul's original owner, if they are still alive.
Optional: Prime 4
Proper storage of memory is essential to running several intensively augmented processes. The User first spends a point of Mana and emulates the "Platonic Form" spell, with Reach assigned to instant use and Advanced Duration.
The tass conjured by this effect is an ideal receptacle for containing souls. The "Soul Jar" spell can be used to contain souls in these tass regardless of their shape, and such souls never drop to zero Integrity or Wisdom as long as they're contained in these Platonic Jars. The User can also use the Prime effect of the Explore Spare Cycles Attainment to remotely access these Soul Jars, as if they were on his person, for purposes of Cloud Infinite Attainments.
Fifth: Soul Processing
Prerequisites: Mind 5, two dots in a third Skill among the initiation Skill list
The final Attainment of Cloud Infinite allows the Users to cannibalize souls and minds, in a true fashion befitting their modus operandi of stealing unused mental potential. At its basic level, this Attainment allows the User to emulate the "Augment Mind" spell on her person. Reach is assigned to instant use, Advanced Duration, and dividing Potency between multiple Attributes. The User can only augment her Mental Attributes at this point.
If the Reaper has access to extra souls on her person, she may steal Attribute dots from them when using this Attainment. Soul stones do not work for this purpose. This allows her to raise Attributes above her Potency, and augment Social Attributes as well. A whole Awakened soul allows the Reaper to spend a point of Mana to increase an Attribute beyond her Gnosis-derived limit, as if she'd assigned more Reach. Multiple Awakened souls allow multiple Attributes to exceed the limit, but without spending more Mana.
Although the Reaper only benefits from the Attribute increase temporarily, the souls lose their Attributes permanently. A soul with zero Mental Attributes left is not destroyed, but becomes unusable for any Cloud Infinite Attainments. Awakened souls only become unusable when both Mental and Social Attributes are all consumed. If the owner of the soul is still alive, they suffer the decreased Attributes.
Optional: Prime 5
Cloud Infinite makes full use of souls they work so hard to gather, even the ones whose cognitive functions burned out. The User emulates the "As Above, So Below" spell on a soul burned out by this Attainment's main effect. Specifically, this effect augments the act of destroying the soul as a sacrament. By default consider Sleeper souls worth +1, Sleepwalker souls worth +2, and Awakened souls worth +3. Reach is assigned to instant use, sensory range, Advanced Duration, and granting 8-Again instead of 9-Again.Last edited by 21C Hermit; 06-30-2017, 03:57 AM.
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As a bonus, here's also the revised Attainments for the Timori. I hope these work more smoothly than the original version.
Attainments, revised
First: Thaumavore's Eyes
Prerequisites: Initiation
The Timori are ever hungry for Mana, and this hunger tints their eyes with predatory cunning. The Banisher's Mage Sight is expanded so that her Prime Sight also senses the presence of Mana in a given Pattern. Additionally, her Peripheral Sight is also expanded so that it catches any change in ambient levels of Mana, be it from spent or gained Mana.
Optional: Death 1
The Timori can harness both the entropic energies of Death to enhance their Counterspelling. When using the Counterspell Attainment, the Banisher adds his Death dots to the dice pool. When Counterspelling with Death, he adds his Prime dots instead. The Universal Counterspell Attainment is exempt to this ability.
Second: Crystallized Body
Prerequisites: Prime 2, third dot in the Skill used to qualify for initiation
With this Attainment the Locust-Eater grows further from humanity, becoming an ideal devourer of Mana. Her body crystallizes, becoming more akin to a magical construct than living flesh. Because of this, affecting her body requires equal proficiency in Life and Prime. The unnatural body also gives the Locust-Eater certain benefits:
• She may reflexively spend a point of Mana to add a +2 bonus to rolls involving Physical Attributes for that turn. While this does not affect derived traits, resistances including Withstand are affected.
• The Locust-Eater's Pattern Restoration is improved so that she may heal a level of aggravated damage with five points of Mana and a full night's sleep.
• Every night the Locust-Eater's body automatically heals and reverts anything that wouldn't constitute Health damage, and uses Mana to heal Health wounds as per Pattern Restoration. Willpower may be spent to preserve cosmetic changes or wounds, one point per instance.
