Yeah they were Supernal Tarot. Here's hoping life let's up. 😊
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Even more Legacies, updated to 2E
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So, I was attempting to do the Katsinam Suukya, but someone requested the Stygian Heralds first. I'll continue with the Katsinam Suukya next, and then the People of the Hour next. My notes say that someone said I should do The Legion, Cryptologos, and the Keepers of the Covenant next, though I forgot whom it were. Oh well.
Anyways, here are the Resurrectionists.
STYGIAN HERALDS
He held an antique sword in one hand with its broken tip in held another, saying it belonged to some person you didn't recognize the name of. You laughed at the audacity of wielding such an useless implement against you, and how he said something about the power of heroes and such, straight from some cliched pep talk you presumed. You stopped sniggering when shadows lept from the corners and enveloped him, suddenly facing a knight in shining armor with a perfectly fine sword in hand.
The Dead Still Inspire Us
Many cultures revere those who rise up to lead others in times of crisis, venerating them as heroes, sometimes even worshipping them. For many, this adoration is restricted to memories of the past, in songs and relics and history. The Stygian Heralds, however, remind us that the heroes are still with us and can inspire us still, by summoning their souls once more to the living world. Founded by a Moros who studied Artifacts he claimed to be still linked with their owners, the Legacy named itself Heralds in homage to those who announce the coming of heroes. The founder's identity lies obscured, for they wished their name erased so they could rest in peace. Rumors are abound as to the founder's true identity, from Orphean cultist to Reaper. The Heralds scoff and continue with their practices.
Although first called "resurrectionists" by outside mages who considered them the magical equivalent of such, the Heralds themselves adopted the monicker by pointing out that the resurrectionists had in fact contributed to the science of medicine. While the dubiousness of their necromantic studies prevent the Legacy from gaining a better standing in the Awakened community and growing larger, their usefulness cannot be denied in times of need, and their numbers steadily grow.
Origins
Parentage: Moros, Mysterium or Silver Ladder
Background: Those who are well-versed in history, myth, and legend are often allured to the Stygian Heralds. The Legacy, aware of its unflattering reputation, make sure to notify that what they do is ultimately using the dead to aid the living, and that the candidate is aware of and find merit in it.
Appearances: As with most Moros who understand how opulence is transitory, Resurrectionists tend to prefer practical and understated garments. Some Heralds, however, accentuate their fashions with accessories invoking cultures famous for heroes or the heroes themselves, most commonly of the Greek and Norse motifs.
Doctrine
Prerequisites: Death 2, Weaponry 2, two dots in one of the following Skills; Academics, Crafts, Occult, Expression, Larceny
Initiation: The candidate must prove herself worthy by tracking down deceased heroes of the modern age; those who did not leave a legend, but who in life lead those around them and in death inspire others to do the same. This is only the surface trial, however. The Heralds watch her to see if she can make use of the dead, contacting ghosts and breaking into morgues and cemetaries if needed. If the to-be mentor confirms her resolve, he anoints her with an oath sworn over the names of past fallen heroes, pledging herself to the Legacy.
Organization: Most Resurrectionists only maintain contact with their tutors and pupils, their bonds being strong just as any other Legacy. The Heralds as a whole prefer their members be evenly distributed in the world, believing that their spread ensures that the memory of the fallen will be spread and kept alive among the living.
Theory: Many Awakened scholars posit that the true afterlife is in the Supernal, with the Underworld a mere passage or even a trap. Building from this, the Stygian Heralds claim that because the Supernal is around all of us, so too are the spirits of the dead who rest in the afterlife. In their eyes, just as Supernal symbols remain unseen but affect the Fallen World, so too the spirits of fallen heroes are unseen but guide us still in the world of the living, and the Heralds themselves only bolster this connection.
