A precious breather. I hope I'm not sabotaging myself in the long-run by taking a day off, but since I don't have a Future Me coming at me with a vengeance on my back, I think I'm safe for now.
For now, here's the full write-up of the Quiescent.
THE QUIESCENT
(insert example character)
Sotto Voce
The Quiescent started as a philosophical movement borne from the aftermath of the Second World War, where the Awakened saw just how much Sleeper technology has moved on. The Quiet philosophy asks its adherents to working of magic within the limits of the Fallen World, within what the Quiescence already draws the line for. Already prone to drawing suspicion from other Awakened, especially that they were Seer fronts, the Legacy lost what tenuous contact it maintained with the larger Awakened society when one of their founders turned Banisher and started hunting them down.
The Quiet philosophy was largely a product of the 1940s and the 1950s, and when the zeitgeist gave way so did the Legacy's main appeal. However, the Liars were always good with keeping their heads down from the authorities, especially with a murderous Banisher on their trails, and a few Quiet cabals have survived to the modern era. With the advent of communications and social media technology, there have even been mages who reinvented the Quiet philosophy in the modern age to better hide from prying Sleeper eyes, some of which have successfully inherited the Quiescents' old mantle.
Origins
Parentage: Moros, Guardians of the Veil or Namelss
Background: The original Liars drew from war veterans, or those who were affected by the World War in one way. They were often comfortable with illegal, if not criminal activities, for the Legacy's founders felt morality less important to their own behavioral code over magic, and morality is best taken in moderation after seeing what horrors a moral man can do. While modern Liars aren't so familiar with war, they are still adept at evading the law and working in grey zones, especially when it comes to avoiding scrutiny.
Appearances: Quiescent mages live on the fringe of society, where they can fade into the background easily. This is easier in the modern era, where big cities that allow such are plenty. Liars dress simply as expected, and get on by with whatever work they find. Many do find work as investigators, or any other occupation where their skills would be needed.
Doctrine
Prerequisites: Time 2, Science 2, two dots in one of the following Skills; Investigation, Stealth, Brawl, Intimidation, Streetwise
Initiation: The Legacy draws exclusively from practitioners of Quiet Magic, and even then it's usually the practitioner seeking them out than the Legacy approaching her. In the applicant's pursuit the elder Liars judge her ability and character, seeing if she can find them with minimal reliance on magic and on others' help.
Organization: The Quiescent are one of the most diffused Legacies, the Legacy offering no greater organization to fall back on to and leaving each Liar on their own. The mentor severs regular contact when his pupil learns the Attainment she was calling to him to help on, and the pupil likewise moves on until she deems herself progressed enough for the next Attainment.
Theory: The Quiescent do not think of the Quiescence as a Lie to be challenged, but just another principle of Supernal magic that can be worked through and around. They believe that it exists to protect Sleepers from the Awakened so that they may progress without intervention. Furthermore, they believe Quiescence also protect the Awakened from Sleepers so that they may work lesser but more stable wonders, free from Dissonance.
Magic
Ruling Arcanum: Time
Yantras: Streets and alleys filled with non-descript buildings (+1); quietly observing the subject (+2); investigatory tools such as magnifiers (+2); confronting but not appearing in front of the subject (+1, +2 if managing the confrontation without verbal interaction)
Oblations: Menial chores such as cleaning; solving a puzzle; mixing drinks; shadowing a Sleeper or a group of them
Attainments
First: No Mistake
Prerequisites: Initiation
The Liar wishes not to disturb the Quiet, so she learns to tread carefully. This Attainment divines whether the subject's next Supernal spell will provoke Quiescence with a "Yes" or "No" answer, essentially being a limited version of the "Divination" spell with Reach assigned to instant use.
Optional: Death 1
Provocation of Quiescence and the taint of Paradox tend to go hand in hand, and the Silencer learns to pick up signs telling whether his subject is willing to be Quiet. This effect resembles the "Soul Marks" spell, but is limited to finding out if the subject is Awakened and if she is suffering a Paradox Condition. Reach is assigned to instant use.
While Withstood by Resolve, the mage can bypass it if he uses this effect immediately after his subject casts a Supernal spell.
Second: No Past
Prerequisites: Time 2, Science 3
The Liar learns to mask themselves from temporal scrutiny into their pasts. This Attainment resembles the "Shield of Chronos" spell, with Reach assigned to Advanced Duration. While providing no protection over the future, the Attainment's protection over the past extends to mundane investigations as well. Mundane scrutiny automatically fails, and the Liar scores automatic successes equal to her Time dots on Clash of Wills provoked by magical scrutiny.