• As long as there is at least one point of Mana in her Pattern, the Locust-Eater does not age and any disease in her body halts.
However, the crystallized body also brings with it the following drawbacks:
• The Banisher naturally consumes one point of Mana every day, in addition to what her body uses to heal wounds every night.
• Without concealment, the Locust-Eater's unnatural body imposes a -2 to Social interactions with other humans and even animals, except for Intimidation. This may cause breaking points as well, if appropriate. Fortunately, the Locust-Eater may spend a point of Mana to appear normal for a scene, fooling all mundane perception. Magical analysis triggers a Clash of Wills, where the Locust-Eater scores automatic successes equal to her Prime dots. Regardless of the cover, Life magic still requires Prime in conjunction to affect the Locust-Eater.
• The Locust-Eater suffers the Addicted persistent Condition with regards to Mana. This addiction creates the Deprived Condition whenever the Locust-Eater has less Mana than her Gnosis rating.
• If the Locust-Eater ever reaches zero Mana, her body automatically Scours itself for Mana, and she starts aging a year per week to her natural age. This Scouring ignores her normal Gnosis-derived limit and does not add Mana to her dice pool, requiring the Banisher to further Scour herself or gain Mana from elsewhere.
Optional: Death 2
The Crystallized Body of the Timori is closer to bodies of the undead. The Locust-Eater may activate Death Armor in conjunction with other types of Mage Armor. This still costs Mana for both Armors.
Third: Plundered Lore
Prerequisites: Prime 3, two dots in a second Skill among the initiation Skill list
The true way to Timori power lies in stealing it from their own hated enemies. This Attainment resembles the "Display of Power" spell at its base form, with Reach assigned to instant use and Advanced Duration.
Upon Imagos of Rotes, however, the Attainment becomes predatory. By successfully Counterspelling a Rote she witnesses the Imago of through this Attainment, the Banisher may steal its knowledge straight from the victim's mind. She adds the stolen Rote to her own repertoire, even if she cannot cast it improvised for now. The victim loses the Rote, but Sanctity of Merits apply.
Optional: Death 3
The Timori, for all their self-righteousness, are not above using torture to gain what they want. The Banisher replicates the "Rotting Flesh" spell, with Reach assigned to instant use.
Fourth: Quintessal Harvest
Prerequisites: Prime 4, fourth dot in the Skill used to qualify for initiation
Mana is the quintessence through which truth defines reality, and the Timori gain power by harvesting this raw stuff of magic. This Attainment replicates the "Channel Mana" spell, with Reach assigned to instant use and ignoring the Banisher's Gnosis-derived Mana per turn limit.
Additionally, through this Attainment the Locust-Eater gains access to the following new ways of using Mana:
• She may de-age herself a year by spending Mana equal to her true age.
• When using Pattern Restoration, the Locust-Eater may resolve Physical Conditions for three points of Mana. This does not grant Beats.
• If the Locust-Eater fully fills her Gnosis-derived Mana capacity, she may consume all her Mana to gain an Arcane Beat per five points of Mana spent.
Optional: Death 4
Banishers live in constant conflict with other mages, and so the Timori learn how to harm its enemies while sating their own hungers. The Banisher mimicks the "Devouring the Slain" spell, except that this effect only allows for Scouring Mana. Reach is assigned to instant use and affecting undamaged subjects.
Fifth: Quintessal Theft
Prerequisites: Prime 5, two dots in a third Skill among the initiation Skill list
The ultimate secret of the Timori is the ability to strip off Gnosis itself from other Awakened and consume it, something usually considered impossible. The Banisher spends a point of Mana and enters a Clash of Wills with the victim, rolling Gnosis + Prime herself while the victim rolls Gnosis + his highest Arcanum. On success, the Banisher steals a dot of Gnosis. A dot of stolen Gnosis extends her lifespan by a year, and can be used for one of the following effects:
• She may add the Gnosis to her own, increasing effective Gnosis by one dot. While this can raise effective Gnosis beyond 10 dots, this only applies to dice pools and not Gnosis-derived traits.
• The Banisher regains all spent Willpower points and gains a dot of Willpower.
• The Locust-Eater gains one dot in an Arcanum that the victim possesses. This cannot raise her Arcanum rating beyond that of the victim.
