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Even more Legacies, updated to 2E

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  • Thank you very much for all of these, they are excellent. Great themes, lore and plot hooks (such as the Path of the Book).

    Could I request you do the Haruspex ? They are covered in a brief note in Left-Hand Path, but never expanded upon. After seeing the story of Artemy Burakh in the game Pathologic (he is a Haruspex), I really want to see them. That game is full of symbolism and Mysteries, so reading the lore in the wiki could be a good source of inspiration.


    New experiences are the font of creativity, when seeking inspiration, break your routine.

    The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
    The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

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    • Eternal Soul Sentinels
      Other names: Heralds of the End, Century Children, Could-Have-Been-Kings, Time Liches, Guardians of Forever

      The Sentinels originated at the end of time and are expected to pass the legacy BACKWARDS to their youth, once they achieve Time Mastery. They equate mentorship to the ancestry of the mind and thus their “lineage” is those “ancestors” that will exist in the future as part of the direct line of mentorship that propagated backwards to a given Sentinel. The “alpha member” is the member the member fartherst back in time, whose chief duty is to achieve Time Mastery and continue the propagation backwards. There are also “omega members” from collateral lineages that propagate the legacy forward in time.

      The Eternal Soul Sentinels believe they have been given a sacred charge to protect and pass backwards a sympathetic link to the “Eternal Dark”. The Eternal Dark is not a specific date but rather a metaphysical point to which all timelines lead. It is the time at which the universe ends utterly, the silent cold darkness at the end of the universe after the last ray of background radiation passes by and nothing ever happens again. The Eternal Soul Sentinels hold that it is impossible to actually pass this point as doing so would merely mean it is later in time. Those who try to use the Sentinel's temporal sympathy to actually arrive at the Eternal Dark either use magic to carefully never pass the final threshold or never return.

      The actual nature of what that sacred charge IS and what will happen meta-when the Alpha Member reaches the earliest possible point though is a … complicated subject. Due to the acausal nature of the Legacy, multiple mutually exclusive versions of the founding of the legacy are all equally true. There are even multiple Ur-Ancestors. And that's before taking into account the distortions inherent in passing an oral history through an enormous game of Telephone played by secretive Time Master across multiple linguistic and cultural drifts. And the cross contamination as different branches and lineages of the legacy work together and communicate.

      By this point in time there are many jumbled together interpretations of the purpose of the legacy that nobody can really keep straight. One posits that history is wounded and the legacy will stitch together the wound in order to protect the Sleeping soul of the Fallen universe itself. Several speculate the entire Legacy is actually a Archmaster's cult for producing quintessence. Another is that a a horde of souls stolen from across all of time will sent climbing up the ladder formed by the legacy and into the Eternal Dark in a mass jailbreak from the Lie. Another is the exact opposite, that the future will feed souls into the past and reform the wheel of re-incarnation broken by the Abyss. There are dark rumors that the Could-Have-Been-Kings are meant to be the true secret rulers, the true Seers of the Throne, guiding history as they wish and “truly living” unlike the “flatliners” that they mold like clay by controlling the timeline. Conversely some posit the immense amount of good an organization of Time Liches spread across all of time could do, not least of which is simply acting as a safeguard against extinction events.

      Perhaps the most daunting interpretation is that the Legacy is nothing less than a declaration of war against Quiescence and the Exarchs. Due to the nature of the legacy, it is possible that with enough meta-time every person to ever live will emerge from the changing tides of history stabilized from further alterations to the past by learning the second attainment of this Legacy.


      Origin
      Parentage: Moros, Adamantine Arrow or Silver Ladder

      Background: Devotion and mental resilience are key traits the Hands look for when recruiting potential immortals. Of particular interest is a strong belief in and devotion to something greater than oneself. Priests, cultists, social workers, sports coaches, and the like. Also important is an understanding and acceptance of mortality. For it is in passing that members achieve immortality, and most will die a thousand deaths before the changing past sets them on the path to achieve the fifth attainmen.

      Appearance: Century Children often appear to be callously unsympathetic to the plights of others, offering only philosophical platitudes before moving onwards with a a relentless self assurance that can seem like cocky arrogance. The constant companionship of the End casts all things into into perspective and ever is a reminder of the ephmerality of existence. And as a result, many find their comfort in esoteric philosophy.

      Doctrine
      Prerequisites: Time 2, Athletics 2 (members of this Legacy are bear within their souls a sacred trust and must be able to protect it by protecting themselves until they can pass it on). Occult 2, Two dots of Status or Mystery Cult Initiation (but not M.C. Influence).
      Initiation: The student must use a variant of Postcognition to trace the temporal sympathy of their mentor forward to the End and experience it until they naturally develop their own sympathetic connection to it. Mentor and student go through the rituals of the Second Attainment in order to extend the mentor's aegis across the moment of the student's initiation. The mentor then melds his own sympathetic connection to the End to that of the student's. and uses their third attainment to Perfect this sympathetic connection and also to animate the student's own shadow and feed it to them. Technically the student is now mystically initiated into the legacy at this point, but they haven't been socially initiated.

      The social initiation occurs as the mentor guides the student's awareness through time to “visit” each “ancestor” of their direct lineage of mentorship. During each “visit” the mentor, student, and ancestor inspect eachother's sympathetic connections to the End for issues like Abyssal taint, and then coil copies of eachothers around their own. In this way the student's sympathetic connection to the End grows to be less like a thread and more like a thick rope of many threads woven together. Plus this acts as another layer of protection for rescuing members if events in the past undo their existence.