Magic
Ruling Arcanum: Death
Yantras: Memorials for fallen heroes (+1); invoking the name of a fallen hero relevant to the spell (+2); recorded deeds of a fallen hero relevant to the spell (+2); memorabilia owned by a fallen hero, or a replica of such (+1, +2 if genuine)
Oblations: Leaving an offering at a memorial for fallen heroes; reciting from memory every known name of a hero from antiquity; inquiring ghosts of past heroes; leading a group prayer for the souls of departed heroes
Attainments
First: Heraldic Hymn
Prerequisites: Initiation
Songs are used to honor and venerate the dead, to reach out to the fallen and soothe them to rest. The Resurrectionist, however, sings to inquire the dead instead. This resembles the "Speak with the Dead" spell, with Reach assigned to instant use.
Should the Resurrectionist acquire the Eyes of the Dead Attainment, she gains automatic successes equal to her Death dots on Clash of Wills to reveal actively hiding ghosts.
Optional: Matter 1
The founder of the Stygian Heralds was enlightened while studying artifacts, and the Herald can trace back his achievements. When using the Attainment's main effect or Eyes of the Dead to examine an Anchor that is an object, he also replicates the "Craftsman's Eye" spell on himself so that he may study its functions. Reach is assigned to instant use.
Second: Heroic Armament
Prerequisites: Death 2, Weaponry 3
Mourners around the world buried the armaments of fallen heroes with them so that they would be armed still in the afterlife. The Resurrectionist invokes that same principle, channeling relics of heroes she has studied and remembered the form of. This resembles the "Ectoplasm" spell, with Reach assigned to instant use.
Being frail replicas made of ectoplasm, the relic armaments always have Durability of 1. If a weapon, it counts as an improvised one. On the other hand, these ectoplasmic equipment are light enough to have no Strength requirements.
The Resurrectionist can "remember" a number of weapons or armor equal to her Death dots, and can change her selection by researching and studying about the desired relic for a scene.
Optional: Matter 2
The Stygian Heralds recognize signatures of power imprinted on relics of heroes, and can replicate that enchantment even on otherwise mundane equipment. By aligning an object for a scene with symbolism corresponding with the hero he wishes to invoke, the Herald replicates the "Find the Balance" spell on it. Reach is assigned to Advanced Duration.
This effect can only be used on equipment that can serve as weapons and armor, though they can be somewhat makeshift. The ephemeral armament conjured by the Attainment's main effect can be affected by this effect.
Third: Heroic Presence
Prerequisites: Death 3, two dots in a second Skill among the prerequisite's options
The Resurrectionist acts in accordance with her sobriquet, calling forth the presence of a fallen Hero. Whether the Hero truly is the historical or legendary person who crossed the veil of death remain a mystery, although the Heralds certainly believe so. Regardless of the Hero's true nature, when summoned by this Attainment the Hero has the qualities of a Specter of Stygia, and their traits are built accordingly.
The Attainment resembles Targeted Summoning in that it augments a Supernal summoning. The Resurrectionist needs to prepare a summoning circle, but does not need to do so in a Demesne or a Supernal Verge. Targeted Summoning cannot be used in conjunction; the Hero's Arcana are fixed to Death and another that reflects best their legend.
Summoning the Hero is still an extended action like a standard summoning, the Resurrectionist using Death in her dice pool. As an Attainment, however, the summoning is warded against Abyssal intrusion. The Resurrectionist still suffers aggravated damage in a dramatic failure, but does not invite the Abyss.
The Hero's Trial is that the Resurrectionist successfully bind the unwilling Hero, who is nigh certain to be displeased with their rest being disturbed. The exact method differs from Hero to Hero; one may challenge the necromancer to a duel and find any form of flattery abhorrent, while another may be generous towards humble requests but meet violence with violence.
The entity is still vulnerable to Fallen corrosion, taking Corpus damage from exposure to the Fallen World. However, the Hero always returns safely to Stygia should it perish outside the summoning circle after its time runs out. Unless she personally caused it, the Resurrectionist does not suffer Wisdom degeneration from the Hero's death.
The Hero's manifestation on this world is shaped by their summoner. As such, its Attributes equal the lowest of the Resurrectionist's in their respective categories. Their Size is usually 5, unless stated otherwise by their legends. The Hero also comes equipped with armaments from their legends. Other than automatically returning with or being destroyed with the Hero, these equipment follow the standard for their types. All other traits follow the Rank-derived limits for Supernal entities.