To use this Attainment, the Liar must spend a scene ritually destroying personal belongings that betray her past life, most often pictures and identification, and other items she has used extensively.
Optional: Death 2
The Silencer can now move subtly enough in the present that he doesn't leave a past trail that could follow him. He replicates the "Without a Trace" spell, with Reach assigned to Advanced Duration. The required preparation for this effect is identical to that of the Attainment's main effect, and can be taken in conjunction to enable both effects.
Third: No Present
Prerequisites: Time 3, two dots in a second Skill among the optional prerequisite Skills
Hiding one's past is only the first step towards hiding yourself from unwanted attention, and the Liar must learn to protect her present self from unexpected encounters as well. This Attainment duplicates the "Momentary Flux" spell, with Reach assigned to instant use, Advanced Duration, and gaining an Initiative bonus when acting on the gleaned information.
Optional: Death 3
The Quiescent is familiar with violence more than they appear to be, and a Silencer quickly learns how to break things when needed to save his own skin. He emulates the "Decay" spell, with Reach assigned to instant use and directly decreasing the object's Structure.
Fourth: No Future
Prerequisites: Time 4, Science 4
The Legacy was born in the uncertainty of the 1940s, with any prediction of humanity's future only a phantom. The modern era sympathizes still with that uncertainty of the future, and the Liar who internalizes it can choose to shift the future to her immediate benefit. This Attainment replicates the "Choose the Thread" spell, with Reach assigned to instant use and affecting supernatural powers including spellcasting.
While Withstood by Resolve, the Liar can bypass it for subjects who used obviously supernatural powers in front of Sleepers in the same scene. This includes not only Supernal magic and Attainments, but also the non-Supernal powers of other supernatural entities. When using this clause, the roll affected by the Attainment need not be another usage of supernatural power.
Optional: Death 4
A Silencer's pursuit of a Quiet life rarely leaves him with only inanimate objects in his way. He duplicates the "Enervation" spell, with Reach assigned to instant use.
While Withstood by Stamina, the Silencer can bypass it under the same conditions as the Attainment's main effect.
Fifth: No History
Prerequisites: Time 5, two dots in a third Skill among the optional prerequisite Skills
No one is perfect, and even the most dedicated of the Quiescent find themselves violating their philosophy and the Fallen World. The Liar who reaches the pinnacle of her silent reservation in the status quo of the world gain the ability to amend mistakes of her own or others, changing history itself if needed. This Attainment resembles the "Rewrite History" spell, with Reach assigned to Advanced Duration and allowing the Temporal Sympathy Attainment.
With or without Temporal Sympathy, the Liar can only choose moments when the subject provoked Quiescence as the point of divergence. The rewrite only works so that the subject never took the course of action that provoked Quiescence, instead of merely removing the Quiescence from the action's consequences.
To use this Attainment, the Liar must spend a scene ritually creating a portfolio of the subject's life by using objects and symbols dear to them, and ritually destroying them in their presence.
Optional: Death 5
The Silencer outright destroys his own presence in the world, ensuring that he will not marr the Fallen World's natural progress. This effect resembles the "Empty Presence" spell, with Reach assigned to Advanced Duration. Instead of violence, however, it is the provocation of Quiescence that breaks the effect. The Silencer scores automatic successes equal to his Death dots in Clash of Wills provoked by Mage Sight.
To use this Attainment, the Silencer must spend a point of Mana, and follow the same preparation the Attainment's main effect requires.
New Merit: Quiet Magic (• to •••••)
Prerequisites: Awakened
Effect: Your character practices magic within what the Sleeping Curse allows the Fallen World. Determine if the results of the spell she is attempting to cast would provoke Quiescence or Dissonance if an average Sleeper saw it. If not, the practitioner can apply the Merit as a Persona Yantra worth its dot rating, and should circumstances change so that the spell becomes subject to Dissonance, the spell gains additional Withstand equal to the Merit's dot rating. If yes, however, attempting to press on and cast the spell anyway imposes a dice penalty equal to the Merit's dot rating, and the spell immediately suffers from Dissonance. If a Sleeper isn't present, use double the Merit's dot rating for the Dissonance roll.
Both the benefit and penalty of this Merit works without actual Sleeper presence, and presumes that a Sleeper is present. The players and the Storyteller should determine beforehand the perspectives of this hypothetical average Sleeper, on what would he perceive as supernatural or not, depending on what is expected of his background.