      The last step of initiation is for the mentor to “dangle a hook” for the student's own students to “visit”

      Organization: Due to the way the legacy propagates backwards in time, no real organization beyond mentor and student exists for the alpha terminus. Though if one's mentor decides to indulge in some extra recruiting, fellow legacy members might suddenly pop up

      Theory: One of the metaphors the legacy uses to describe its attainment is that of long icicles dangling down from the obsidian ceiling of an old lava cave long since gone cold. The dark obsidian roof is the Eternal Dark and the icicles dangling from the roof are the frozen lines of temporal sympathy which the legacy protects and grows backwards in time. This was inspired by an actual site in the northern reaches of Canada that is thus held to be sacred to the Legacy.

      Beyond that the legacy teaches that the universe itself is the divine corpse of a demiurge that, when confronted with an eternity of solitude, killed itself in a deific fit of suicidal despair. The Demiurge ripped itself apart and cast the fragments of its divinity across its body so that it can lie to itself that it is not alone. Thus every soul contains a divine spark and the Awakened are those whose sparks that have found fertile fuel to ignite into the blazing fire of Gnosis which shines with the light of Wisdom.

      The legacy acknowledges 4 different types of enlightenment: Corpse Law, Flame Law, Sword Law, and Blood Law. The enlightenment of Flame Law is understanding the blaze of one's own innate divinity. It is to know one's self is a self-imposed delusion without losing hold upon the substance of that delusion. The enlightenment of Blood Law is the links and interconnections of the world, binding oneself to the community and the flaming souls of others. The enlightenment of Corpse Law is found in the suicidal nihlism of the Demiurge and drawing upon the latent divine power soaked into the Demiurge's corpse. The enlightenment of Sword Law is found in the art of severing and cutting, which the Demiurge wielded upon itself .

      Oblations: astronomy and contemplating the night sky, contemplating a growing icicle, researching potential inheritors of the legacy, studying the “mentorship family tree” and tracking your impact on your ancestors. Maintaining and studying one's own Constant Presence memoirs, as well as comparing them to the non-stabalized version.


      Attainments:
      First: Final Breath
      Prerequisites: Initiation
      The Could-Have-Been-King's mana-infused breath billows out, fogged with the chill of his icicle. The cold congeals mana into one of his Imago and rimes it with ice, greatly prolonging the spell by preserving it and stretching it out along the lines of temporal sympathy towards the End. The Century Child spends 1 mana to apply the Advanced Duration reach to his spell or spell-like attainment
      Optional: Death 1
      Instead of infusing his Final Breath with mana, the Sentinel draws forth darkness of the End. He peers into his fogged breath and in its shape and movement sees Symbols representing how to bring a thing closer to its End. When used to inspect a married couple for instance, a Sentinel capable of seeing spatial sympathetic connections might see his breath overlay the number 3 onto his view of the wife's phone to symbolize that the couple's sympathetic bond might be ended by the revelation that the 3rd contact on her phone is her boyfriend. This Attainment is an Unveiling effect for how the subject could bring about the end of a given specimen, with Potency determining the number of revealed clues. An Int+Occult roll might be necessary to interpret its results and could potentially result in an Informed condition for ending the specimen

      Second: Frozen Blood
      Prerequisites: Time 2 Athletics 3 or Occult 3
      The Eternal Soul Sentinel dances a rite honoring and symbolizing the celestial sphere. As each celestial object is honored, it is symbolically quenched and the dancer acts more and more like they are freezing to death. As the dance reaches its End, the dancer passes through paradoxical undressing, terminal burrowing, loss of consciousness, and then the final stillness of organ failure. By doing this, the chill inevitability of the End expands out from the Sentinel's lungs and into the bloodstream. The Sentinel becomes congealed in the time stream as if by a ritual casting of Constant Presence with Advanced Duration.
      Optional: Death 2
      When performed at night, the Sentinel's sacred dance shifts and drags at the Earth's shadow (aka the dark of night) and (very locally) snuffs out the light of each celestial object as it is symbolically quenched. By the end of the dance, the dancer lies still within a collapsing sphere of darkness as thin streams of the Eternal Dark begin flowing within their veins. This enacts a variant of Suppress Aura with Advanced Duration. The Sentinel's personal aura and nimbus are dampened, with Mage Sight detects him as not existing even while mundane eyes see him fine. Magical attempts to see through the effect provoke a Clash of Wills. This effect can be spread to spells cast later for the cost of a point of mana and a Reach. His emotions become harder to read in general, imposing a -2 penalty on Empathy checks.

      Third: Cracked Skin
      Prerequisites: Time 3, 3 dots in 2 of (Occult, Athletics, Status/Mystery_Cult_Initation) and 2 dots in the other
      The Sentinel's connection to the Eternal Dark develops to the point that it cracks open the boundaries of his skin and oozes out to affect the world. He speaks a sacred Mystery of the Eternal Dark, in which every word is silent. Then, as if they were blow-darts, he spits out these frozen silences to either bolster or undermine the strands of sympathy they stab into. This functions as a thrown touch-range Time version of the Web-Weaver spell, allowing the caster to strengthen or weaken an existing Temporal Sympathetic link
      Optional: Death 3
      Instead of solely the frigid temporal sympathy of his icicle, the Sentinel can also allow the umbral touch of the Eternal Dark itself to seep out into his sacred words. This functions as the Shadow Crafting spell, save that the animated shadows are silent (absorbing and blotting out any sound that tries to pass through them) and bitterly cold, leaving hoarfrost on any surface they touch. Due to the chill and being the metaphysical manifestation of the end of all things, prolonged contact with the shadows tends to be damaging to non-legacy members.