The Virtue and Vice of the Hero follow their legends. Although the Hero accepted the summoning in the Trial, they have no obligation to follow the Resurrectionist's commands. She must use magic to order the Hero as she wants. Should anyone else attempt to control the Hero, they respond with a Clash of Wills on which they score automatic successes equal to their Rank.
Lastly, the Hero has access to the Inspiring and Small Unit Tactics Merits, and a number of additional Merits that fit their legend. The total dot rating of these additional Merits cannot exceed the Resurrectionist's Death dots + the Hero's Rank. In activation rolls, substitute Attributes according to their categories, and substitute Rank for any Skills.
Optional: Matter 3
Basked in the glory of past heroes, the Herald finds himself as lasting and enduring as the heroes he channels power from. He replicates the "Aegis" spell on garments or armor he is wearing, with Reach assigned to instant use.
Fourth: Stygian Armament
Prerequisites: Death 4, Weaponry 4
The heroes of past are not bygones; their shadows still remain in this world, and all it takes is a skilled Resurrectionist to renew those shadows back into this world. Her Heroic Armament Attainment is augmented so that she can conjure her remembered relics from ambient shadows instead of ectoplasm, which gives them more strength and permanency. This resembles the "Shadow Crafting" spell, with Reach assigned to instant use and Advanced Duration.
Even if shaped from shadows, the armaments do not retain a shadowy appearance. However, they still cast no shadow on their own.
Optional: Matter 4
The Herald refines his ability to channel heroic power in the form of their armaments, adding Supernal perfection to their forms. This augments the optional effect of Heroic Armament, combining the "Crucible" spell along with "Find the Balance." Reach is assigned to Advanced Duration, and upgrading "Crucible" to granting rote quality instead of 8-Again.
This effect can be used on both the ectoplasmic and shadow equipments conjured by the Herald. The requirements and limitations of Heroic Armament are still in effect.
Fifth: Heroic Soul
Prerequisites: Death 5, two dots in a third Skill among the prerequisite's options
The capstone Attainment of the Stygian Heralds is their raison d'etre, yet is also what the Legacy suffers its ill name for. The Resurrectionist summons a fallen Hero and binds them to living flesh, beseeching them to forsake their rest and toil upon the earth once again.
After using the Heroic Presence Attainment, the Resurrectionist may bind the summoned Hero into a living subject other than herself. This in theory resembles the "Revenant" spell, with Reach assigned to instant use and Advanced Duration.
The Manifestation Conditions follow the progression for ghosts; from Anchor, to Open, to Fettered, and to Possessed. The Controlled and Claimed Condition cannot be applied using this Attainment, nor other common Death spells.
With an Anchor, the Hero does not suffer Corpus corrosion while within Rank x 3 yards of the Anchoring host. While this extends the Hero's lifespan in the Fallen World, they are still vulnerable to Corpus corrosion from Sleepers and Paradox, and will attempt to return once the allotted time is over regardless of Corpus.
With the host Open to the Hero, the protection his presence grants now shields the Hero even from Corpus damage by Sleeper contact and Paradoxes.
While Fettered, the Hero enters Twilight and must remain within five yards of the host. They spend one less Mana for casting spells on the host, but otherwise cannot cast spells on other subjects. The host gains the Urged Condition as usual.
Even when Possessed by the Hero, the host retains his consciousness and faculties, though the Hero can still read his mind. The Hero still cannot cast spells on their own, but may spend Mana to heal their host as per Pattern Restoration, and can read his mind as usual. The host, meanwhile, gains access to the Hero's Merits as per Heroic Presence, but uses his own traits to activate them under his own will. Corpus damage to the Hero follows the rules for the Possessed Condition.
If the Possessed host is Awakened, he also gains access to the Hero's Arcana ratings, but rolls his own Gnosis + Arcanum and does not benefit from infinite Reach. Paradox incurred while using the increased ratings follow the Paradox rules for Supernal entities. The Hero also suffers this damage, and if killed this way both the Resurrectionist and the host roll for Wisdom degeneration at Falling Wisdom.