• The Banisher internalizes the stolen Gnosis into a pseudo soul stone of the victim. She gains a +2 Yantra usable for spells against the victim, a Strong sympathetic connection to the victim, and knowledge of the victim's Legacy if any. Lastly, the Banisher may use the stolen Gnosis as a soul stone for purposes of creating Demesnes.
The victim permanently loses a dot of Gnosis and temporarily loses a dot of Wisdom for a day. While the Wisdom loss does not turn the victim Mad, the Gnosis loss strips Awakened status from the victim and turns him into a Sleepwalker. Stolen Gnosis may only be regained by the Banisher's death.
If the Banisher fails the Clash, she cannot use this Attainment on the same subject.
Optional: Death 5
The Timori believe themselves crusaders of a mission, and to complete that mission they can't afford to die. To stave off death not just natural but inflicted as well, the Banisher replicates the "Deny the Reaper" spell on his person. Reach is assigned to instant use.
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On the Cloud Infinite, I would have liked to see the third attainment used as dome sort of Hive Mind that uses the Teamwork rules.
Wow big changes to the Timori I will look them over closer when I have the chance.Last edited by Hardwire99; 06-29-2017, 04:52 AM.
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Originally posted by Hardwire99 View PostOn the Cloud Infinite, I would have liked to see the third attainment used as dome sort of Hive Mind that uses the Teamwork rules.
... And strangely, I didn't directly mention "teamwork" in Thought Administration's writing. Huh. Will fix that later.
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I don't know if I'd make Cloud Infinite very team work oriented, in the original write up they're all crazy paranoid about each other because they figure it's only a matter of time before one of them becomes so transcendentally intelligent that he dominates the rest of them for their brain power.
First attainment for Cloud Infinite with the Prime uses one too many Reach.
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Originally posted by Mrmdubois View PostI don't know if I'd make Cloud Infinite very team work oriented, in the original write up they're all crazy paranoid about each other because they figure it's only a matter of time before one of them becomes so transcendentally intelligent that he dominates the rest of them for their brain power.
First attainment for Cloud Infinite with the Prime uses one too many Reach.
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Originally posted by Mrmdubois View PostI don't know if I'd make Cloud Infinite very team work oriented, in the original write up they're all crazy paranoid about each other because they figure it's only a matter of time before one of them becomes so transcendentally intelligent that he dominates the rest of them for their brain power.
First attainment for Cloud Infinite with the Prime uses one too many Reach.
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The Subtle Ones are here!
I am, like, in the busiest phase of my life. A few posts and Likes every now and then are within acceptable limits, but converting Legacies proves taking up too much time. I somehow managed to squeeze enough time for the Subtle Ones, except that I couldn't finish some of their fluff parts. But hey, at least the Attainments are finished, so I decided to post them right now and add later.
Next in line are the Legacies from Summoners, but God knows how long that'll take for me.
Subtle Ones
Origins
Parentage: Mastigos, Guardians of the Veil, Seers of the Throne
Background: The Ahl-i-Batin, or "People of the Inner Truth" as the Subtle Ones call themselves, are among the most engmatic Legacies. They practice a blend of sacred geometry and social engineering, placing themselves as architects who reflect Supernal harmony in Fallen civilizations. The Invisible Men have historically expressed themselves through the mystic traditions of the Middle East, and while their fall has diminished their central leadership, embrace of eclectic practices and insinuation into secular communities have spread them across the world.
Appearances:
Doctrine
Prerequisites: Space 2, Stealth 2, two dots in one of the following Skills; Politics, Expression, Subterfuge, Larceny, Weaponry
Initiation:
Organization:
Theory:
Magic
Ruling Arcanum: Space
Yantras: Bustling streets (+1); communicating with the subject using messages and proxies (+2); facial disguise and camouflage (+2); impersonation of others (+1, +2 when impersonating someone of social authority, such as a police officer)
Oblations: Watching multiple media to sense the social zeitgeist; teaching others; hiding from mages and other supernatural beings; encouraging social action without direct leadership
Attainments
First: The Subtle Song
Prerequisites: Initiation
detect secret messages
The Batini read broad cultural patterns, and intuitively derive knowledge from seemingly innocuous and even cacophonic flows of information. This Attainment augments the Subtle One's Space Sight so that she can detect sympathetic connections between subjects she is examining.