      Fourth: Organ Failure
      Prerequisites: Time 4 Athletics 4 or Occult 4
      The Sentinel curls his body slightly and then unleashes the coiled tension in a shove, as if hitting a volleyball or launching a package through zero g. But instead of space, the target is cast adrift through time as the mage uses his Icicle as a harpoon to tether a different temporal version of the target into reality. This functions as the Rewrite History spell.
      Optional: Death 4
      Strengthened by enduring prolonged exposure to the end of all things, the mage's soul can linger and persist past the death of its mortal body. Upon death (or the temporary occurrence of such via the Time portion of this Attainment) it remains in the world as if kept in a Soul Jar formed of its own gnosis. The Sentinel still retaining his personality and ability to act, so typically he seeps his soul into nearby shadows he can manipulate and form into a body via the third attainment, surviving as a shadowy wraith similar to the spell Shadow Flesh. Despite his soul remaining fundamentally the soul of a human mage, the mage's mind is subjected to new drives and needs. Instead of more mundane food, the bared soul of the wraith hungers for mana with a startling intensity. The wraith body is never satiated and even when full the mage is forced to have “Devour the mana of the living” as an aspiration. Its hunger rips mana from the bodies of those injured by its animated shadows in an effect similar to Devouring The Slain. This form of lichhood is made all the more deadly by the fact that destroying the shadow body does nothing but inconvenience the invisible lingering soul. Some speculate that there is some form of kinship with the Strix.

      Fifth: Oblivion
      Prerequisites: Time 5
      The mage spends 1 mana or a dot of willpower and takes on the fundamental nature of the legacy, twisting time back upon itself as future changes past in act of simultaneous genesis and annihilation. The mage becomes one with his connection to the Eternal Dark and traces that connection back to a previous point in his own life time. This functions as a lasting/indefinite Corridors of Time spell.
      The fact that even the shadowy liches of the fourth optional attainment can use this attainment to unwrite their own death is what earns members of this legacy the title of Time Liches.
      Optional: Death 5
      The mage spends a mana and unleashes the direct touch of the Eternal Dark upon a target viewed through the fog of the first attainment, washing the target with a wave of the most pure metaphysical Ending possible until the target ceases. This is sensory range advanced duration Unmaking effect that nigh inevitably brings about the end of the target, destroying it utterly if its Stamina (or equivalent Withstand) is not equal to or greater than the Potency (dots of Death) of this attainment.


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      • Very nice, the Eternal Dark is a cool new Mystery to explore and the use of the attainments could draw the unwary. I really like the irony that these sentinels of the end become ever more afraid of their own one as they advance down the path.

        Another possibility is that the Eternal Dark is a Lower Depth lacking all Arcana except Death. The Time Liches never noticed they scried into a Time Wound.


        New experiences are the font of creativity, when seeking inspiration, break your routine.

        The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
        The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

        Comment


        • Alchemists

          This is a Life/Matter legacy focusing on those qualities which make up the conceptual composition of a given object or creature, such that they might be transferred via the spell Wonderful Machine. Such qualities are hereafter referred to as "traits". I haven't bothered separating out the optional attainments, because one of the themes of the legacy is treating Life and Matter interchangeably, so they're all "more of the same, only with the other Arcana".

          1. Alchemical Distillation: The mage readies an alembic filled with nothing but tap water. He then crafts the imago of a spell but instead of actualizing the imago, expends a point of mana to infuse it within the alembic. As the water in the alembic steams and then condenses out of the alembic, so too must the mage's visualization of the imago. Then the purified water, now infused with the imago of the spell, is soaked into the target trait or object bearing the target trait. The target trait will now act to hold the inactive spell stored within it. The trait cannot hold more than one spell. The spell is expended once used. Furthermore the trait and the spell must be symbolically compatible with the trait in order for the spell to set. While inactive, the spell does not count against spell control, but once active will again. (ST reserves the right to tweak Alchemical Distillation as necessary).

          2. Alchemical Seperation: By ritually sowing closed every orifice in his body the mage symbolically renders themselves into a sealed container of traits. After the ritual is complete and the mage is finished removing the thread, the mage will find that they can store up to their Life dots of extra biological traits in their body and their Matter dots of traits from inanimate objects. Alternatively, they can trade storage volume for flexibility and store up to their gnosis dots of traits from any Arcana. The decision is made when they perform the ritual, which must be performed at least weekly to maintain continuous containment. Which is important because continous containment allows traits to be captured even after the effect that transferred them into storage ends (unless the trait was made from nothing and ceases to exist). Stored traits are usually suppressed but the mage can selectively allow up to their Life dots in traits to manifest on their body.

          3. Alchemical Conjunction: The mage may transfer traits between targets, per the Matter 3 Wonderful Machine spell. Potency is the primary factor so the mage may transfer up to a number of traits equal to his dots in Life. This transfer is brief and primarily useful for transfer to and from internal storage. However the mage may spend a point of mana to make the effect last for a day.

          4. Alchemical Fermentation: The mage briefly transmutes his Life rating in traits stored within him to another trait which he has familiarized himself with. For a mana this effect can last for a day. The transmutation persists even if the trait is subsequently relinquished back to it's original source.

          5. Alchemical Dissolution: The mage spends a mana and touches the target. The conceptual framework that renders the target a singular entity is Unmade. They collapse into supernal symbols describing each of their traits. This pile of trait-symbols remains stable for 10 turns after the effect, during which they may be studied, preserved, harvested, or even reconstructed into the original entity by a Lasting Making spell. After this time period though, the raw supernal symbols of the traits become unstable. They usually begin to dissolve and unmake themselves as well, but occassionally one or more trait-symbols instead merges into whatever they happen to be touching at the time. Rarely, a completely undisturbed pile of trait-symbols spontaneously reconstitutes itself into the original entity. This is an Unmaking effect with Potency as the primary factor, withstood by Stamina or Durability.