No living host is equipped to bear the full glory of a Heroic Soul, nor their invectives delivered directly to the soul. At Storyteller's discretion, the Heroic Soul may impose Integrity breaking points at any time during the forced Manifestation. For mages, this is a degeneration roll at Understanding Wisdom.
Optional: Matter 5
Some Heralds, finding less merit in manifesting the heroes in flesh, seek to bodies of firmer material to house their heroes. The Herald prepares a statue, mannequin, or a similar sort of humanoid vessel to bind the Hero he summons via Heroic Presence. This resembles the "Golem" spell and its Death option of binding ghosts to the golem, with Reach assigned to instant use and Advanced Duration.
The Hero's "field" includes anything that fits their legend. While the Hero uses the Retainer rules as the "Golem" spell does, they are not by this effect alone compelled to serve as retainers. They are free to use their own Arcana and Merits while embodied, but remain vulnerable to Corpus corrosion in the Fallen World.Last edited by 21C Hermit; 12-09-2017, 08:15 PM.
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Originally posted by ProfessorDetective View PostIf I could make an update request: could you do an update of The Quiescent from Mage Noir?
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Originally posted by 21C Hermit View PostI’ll try this weekend, but I don’t have that book. What are they like?
In terms of attainments, I forget which was primary, but I believe they had Death and Matter which they used to enhance their mundane equipment and skills, typically of the violent variety because a lot of them were war veterans.
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Originally posted by Mrmdubois View Post
In terms of philosophy they believe that vulgar magic is inherently harmful to reality so they eschew vulgar magic entirely and take oaths to that effect. That would probably translate to obvious magic in 2e.
In terms of attainments, I forget which was primary, but I believe they had Death and Matter which they used to enhance their mundane equipment and skills, typically of the violent variety because a lot of them were war veterans.
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Yeah, you’re right, Time primary with secondary Death, first attainments blocked temporal and mundane investigations, Second was an enhanced danger sense and damage to objects, and third was manipulation of the future and and enhanced mundane damage.
Just to add to the history a bit, they went through a purge when they picked up an infestation of Banishers, probably because their view of magic resonates with those who actively hate it on some levels.Last edited by Mrmdubois; 12-13-2017, 07:50 AM.
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Originally posted by 21C Hermit View Post
I’ll try this weekend, but I don’t have that book. What are they like?
I seem to have an odd habit of removing the romanticism out of magic and fantasy, which this definitely does, to a degree. I still love The Liars to bits, though.
Last edited by ProfessorDetective; 12-15-2017, 02:17 PM.
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The Katsinam Suukya are here.
So guys, I know you wanted the Quiescent, but the Katsinam Suukya were higher up on my roster, and I judged that it'd be best to finish them first instead of leaving them half-baked. Anyways, here's the Caretakers.
And if anybody has good ideas for the short sample character intro, like the one Mage 2E core had for the Eleventh Question, by all means please share with us. I for one would certainly be grateful.
KATSINAM SUUKYA
(insert sample character here)
Remember Your Roots
The katsina or kachina in the religious beliefs of the American Southwest are spirits who bring rain and bridge humans and the spirit world, featured primarily in Hopi religion. These are the beings who the founder of the Katsinam Suukya, in his bid to revive the traditions of his people, claimed to have contacted after his reemergence from the Shadow. The founder then gathered apprentices, several of whom were not Hopi or even Native American, taught them of what he learned of the life-bringers and their own duties as Caretakers of the old ways. The founder, before his passing on or vanishing, claimed that his methods represented a vision that would bring peace to the world through embracing of the traditional ways.
The Legacy in modern nights does indeed work to connect traditional spirituality and the ever-progressing modern world, turning to ancient wisdom for answers to contemporary conundrums. Because the Katsinam Suukya's mission is to initiate outsiders to the "higher" truths, and because the mission ironically implies that the actual Hopi people's traditions were less "real," the Legacy has been and stil is being criticized of arrogance and insult. Perhaps because of so, the Caretakers remain a minor Legacy. Yet still, the Legacy believes in the founder's visions that their ways will be needed in the future, be it to avert some calamity or open a better future.