For now, here's the full write-up of the Quiescent.
THE QUIESCENT
(insert example character)
Sotto Voce
The Quiescent started as a philosophical movement borne from the aftermath of the Second World War, where the Awakened saw just how much Sleeper technology has moved on. The Quiet philosophy asks its adherents to working of magic within the limits of the Fallen World, within what the Quiescence already draws the line for. Already prone to drawing suspicion from other Awakened, especially that they were Seer fronts, the Legacy lost what tenuous contact it maintained with the larger Awakened society when one of their founders turned Banisher and started hunting them down.
The Quiet philosophy was largely a product of the 1940s and the 1950s, and when the zeitgeist gave way so did the Legacy's main appeal. However, the Liars were always good with keeping their heads down from the authorities, especially with a murderous Banisher on their trails, and a few Quiet cabals have survived to the modern era. With the advent of communications and social media technology, there have even been mages who reinvented the Quiet philosophy in the modern age to better hide from prying Sleeper eyes, some of which have successfully inherited the Quiescents' old mantle.
Origins
Parentage: Moros, Guardians of the Veil or Namelss
Background: The original Liars drew from war veterans, or those who were affected by the World War in one way. They were often comfortable with illegal, if not criminal activities, for the Legacy's founders felt morality less important to their own behavioral code over magic, and morality is best taken in moderation after seeing what horrors a moral man can do. While modern Liars aren't so familiar with war, they are still adept at evading the law and working in grey zones, especially when it comes to avoiding scrutiny.
Appearances: Quiescent mages live on the fringe of society, where they can fade into the background easily. This is easier in the modern era, where big cities that allow such are plenty. Liars dress simply as expected, and get on by with whatever work they find. Many do find work as investigators, or any other occupation where their skills would be needed.
Doctrine
Prerequisites: Time 2, Science 2, two dots in one of the following Skills; Investigation, Stealth, Brawl, Intimidation, Streetwise
Initiation: The Legacy draws exclusively from practitioners of Quiet Magic, and even then it's usually the practitioner seeking them out than the Legacy approaching her. In the applicant's pursuit the elder Liars judge her ability and character, seeing if she can find them with minimal reliance on magic and on others' help.
Organization: The Quiescent are one of the most diffused Legacies, the Legacy offering no greater organization to fall back on to and leaving each Liar on their own. The mentor severs regular contact when his pupil learns the Attainment she was calling to him to help on, and the pupil likewise moves on until she deems herself progressed enough for the next Attainment.
Theory: The Quiescent do not think of the Quiescence as a Lie to be challenged, but just another principle of Supernal magic that can be worked through and around. They believe that it exists to protect Sleepers from the Awakened so that they may progress without intervention. Furthermore, they believe Quiescence also protect the Awakened from Sleepers so that they may work lesser but more stable wonders, free from Dissonance.
Magic
Ruling Arcanum: Time
Yantras: Streets and alleys filled with non-descript buildings (+1); quietly observing the subject (+2); investigatory tools such as magnifiers (+2); confronting but not appearing in front of the subject (+1, +2 if managing the confrontation without verbal interaction)
Oblations: Menial chores such as cleaning; solving a puzzle; mixing drinks; shadowing a Sleeper or a group of them
Attainments
First: No Mistake
Prerequisites: Initiation
The Liar wishes not to disturb the Quiet, so she learns to tread carefully. This Attainment divines whether the subject's next Supernal spell will provoke Quiescence with a "Yes" or "No" answer, essentially being a limited version of the "Divination" spell with Reach assigned to instant use.
Optional: Death 1
Provocation of Quiescence and the taint of Paradox tend to go hand in hand, and the Silencer learns to pick up signs telling whether his subject is willing to be Quiet. This effect resembles the "Soul Marks" spell, but is limited to finding out if the subject is Awakened and if she is suffering a Paradox Condition. Reach is assigned to instant use.
While Withstood by Resolve, the mage can bypass it if he uses this effect immediately after his subject casts a Supernal spell.
Second: No Past
Prerequisites: Time 2, Science 3
The Liar learns to mask themselves from temporal scrutiny into their pasts. This Attainment resembles the "Shield of Chronos" spell, with Reach assigned to Advanced Duration. While providing no protection over the future, the Attainment's protection over the past extends to mundane investigations as well. Mundane scrutiny automatically fails, and the Liar scores automatic successes equal to her Time dots on Clash of Wills provoked by magical scrutiny.