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          • The Blessed Whisperers

            Arcana: Fate and Mind

            1st Attainment: The Perfected Conversation
            Mind 1: When lying, the Whisperer adds their Mind dots to the dicepool so long as the they had a turn (3 seconds) to compose themselves first.

            Furthermore, where a normal mage can use Athletics+Gnosis to throw a touch ranged spell, the Whisperer may use subterfuge+gnosis to subtly weave the spells into their words in a conversation. This can potentially invoke a Clash of Wills against your Mind+Gnosis for others to percieve the transfer of the spell (unlike the blatently obvious ball of energy throwing a normal spell produces). Regardless of detection, just as thrown spells are defended against by Defense, this is defended against by a "social defense" of Empathy + (the lower of Wits or Manipulation). A Dodge action is possible but constitutes being extremely rude: things like shouting over you or putting their fingers in their ears to not hear your honeyed words, or punching your lying mouth.

            Note that this does NOT conceal the nimbus flare or other signs of spellcasting.

            Fate 1: The Whisperer is constantly blessed by minor good fortune as coincidences line up to make her life slightly more pleseant. Spilled drinks happen to avoid her and taxis show up as soon as she tries to hail one down. But when the Whisperer puts an active effort into it, they can lean on fate to give them a sign of who to approach or avoid to achieve a goal (this is similar to the Fate 1 Serendipty spell but only

            2nd Attainment: Subtlety
            Mind 2: The mage can fade into the background as just another face in the crowd via social pleasantries, veiled not from detection, but from identification as an outsider or of significance. When the mage learns the third attainment, they gain the ability to vanish entirely from notice by repeating a mantra of lies about not existing.
            Fate 2: convenient "evidence" supporting your lies shows up and evidence discrediting them is de-emphasized, providing your Fate dots in equipment bonus to your efforts at misdirection. You may try to specify what traits or types of evidence become apparent per Fate 2 Shifting the Odds, but this limited both by the scene and by it needing to be in support of your lies

            3rd Attainment: Gilded Speech
            Mind 3: By spending a mana the Whisperer's lie is Perfected to become the platonic ideal of lies. For mundanely plausible lies, this manifests as being able to use the Rote Action rules. On the other hand instead of the mage can tell lies blatently contradicted by the current situation, such as convincing someone in a burning building that there is no fire. This even extends to the point of temporarily suppressing Disbelief, by convincing a Sleeper that the evidence of magic is not even there. This does not so much blind the Abyss as assuage it by reinforcing the Lie.

            Fate 3: Alternatively the mage's expenditure of mana can bolster their luck per the Fate 3 Superlative Luck spell.

            4th Attainment: Wicked Whispers
            Mind 4: The Whisperer's honeyed words are so convincing that she can verbally draw out her subject's memories over the course of a conversation and "help them remember" that events proceeded differently. Mechanically this is a ritual (the conversation) casting of the Mind 3 Read the Depths spell with the reach for memory alteration and advanced Duration factors

            Fate 4: The Whisperer can also weave a fated bond into the ritual conversation, alerting her any time the subject talks about events closely related to the memories the mage altered. If the mage wishes, she can listen in on both sides of any conversation the subject is having. Furthermore the mage can also track the subject. This doesn't provide knowledge of the subject's location, only a path to the subject that is sure and swift. Though not necessarily safe.
            .
            5th Attainment: Spoken Reality
            Mind 5: The Whisperer enfolds her victim's entire reality in the nigh-inescapable grip of her lies. This manifests as the Mind 4 Hallucination spell with advanced duration

            Fate 5: The Whisperer's lies weaves a two competing narratives into fate, rendering the hallucinations of the other part of this attainment even more pernicious as events proceed to enforce the divergence of perceived reality. Any time the subject touches the hallucination, Fate conspire to place a solid object beneath that part of the illusion. Furthermore, conversational word choices and events are twisted by Fate such that the subject can interpret them as everybody else perceiving the hallucination, and everybody else can interpret the subject's words and actions as making sense in a reality without the illusion. This often leads to people talking past eachother, such as the subject talking with their friend about the dragon burning down the city while the subject's friend has a conversation with them about hot the day is and that their sports team is doing great. Mechanically this is Chaos Mastery with advanced duration----------------------------------------------------------------
            This is meant to be a translation of Bearers of the Eternal Voice, with a strong dash of the Sisterhood of the Blessed

            Comment


            • House [Legion]

              The presence of [Legion]—bracketed because it does not truly have a name—among the Tremere is not common knowledge. Those few that do know about it are cautious who they talk about it with and what they say—never know where [Legion] is. If you are able to get a story out of those Tremere brave enough to talk you may hear about how [Legion] originated as something between a psychic disease and Reaper Legacy among the Guardians of the Veil. That this psychic disease resulted from the paradox at the heart of the Guardian ethos—commit sins that the Pentacle cannot, but wear a Masque to avoid the consequences. For some Guardians, the only way to live this edict was to use the souls of others as a shield against the sins they committed—losing themselves in the pursuit of their purpose. Even among the Guardians the presence of [Legion] was a rumor told to educate initiates about the dangers of losing oneself to the Masque. Never officially acknowledged nor directly rooted out; [Legion] operated as a web of faceless spies and guiltless assassins for unknown machinations.
              So, it may come as surprise that you may hear that the appropriation of [Legion] by the Tremere was done so willingly. Rumors abound of a Tremere researcher named John; or possibly Jane, in the late 1990’s being approached by several Mages representing everything from Namless Orders to the Seers of the Throne. These Awakened indicated that they had the requisite stage of [Legion] to fulfill the Final Watchtowers need for creating a House and were ready to willingly sacrifice themselves for this purpose. While stories vary on what the Tremere did in response to this opportunity or whether sacrifice actually occurred, everyone agrees that there have been recent movements by Tremere exhibiting the abilities and maladies of [Legion]. While some suggest that the absorption of [Legion] as a House is part of a long-term plot by the Guardians to eradicate Tremere, those people often disappear or quickly change their story. If there is a House [Legion] they would be nearly impossible to detect, trace, or stop.