Origins
Parentage: Thyrsus, Silver Ladder or Mysterium
Background: Many to-be recruits were those lost and in distress, approached first by elder Caretakers. The elders offer to show them meaning and importance in life, and how they are endangered and need of stewardship. Some seek out the Katsinam Suukya themselves, already convinced that the old ways still serve a purpose. Such applicants are carefully judged, as to screen out those who are only interested in the power.
Appearances: Jewelry is common among Caretakers both old and young, with each piece recounting traditional lore or the wearer's own experiences. Elder Dancers often wear Southwestern styles not just in ceremonies but their daily lives as well, and many retreat to rural areas. Younger mages, while incorporating cultural elements, adopt pragmatic garbs that wouldn't stand out much in urban areas.
Doctrine
Prerequisites: Spirit 2, Occult 2, two dots in one of the following Skills; Academics, Medicine, Expression, Persuasion, Crafts
Initiation: After a senior confirms that the applicant longs for spiritual wisdom and is receptive to the idea of katsina and honoring the old ways, he is taken to participate in a kachina dance. Most such ceremonies are held in loci, with senior Dancers and Sleepwalker practitioners donning kachina masks themselves. If a "formal" kachina dance as practiced by Sleepers is concurrent, however, the Katsinam Suukya have been known to hold their initiations in the same plaza as their non-Awakened kin.
Organization: The Legacy is led by a council of elders who earn the title through right of seniority. While achievements and heroic exploits do factor in, with the occasional individual even being accepted into the council by popular acclaim, it is ultimately length of service and the accompanying experience that measures one's worth. Younger members are expected to respect and defer to their seniors, which has the side effect of some unscrupulous elders exploiting the young.
Theory: The world is filled with life. Even inanimate things like corn, rain, and sunlight work to feed us and nurture us like a loving parent. The katsina, as representations of those very life-giving things, are the true caretakers of the living. The Katsina Suukya, by honoring the katsina, seek to join them as Caretakers of life who bridge the Fallen and the Supernal.
Magic
Ruling Arcanum: Spirit
Yantras: Field of maize (+1); prayer to ancestors or other spirits (+2); kachina doll aligned with the spell (+2); wearing regalia impersonating a katsina (+1, +2 if covering the whole body in detail)
Oblations: Carving a kachina doll; protecting a cultural archaeological dig site; guiding a spirit back to the Shadow; telling a story about a past hero or other cultural lore to outsiders
Attainments
First: Feeling the Katsina
Prerequisites: Initiation
The katsina are unseen, but their influence permeates the world. Upon learning this Attainment, the Caretaker bonds with one of the katsina, who serves as her guide in the spirit world.
Design the Katsinam who guides the Caretaker, and its Resonance Keyword. This Resonance is a type of animal, plant, or natural element that the Katsinam brings life to. The Caretaker detects any use of Essence or Mana "flavored" with that Resonance with her Periphery. Spiritual Influences over this Resonance also count as use of Resonant Essence for this Attainment.
Optional: Life 1
As he starts the dance with the katsina, the Katsina Dancer feels the pulse of life in world. This effect resembles the "Web of Life" spell, with Reach assigned to instant use. If the Dancer's guiding Katsinam represents an animal or plant, he detects their presence. If the Katsinam represents an element, he detects that elemental manifestation as if it were a living being for purposes of this effect.
Second: Understanding the Katsina
Prerequisites: Spirit 2, Occult 3
What was unseen is now seen; the Caretaker now understands the katsina never left, despite most humans having forgotten the old ways. This Attainment is duplicates the "Exorcist's Eye" spell, with Reach assigned to instant use and seeing across the Gauntlet. While the Attainment is Withstood by Gauntlet Strength, the Caretaker can bypass it by spending a point of Mana that is Resonant with her guiding Katsinam.
Optional: Life 2
By calling upon the Primal dance of the katsina, the Katsina Dancer is able to enlist the help of animal or plant life. He emulates the "Control Instincts" spell, with Reach assigned to instant use. Dancers whose guiding Katsina resonate with animals or plants control the respective creature type. In case of elemental Katsina, their Dancers command fauna or flora that best symbolize the natural element in a given environment. While the effect is Withstood by Composure, the Dancer can bypass it by spending a point of Mana that is Resonant with his guiding Katsinam.