To use this Attainment, the Liar must spend a scene ritually destroying personal belongings that betray her past life, most often pictures and identification, and other items she has used extensively.
Optional: Death 2
The Silencer can now move subtly enough in the present that he doesn't leave a past trail that could follow him. He replicates the "Without a Trace" spell, with Reach assigned to Advanced Duration. The required preparation for this effect is identical to that of the Attainment's main effect, and can be taken in conjunction to enable both effects.
Third: No Present
Prerequisites: Time 3, two dots in a second Skill among the optional prerequisite Skills
Hiding one's past is only the first step towards hiding yourself from unwanted attention, and the Liar must learn to protect her present self from unexpected encounters as well. This Attainment duplicates the "Momentary Flux" spell, with Reach assigned to instant use, Advanced Duration, and gaining an Initiative bonus when acting on the gleaned information.
Optional: Death 3
The Quiescent is familiar with violence more than they appear to be, and a Silencer quickly learns how to break things when needed to save his own skin. He emulates the "Decay" spell, with Reach assigned to instant use and directly decreasing the object's Structure.
Fourth: No Future
Prerequisites: Time 4, Science 4
The Legacy was born in the uncertainty of the 1940s, with any prediction of humanity's future only a phantom. The modern era sympathizes still with that uncertainty of the future, and the Liar who internalizes it can choose to shift the future to her immediate benefit. This Attainment replicates the "Choose the Thread" spell, with Reach assigned to instant use and affecting supernatural powers including spellcasting.
While Withstood by Resolve, the Liar can bypass it for subjects who used obviously supernatural powers in front of Sleepers in the same scene. This includes not only Supernal magic and Attainments, but also the non-Supernal powers of other supernatural entities. When using this clause, the roll affected by the Attainment need not be another usage of supernatural power.
Optional: Death 4
A Silencer's pursuit of a Quiet life rarely leaves him with only inanimate objects in his way. He duplicates the "Enervation" spell, with Reach assigned to instant use.
While Withstood by Stamina, the Silencer can bypass it under the same conditions as the Attainment's main effect.
Fifth: No History
Prerequisites: Time 5, two dots in a third Skill among the optional prerequisite Skills
No one is perfect, and even the most dedicated of the Quiescent find themselves violating their philosophy and the Fallen World. The Liar who reaches the pinnacle of her silent reservation in the status quo of the world gain the ability to amend mistakes of her own or others, changing history itself if needed. This Attainment resembles the "Rewrite History" spell, with Reach assigned to Advanced Duration and allowing the Temporal Sympathy Attainment.
With or without Temporal Sympathy, the Liar can only choose moments when the subject provoked Quiescence as the point of divergence. The rewrite only works so that the subject never took the course of action that provoked Quiescence, instead of merely removing the Quiescence from the action's consequences.
To use this Attainment, the Liar must spend a scene ritually creating a portfolio of the subject's life by using objects and symbols dear to them, and ritually destroying them in their presence.
Optional: Death 5
The Silencer outright destroys his own presence in the world, ensuring that he will not marr the Fallen World's natural progress. This effect resembles the "Empty Presence" spell, with Reach assigned to Advanced Duration. Instead of violence, however, it is the provocation of Quiescence that breaks the effect. The Silencer scores automatic successes equal to his Death dots in Clash of Wills provoked by Mage Sight.
To use this Attainment, the Silencer must spend a point of Mana, and follow the same preparation the Attainment's main effect requires.
New Merit: Quiet Magic (• to •••••)
Prerequisites: Awakened
Effect: Your character practices magic within what the Sleeping Curse allows the Fallen World. Determine if the results of the spell she is attempting to cast would provoke Quiescence or Dissonance if an average Sleeper saw it. If not, the practitioner can apply the Merit as a Persona Yantra worth its dot rating, and should circumstances change so that the spell becomes subject to Dissonance, the spell gains additional Withstand equal to the Merit's dot rating. If yes, however, attempting to press on and cast the spell anyway imposes a dice penalty equal to the Merit's dot rating, and the spell immediately suffers from Dissonance. If a Sleeper isn't present, use double the Merit's dot rating for the Dissonance roll.
Both the benefit and penalty of this Merit works without actual Sleeper presence, and presumes that a Sleeper is present. The players and the Storyteller should determine beforehand the perspectives of this hypothetical average Sleeper, on what would he perceive as supernatural or not, depending on what is expected of his background.
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