              Origins and Doctrine
              Nickname: Manchurians, Sleepers
              Background: Tremere with espionage, intelligence, or subversive occupational backgrounds often find themselves approached by [Legion] in a moment of crisis. However, Tremere who find themselves tempting the loss of their Wisdom in pursuit of left-handed Mysteries and illicit behaviors may find themselves tempted to head the call of [Legion]. Either way, no recruit has ever been known to turn down the freedom of [Legion].
              Appearance: Whatever they need. Never what you expect. Participation in House [Legion] always wears away at superficial markers of self and identity regardless of the level of initiation. Adepts in the House are known to rarely return to their original form; instead, spending their lives in Masque. If someone were to meet one of these solemn few in their original form, they would probably pass them by.
              Prerequisites: Death 2, Mind 2, Subterfuge 3, Occultation 2
              Initiation: The initiate must usurp an identity for service to [Legion] without using magic and live as that person without detection. Targets are provided by [Legion], but initiates rarely find out why and to what end.
              Organization: While [Legion] once represented the moral and psychic degeneration of a Guardian’s Wisdom, the beauty and purpose of [Legion] has now found its proper home among the Tremere. House [Legion] operates with newfound clarity purpose. The princeps of the House is unknown by name or appearance, but is known through their orchestration of countless cells. The mages that make up these cells operate as a multiheaded organism: each individual adding their purpose to the goals of the collective and each collective subsuming the identities of the individual into itself.
              Theory: What greater Lie is there than the belief in identity and self? By completely eradicating any sense of self or identity [Legion] believe they are merely following the truth of the Seventh Tower to its logical conclusion. Relinquishing these final ties of the soul allow the adept to circumvent the restraints of morality and consequence placed on the Mage by the Lie.

              Magic
              Yantra: Subduing a target you plan to impersonate with magic (+1, +2 if you kill them); collect personal information and/or personnel information about the target of the ritual (+1 or +2 depending on how difficult the information was to retrieve); perform the ritual in a location resonant to a soul on your person (+1 for mundane locations, +2 for a Sanctum); forage new identification or a new magical tool to go along with a new identity (+1); perform an act that is contrary to the Vice, Virtue, or Aspiration of the target (+1 or +2, depending on the extremity of the action).
              Oblations: Eliminating traces of your identity or self (can include material traces, but also psychological or emotional tells); ruminating on the illusion of self; impersonating someone through mundane means; recite personal information about a target until it loses all meaning; stakeout a target for infiltration or research your objective to the point of exhaustion
              Weakness: [Legion] lose access to the hallmarks of the self as they progress in their Power. They lose access to their Vices and Virtues as disciples, and eventually all of their aspirations as adepts. They can only recover these traits by adopting those they wear through their Attainments.

              Attainments
              House [Legion] Attainments focus on crafting the perfect Masque to shirk the bonds of the Lie. Each attainment requires a soul. It is not uncommon for [Legion] cells to utilize a number of souls among its members that they all occupy at different times.

              Apprentice: True Masque
              Prerequisites: Initiation
              [Legion] know that to truly embrace the Hollowing requires the complete subversion of the self in the name of purpose. The first step on this process is learning how to subsume one’s self behind the True Masque. Through a scene of ritual preparation the Tremere quiets their consciousness and slips on the soul of another like a Masque. This Attainment emulates the Death 2 spell “Suppress Aura” and the Mind 2 spell “Alter Mental Pattern”, with the higher of the two Subtle Arcana determining the Attainment’s Potency. Reach is assigned to Advanced Duration and only the Tremere is a valid subject. To achieve such an effect the Tremere must relinquish selfish control over their person and become the Sleeper. The Mage loses access to their ability to cast spells, their Nimbus, and their resonance. The true mind of the mage retreats to a subconscious space where it remains dimly aware of the body’s actions and the thoughts of the stolen consciousness. Under the Attainment’s influence, the Physical Skills of the mage stay the same, but their Mental and Social Skills drop to the lower of the mage or the Masque. As a subconscious impulse, the [Legion] drives the Masque to fulfill their agenda. The Masque can’t use information it doesn’t know, it rationalizes the wordless urging it feels. If the Masque encounters a situation that would cause the soul to experience a breaking point, the Masque’s Integrity is based on the soul’s Integrity. Losing all Integrity results in the soul being burnt out. While a soul is used as a Masque it will not be used for sustenance for the Tremere until all of the other souls they have access to are drained.

              Optional: Life 2
              If the Tremere possesses Life 2, the Masque also veils their physical appearance to make them appear like an amalgamation of the mage and the Masque for the duration of the Attainment’s effect.