Third: Calling the Katsina
Prerequisites: Spirit 3, two dots in a second Skill among the optional prerequisite Skills
The Caretaker grows closer in spirit and Gnosis to her guide, and becomes able to call forth the Katsinam back to the Fallen World. The Katsinam is a Supernal entity of the Primal Wild and not a spirit of the Shadow. The Caretakers are aware of the difference, but see it as gradation rather than demarcation.
This Attainment resembles Targeted Summoning in that it augments a Supernal summoning. The Caretaker needs to prepare a summoning circle, but does not need to do so in a Demesne or a Supernal Verge. Targeted Summoning cannot be used in conjunction; the summoned Katsinam is a Totem with a secondary Arcanum best reflecting its physical representation, usually either Life, Matter, or Forces.
Summoning the Katsinam is still an extended action like a standard summoning, the Caretaker rolling Gnosis + Spirit. As an Attainment, however, it is warded against Abyssal intrusion. The Caretaker still suffers aggravated damage in a dramatic failure, but does not invite the Abyss.
The Katsinam's Trial is that the Caretaker celebrate and honor it in a kachina dance while wearing regalia symbolizing it. Depending on the quality of the ceremony, the Katsinam may refuse to answer. Katsina are usually more receptive to ceremonies taking place at actual holy days, and in the presence of their physical representations.
The entity is still vulnerable to Fallen corrosion, taking Corpus damage from exposure to the Fallen World. However, the Katsinam always returns safely to the Primal Wild should it perish outside the summoning circle after its time runs out. Unless she personally caused it, the Caretaker does not suffer Wisdom degeneration from the Katsinam's death.
Caretakers come to meet the Katsinam who already mirrors her closely. As such, she finds that the Katsinam's Attributes equal the lowest in their respective categories. Its Size is usually 5, but not fixed so. All other traits follow the Rank-derived limits for Supernal entities.
Being similar to the spirits of the Shadow in spiritual makeup, the Katsinam lacks both Virtue and Vice. While it is usually amiable to the summoner, the Katsinam is under no obligation to obey her commands. She must use magic to urge the Katsinam to act as she wants. Should anyone else attempt to control the Katsinam, it responds with a Clash of Wills on which it scores automatic successes equal to their Rank.
Lastly, the Katsinam is able to lend its power to the summoner, in the form of granting Influence according to its Resonance, at a rating equal to its Rank. The Caretaker spends Mana and rolls Gnosis + Spirit to use the Influence, which she loses access to when the Katsinam returns to the Supernal or is killed. However, such power is not lent easily, and the Caretaker must somehow prove herself worthy of it to the Katsinam, similar to a Trial.
Optional: Life 3
Kachina dances involve impersonation of a katsinam, bringing the dancer closer to the katsina. The Katsina Dancer also becomes resonant with his guiding Katsinam, and becomes able to give life. With a scene-long ritual of invoking the Katsinam, dressing the subject in the life inherent in the world, the Dancer emulates the "Knit" spell. Reach is assigned to heal damage done from deprivation as well, charging the subject's system.
Fourth: Dancing with the Katsina
Prerequisites: Spirit 4, Occult 4
The Caretaker understands that while some spirits are flesh-riding demons, there are life-bringers like the katsina. To better heal the mortal world, she must venture to the spirit world to meet such helpers and stewards. She replicates the "World Walker" spell on herself, with Reach assigned to instant use. While the Attainment is Withstood by Gauntlet Strength, the Caretaker can bypass it by using the Attainment while on a ley line or node infused with the Resonance of her guiding Katsinam.
Optional: Life 4
Wear their sacred regalia and dance as the katsina did, then human becomes one with the katsina. For the Katsina Dancer, this belief is more than a belief. He emulates a variant of the "Transform Life" spell on himself, with Reach assigned to instant use and Advanced Duration.