Moreover, the Subtle One's Peripheral Sight now responds to signatures encoded by other Subtle Ones using the Hidden Whispers Attainment. She scores automatic successes equal to her Space dots when decoding such messages.
Optional: Mind 1
Differentiating important signals from background noise is a stressful task, and the Invisible Man quickly learns to compartmentalize his mind to handle it better. A scene of meditation amidst a flood of media feeding him social patterns allows the mage to replicate the "One Mind, Two Thoughts" spell on himself. Reach is assigned to Advanced Duration.
Second: Hidden Whispers
Prerequisites: Space 2, Stealth 3
The Subtle One becomes one of the sending end of messages hidden in society. She designates a medium, a topic the medium conveys, and a person who is in a position to create or edit the articles of that medium. After interacting with the person for a scene, nudging him with carefully nuanced ideas through the vector of sympathy, the person subconsciously encrypts the mage's messages in his medium the next time he works with it. This person must be someone the Subtle One has a sympathetic connection of at least Medium strength with at the moment of activating the Attainment.
Optional: Mind 2
Sometimes too much subtlety hampers clarity, so the Invisible Man becomes just a little more visible. This Attainment replicates the "Psychic Domination" spell, with Reach assigned to instant use. When using this Attainment, the Invisible Man checks Withstand against the lower of his subject's Resolve or the Connection strength of his sympathetic link to the subject.
Third: The Subtle Dance
Prerequisites: Space 3, two dots in a second Skill among the initiation Skill list
The Batini can step outside notice by blending into the background, gaining a vantage point from which to engineer society. This Attainment duplicates the "Veil Sympathy" spell on the Subtle One's person. Reach is assigned to instant use and Advanced Duration. When someone attempts to uncover or use the veiled links, she scores automatic successes equal to her Space dots.
Optional: Mind 3
With this Attainment the Invisible Man now lives up to his moniker. By spending a point of Mana, he emulates the "Incognito Presence" spell on himself. Reach is assigned to instant use and Advanced Duration. When someone supernaturally concentrates on him, he scores automatic successes equal to his Mind dots.
Fourth: False Presence
Prerequisites: Space 4, Stealth 4
The Subtle One projects false intimacies at will, smoothly integrating into communities and fading out of them just as easily. This Attainment bolsters the sympathetic connection between the Subtle One and her subject, emulating the "Web-Weaver" spell. Reach is assigned to instant use and Advanced Duration. The mage may add Time 2 as usual to employ Temporal Sympathy, bolstering nigh non-existent connections from past physical contact.
Optional: Mind 4
Now the Invisible Man does not merely walk unnoticed; he walks as the familiar stranger. He mimicks the "Imposter" spell, with Reach assigned to instant use and Advanced Duration. When impersonating a specific person, the Subtle One scores automatic successes equal to his Mind dots on rolls to fool his subject. Also, when using this effect the Invisible Man checks Withstand against the lower of his subject's Composure or the Connection strength of his sympathetic link to the subject.
Fifth: Occlude the Mind
Prerequisites: Space 5, two dots in a third Skill among the initiation Skill list
The most refined of the Batini see the world as a web of roads, and the way she slips freely through Space baffles the minds of lesser men. This Attainment replicates the "Co-Location" spell. Reach is assigned to instant use, sensory range, and Advanced Scale. If she wishes, the mage may augment this effect with the Sympathetic Range Attainment.
This effect works in synergy with other Subtle One Attainments. While viewing two co-located places, the mage can use the optional effect of The Subtle Song to split her mind across the two areas, taking two non-Physical actions for each place. More impressively, the Subtle One may use the optional effect of False Presence and project an illusion covering all senses except touch in a co-located area. The illusion will instantly vanish when touched by someone, and the mage will be aware of this.
For example, using all three effects simultaneously, the Subtle One may investigate a room for clues while holding a conversation with the chief editor in another room, the latter actually being a False Presence impersonating the editor's friend.
Optional: Mind 5
The most occluded of the Invisible Men is not only invisible because no one sees him, but also because no one remembers seeing him. When concealing one's presence isn't an option, the Invisible Man may act first and conceal his presence later by erasing people's memories. With a point of Mana, this effect replicates the "Memory Hole" spell. Reach is assigned to instant use, indefinite Duration, and Advanced Scale.
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