              Disciple: We Are Many
              Prerequisites: Hollow 5, Death 3, Mind 3
              The mage can now warp and combine the characteristics of multiple Sleeper souls to construct a unique Sleeper for their objective. After foraging a name, characteristics, and basic history for the new Masque, the mage spends a Willpower point to coax together a coherent gestalt made from the separate memories. This process melds the souls incorporated into a single Sleeper soul for the purposes of calculating the number of souls the Tremere can carry for as long as the Masque stays intact. This new Sleeper persona conforms to the rules outlined in the True Masque Attainment, but in addition the Mage can pick and choose the highest among the Mental and Social skills of the incorporated souls to use, and can adopt any of their Vices and Virtues. The new Masque uses the highest Integrity of the souls incorporated to determine breaking points. If that soul loses all Integrity that soul is burnt out and this Masque is lost. The Tremere retains access to the other souls, but must go through the process of crafting a new Masque from those available to them. At this point, [Legion] members can only satisfy Vices and Virtues through the use of this Attainment.

              Optional: Life 3
              If the Tremere possesses Life 3, their Attainments now warp their physical appearance to make them look exactly like the Masque—be it a perfect replica of a target or a new appearance all together. However, if the mage was missing any limbs/organs or is impersonating someone who is missing limbs/organs this Attainment will not accommodate such an alteration.

              Adept: Awakened Purpose
              Prerequisites: Death 4, Mind 4
              At the apex of their practice [Legion] can now make an Awakened soul into a Masque. This Awakened Masque conforms to the rules of the True Masque Attainment while also forcing the Tremere to take on Nimbus (without spending mana), Gnosis (lower of the two), Arcana (only those they share) and Aspirations of the Awakened soul. Awakened soul’s are too powerful and idiosyncratic to be shaped into an original soul. Moreover, the Awakened Masque uses the soul’s Wisdom to determine Acts of Hubris and suffers the Wisdom loss. Once depleted the soul is burnt out. At this point, [Legion] members can only satisfy Aspirations through the use of this Attainment.

              Optional: Life 4
              [Legion] members who possess Life 4, can no regenerate or eliminate organs or limbs that are part of their Masques through their Attainments.

              Comment


              • Originally posted by lladas View Post
                House [Legion]

                The presence of [Legion]—bracketed because it does not truly have a name—among the Tremere is not common knowledge. Those few that do know about it are cautious who they talk about it with and what they say—never know where [Legion] is. If you are able to get a story out of those Tremere brave enough to talk you may hear about how [Legion] originated as something between a psychic disease and Reaper Legacy among the Guardians of the Veil. That this psychic disease resulted from the paradox at the heart of the Guardian ethos—commit sins that the Pentacle cannot, but wear a Masque to avoid the consequences. For some Guardians, the only way to live this edict was to use the souls of others as a shield against the sins they committed—losing themselves in the pursuit of their purpose. Even among the Guardians the presence of [Legion] was a rumor told to educate initiates about the dangers of losing oneself to the Masque. Never officially acknowledged nor directly rooted out; [Legion] operated as a web of faceless spies and guiltless assassins for unknown machinations.
                So, it may come as surprise that you may hear that the appropriation of [Legion] by the Tremere was done so willingly. Rumors abound of a Tremere researcher named John; or possibly Jane, in the late 1990’s being approached by several Mages representing everything from Namless Orders to the Seers of the Throne. These Awakened indicated that they had the requisite stage of [Legion] to fulfill the Final Watchtowers need for creating a House and were ready to willingly sacrifice themselves for this purpose. While stories vary on what the Tremere did in response to this opportunity or whether sacrifice actually occurred, everyone agrees that there have been recent movements by Tremere exhibiting the abilities and maladies of [Legion]. While some suggest that the absorption of [Legion] as a House is part of a long-term plot by the Guardians to eradicate Tremere, those people often disappear or quickly change their story. If there is a House [Legion] they would be nearly impossible to detect, trace, or stop.

                Origins and Doctrine
                Nickname: Manchurians, Sleepers
                Background: Tremere with espionage, intelligence, or subversive occupational backgrounds often find themselves approached by [Legion] in a moment of crisis. However, Tremere who find themselves tempting the loss of their Wisdom in pursuit of left-handed Mysteries and illicit behaviors may find themselves tempted to head the call of [Legion]. Either way, no recruit has ever been known to turn down the freedom of [Legion].
                Appearance: Whatever they need. Never what you expect. Participation in House [Legion] always wears away at superficial markers of self and identity regardless of the level of initiation. Adepts in the House are known to rarely return to their original form; instead, spending their lives in Masque. If someone were to meet one of these solemn few in their original form, they would probably pass them by.
                Prerequisites: Death 2, Mind 2, Subterfuge 3, Occultation 2
                Initiation: The initiate must usurp an identity for service to [Legion] without using magic and live as that person without detection. Targets are provided by [Legion], but initiates rarely find out why and to what end.
                Organization: While [Legion] once represented the moral and psychic degeneration of a Guardian’s Wisdom, the beauty and purpose of [Legion] has now found its proper home among the Tremere. House [Legion] operates with newfound clarity purpose. The princeps of the House is unknown by name or appearance, but is known through their orchestration of countless cells. The mages that make up these cells operate as a multiheaded organism: each individual adding their purpose to the goals of the collective and each collective subsuming the identities of the individual into itself.
                Theory: What greater Lie is there than the belief in identity and self? By completely eradicating any sense of self or identity [Legion] believe they are merely following the truth of the Seventh Tower to its logical conclusion. Relinquishing these final ties of the soul allow the adept to circumvent the restraints of morality and consequence placed on the Mage by the Lie.