The Dancer manifests features reminiscent of his guiding Katsinam. In case of those whose guiding Katsina represent elemental forces, the features are represented mechanically as their closest equivalents. Fingers made of flint are represented as claws, while a Dancer of rivers could breathe underwater as if he had gills. Such transformations, despite appearances, do not require Matter or Forces.
Fifth: Becoming the Katsina
Prerequisites: Spirit 5, two dots in a third Skill among the optional prerequisite Skills
The Caretaker has reached a new height of Primal understanding, gaining the revelation that she herself is a katsinam, and she can now incarnate her Resonance upon her own body.
To use this Attainment, the Caretaker spends a point of Mana Resonant with her guiding Katsinam. For the scene she activates this Attainment, the Caretaker becomes something halfway between flesh and spirit, and as such Life spells attempting to affect her without consent require equal dots in Spirit.
The Caretaker also gains Influence according to her Resonance, at a rating equal to half her Gnosis rounded down. She spends Mana to fuel it, and rolls Gnosis + Spirit. Once per day, at a loci or a node that Resonates with her, the Caretaker can absorb Mana equal to successes from rolling Gnosis.
Lastly, the Caretaker gains access to a number of Numina equal to half her Spirit dots rounded down. In this both the player and the Storyteller should decide which Numina are appropriate for the character and the story's needs.
Optional: Life 5
Not content with transforming in spirit, the Dancer now physically transforms his vessel to better contain his Resonance. For a scene, the Dancer performs a kachina dance, but this time with knowledge that the katsina are not outside but within him, that he is one with the katsina. This resembles the "Shapechanging" spell cast on himself, with Reach assigned to Advanced Duration and not giving in to instinctive urges of the new form.
In case of Dancers who Resonate with natural elements, they still transform into a vaguely animal- or plant-like shape, and uses the same traits for the creature they resemble the most. Unless the Dancer uses the appropriate spells, Influences, or Numina, his elemental form does not carry significance in game mechanics terms.
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... But I never said I did nothing on the Quiescent, did I?
For everyone who were interested in the Quiescent, here's a brief note of my ideas for their Attainments.
Attainments
First: ?
Prerequisites: Initiation
Tiime 1 Momentary Flux
Reach; instant use
Effect limited to divining whether subject's next spell will cause paradox
Optional: Death 1
Death 1 Soul Marks
Reach; instant use
Effect limited to knowing whether the subject has a Paradox Condition
Second: No Past
Prerequisites: Time 2, Science 3
Time 2 Shield of Chronos
Reach; Advanced Duration
Needs a scene-long ritual of preparation
Optional: Death 2
Death 2 Without a Trace
Reach; Advanced Duration
Needs a scene-long ritual of preparation
Third: No Present
Prerequisites: Time 3, two dots in a second Skill among the optional prerequisite Skills
Time 1 Momentary Flux
Reach; instant use, Advanced Duration, +1 option (gaining Initiative bonus when acting on gained information)
Optional: Death 3
Death 2 Decay
Reach; instant use, +1 option (directly decreasing object's Potency)
Fourth: No Future
Prerequisites: Time 4, Science 4
Time 2 Choose the Thread
Reach; instant use, +2 option (affecting spellcasting and supernatural powers)
Can bypass Withstand when targetting mages who used magic in front of Sleepers in the same scene
Optional: Death 4
Death 4 Enervation
Reach; instant use
Can bypass Withstand under same conditions as above
Fifth: ?
Prerequisites: Time 5, two dots in a third Skill among the optional prerequisite Skills
Time 4 Rewrite History
Reach; Advanced Duration, allowing room for Temporal Symapthy
Needs a scene-long ritual of preparation
With Temporal Symapthy or not, the Liar can only backtrack history to points that the subject provoked Paradox in Sleeper presence, and the Attainment specifically rewrites history so that the subject never cast that spell (not so that the spell didn't cause Paradox)
Optional: Death 5
Death 5 Empty Presence
Reach; Advanced Duration
Used on self
Costs 1 Mana
Needs a scene-long ritual of preparation
Altered so that instead of violent interactions, using magic ends the effect
Scores automatic successes equal to Death dots in Clash of Wills
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Originally posted by Tambov View PostName first No Mistake and the fifth No Paradox?
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