                Magic
                Yantra: Subduing a target you plan to impersonate with magic (+1, +2 if you kill them); collect personal information and/or personnel information about the target of the ritual (+1 or +2 depending on how difficult the information was to retrieve); perform the ritual in a location resonant to a soul on your person (+1 for mundane locations, +2 for a Sanctum); forage new identification or a new magical tool to go along with a new identity (+1); perform an act that is contrary to the Vice, Virtue, or Aspiration of the target (+1 or +2, depending on the extremity of the action).
                Oblations: Eliminating traces of your identity or self (can include material traces, but also psychological or emotional tells); ruminating on the illusion of self; impersonating someone through mundane means; recite personal information about a target until it loses all meaning; stakeout a target for infiltration or research your objective to the point of exhaustion
                Weakness: [Legion] lose access to the hallmarks of the self as they progress in their Power. They lose access to their Vices and Virtues as disciples, and eventually all of their aspirations as adepts. They can only recover these traits by adopting those they wear through their Attainments.

                Attainments
                House [Legion] Attainments focus on crafting the perfect Masque to shirk the bonds of the Lie. Each attainment requires a soul. It is not uncommon for [Legion] cells to utilize a number of souls among its members that they all occupy at different times.

                Apprentice: True Masque
                Prerequisites: Initiation
                [Legion] know that to truly embrace the Hollowing requires the complete subversion of the self in the name of purpose. The first step on this process is learning how to subsume one’s self behind the True Masque. Through a scene of ritual preparation the Tremere quiets their consciousness and slips on the soul of another like a Masque. This Attainment emulates the Death 2 spell “Suppress Aura” and the Mind 2 spell “Alter Mental Pattern”, with the higher of the two Subtle Arcana determining the Attainment’s Potency. Reach is assigned to Advanced Duration and only the Tremere is a valid subject. To achieve such an effect the Tremere must relinquish selfish control over their person and become the Sleeper. The Mage loses access to their ability to cast spells, their Nimbus, and their resonance. The true mind of the mage retreats to a subconscious space where it remains dimly aware of the body’s actions and the thoughts of the stolen consciousness. Under the Attainment’s influence, the Physical Skills of the mage stay the same, but their Mental and Social Skills drop to the lower of the mage or the Masque. As a subconscious impulse, the [Legion] drives the Masque to fulfill their agenda. The Masque can’t use information it doesn’t know, it rationalizes the wordless urging it feels. If the Masque encounters a situation that would cause the soul to experience a breaking point, the Masque’s Integrity is based on the soul’s Integrity. Losing all Integrity results in the soul being burnt out. While a soul is used as a Masque it will not be used for sustenance for the Tremere until all of the other souls they have access to are drained.

                Optional: Life 2
                If the Tremere possesses Life 2, the Masque also veils their physical appearance to make them appear like an amalgamation of the mage and the Masque for the duration of the Attainment’s effect.

                Disciple: We Are Many
                Prerequisites: Hollow 5, Death 3, Mind 3
                The mage can now warp and combine the characteristics of multiple Sleeper souls to construct a unique Sleeper for their objective. After foraging a name, characteristics, and basic history for the new Masque, the mage spends a Willpower point to coax together a coherent gestalt made from the separate memories. This process melds the souls incorporated into a single Sleeper soul for the purposes of calculating the number of souls the Tremere can carry for as long as the Masque stays intact. This new Sleeper persona conforms to the rules outlined in the True Masque Attainment, but in addition the Mage can pick and choose the highest among the Mental and Social skills of the incorporated souls to use, and can adopt any of their Vices and Virtues. The new Masque uses the highest Integrity of the souls incorporated to determine breaking points. If that soul loses all Integrity that soul is burnt out and this Masque is lost. The Tremere retains access to the other souls, but must go through the process of crafting a new Masque from those available to them. At this point, [Legion] members can only satisfy Vices and Virtues through the use of this Attainment.

                Optional: Life 3
                If the Tremere possesses Life 3, their Attainments now warp their physical appearance to make them look exactly like the Masque—be it a perfect replica of a target or a new appearance all together. However, if the mage was missing any limbs/organs or is impersonating someone who is missing limbs/organs this Attainment will not accommodate such an alteration.

                Adept: Awakened Purpose
                Prerequisites: Death 4, Mind 4
                At the apex of their practice [Legion] can now make an Awakened soul into a Masque. This Awakened Masque conforms to the rules of the True Masque Attainment while also forcing the Tremere to take on Nimbus (without spending mana), Gnosis (lower of the two), Arcana (only those they share) and Aspirations of the Awakened soul. Awakened soul’s are too powerful and idiosyncratic to be shaped into an original soul. Moreover, the Awakened Masque uses the soul’s Wisdom to determine Acts of Hubris and suffers the Wisdom loss. Once depleted the soul is burnt out. At this point, [Legion] members can only satisfy Aspirations through the use of this Attainment.

                Optional: Life 4
                [Legion] members who possess Life 4, can no regenerate or eliminate organs or limbs that are part of their Masques through their Attainments.
                I like it, it makes a lot of sense to make them into a Tremere House. The nickname Sleepers can be very confusing when the other term is so often used. How about prosopons, the term for masks in Greek theater? Another idea is omote, named after the masks in Noh theater.

                I see the spells analogous to the optional Attainments, but I find that new ones supercede old ones too easily. Rather than build upon each other, new ones essentially make old ones obsolete. In addition, getting in and out of identities that cannot spellcast takes ritual time, which is incovenient for improptu hiding.

                I believe they could get dots in the Masque merit at one point as the first optional Attainment. Then they could assume or discard them with an instant action, but could only remember [Mind] ones at a time. Creating a new one takes ritual time. This way they get all the benefits of a normal Masque, plus a discount cost for activating them, in addition to extra isolation from soul damage, but with all the complications associated with soul hunting.

                Like I said, its an awesome idea and I think you are on tbe right track, but I wish there were a bit more synergy between Attainment levels.


                New experiences are the font of creativity, when seeking inspiration, break your routine.

                The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
                The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

                Comment


                • Originally posted by KaiserAfini View Post

                  I like it, it makes a lot of sense to make them into a Tremere House. The nickname Sleepers can be very confusing when the other term is so often used. How about prosopons, the term for masks in Greek theater? Another idea is omote, named after the masks in Noh theater.

                  I see the spells analogous to the optional Attainments, but I find that new ones supercede old ones too easily. Rather than build upon each other, new ones essentially make old ones obsolete. In addition, getting in and out of identities that cannot spellcast takes ritual time, which is incovenient for improptu hiding.

                  I believe they could get dots in the Masque merit at one point as the first optional Attainment. Then they could assume or discard them with an instant action, but could only remember [Mind] ones at a time. Creating a new one takes ritual time. This way they get all the benefits of a normal Masque, plus a discount cost for activating them, in addition to extra isolation from soul damage, but with all the complications associated with soul hunting.

                  Like I said, its an awesome idea and I think you are on tbe right track, but I wish there were a bit more synergy between Attainment levels.
                  KaiserAfini Thanks for the feedback. The reason I chose to go with the Attainment I did was to try and match the Attainments for [Legion] listed in the 1st edition book Left-Hand Path. You are definitely right that using the Masque merit from the 2nd edition would be easier, but I wasn't sure if it made sense to give them access to that merit when they aren't (necessarily) Guardians anymore. I also wanted to keep the Attainments inline with those of the other Tremere Houses in Night Horror - Nameless and Accursed where souls play a prominent role. I will take your suggestions in mind and see where I think it makes sense to make changes.
                  House Infinitus

                  The newest House to join the Tremere, House Infinitus represents a step towards modernization and expansion for the Order. Originally, Cloud Infinite operated as a fringe Reaper Legacy on the outskirts of the Free Council and the other Diamond Orders. Their use of cutting-edge Sleeper technology and lingo made sure that not even the most curious of Mystagogue or paranoid of Guardian would uncover the truth behind their work. Carbon, the founder of Cloud Infinite, had uncovered a means of “borrowing” the processing capacity of Sleeper souls to push Awakened Mages to level of transcendental genius. It was their work experimenting with Awakened souls to produce a Supernally enhanced autonomous intelligence network that drew the attention of the Tremere.
                  It was an enterprising Tremere masquerading as an intern at a tech startup serving as a Cloud Infinite front who approached members of the Legacy with an intriguing query. If the manipulation of souls was the next logical step in expanding Awakened consciousness, then it must only make sense that being free of the limitations produced by one’s Path in mastering the Subtle Arcana would give them great user access. In time, other members of the Legacy began to see the potential in being able to master the manipulation of the soul to create a supernal singularity. Long feeling superior to Sleepers and their fellow Awakened, the Users energetically joined the Tremere. Taking to the Hollowing and the numerous spiritual powers it gave them like moths to a flame.

                  Origins and Doctrine
                  Nickname: Root Users
                  Background: Much like those who joined the original legacy, Tremere with backgrounds in computer science, engineering, and social media are drawn to this House. In particular are those who spend considerable amounts of their engaging in networks that connects countless souls through digital means. Beyond these criteria, House members run the gamut of technology users (e.g., trendy influencers, black hat hackers); especially as more and more of the world is being connected through social media.
                  Appearance: While most members of the House still fall into the tradition of embodying the stereotype of the unkempt, grubby internet addict, a greater diversity of expression is starting to be found. What is most important to the User is that they personify whatever is necessary to leverage the greatest power in the networks they belong to. Moreover, a social influencer member of this house sees their pursuit of fashion not as a practice of personal artistic expression, but as a practical means to fulfill their intellectual ends.
                  Prerequisites: Mind 2, Computer 3
                  Initiation: The initiate must either create or usurp control of a digital network and then have it work towards an objective through mundane means alone. Seeking out targets that pose greater risks or challenge on either part of this trial are a quick way to grow in merit and status in the House.
                  Organization: Since being converted into Tremere, House Infinitus has developed a more consistent structure to align the goals of their philosophy with the tenets of their new Order. While members still use a shifting array of IP addresses and outmoded internet relay chat (IRC) technology to share magical techniques and plan common projects, petty personal squabbles are frowned upon. Despite joining an order of individualist predators House Infinitus has emerged as an even more collective whole than it once was. Members are given free reign as to what networks they exploit and how they go about that process, but they are expected to collaborate with the greater House on achieving their goal of creating a supernal singularity to finally free themselves of the Lie. Moreover, more experienced and respected members of the House often act as project managers or central servers for the activities of several less senior members.
                  Theory: The advent of Information Age and telecommunication systems highlighted the power of Sleeper and Awakened networks. By leveraging these systems and symbols as a framework, House Infinitus believes they can exploit the power formed by the thoughts and intentions of networked souls to achieve the development of a supernal singularity.

                  Magic
                  Yantra: Using devices with an internet connection as tools (+1); collating personal data on the subject of a spell (+1, +2 if this information was not publicly available); network together multiple servers or participants for a ritual (+1); coding highly advanced artificial intelligence (+1)
                  Oblations: Solving mathematical problems in a group; collaborating on creative projects; building computer networks; making diagrams of social relationships; build the reach of your social networks.
                  Weakness: Cannot access souls for any reason when in a location that does not have access to a wireless internet signal.

                  Attainments
                  House Infinitus Attainments manipulate the modern obsession with wireless networks to leverage Sleeper and Awakened minds. Collectively, these networked minds can work wonders that they could not do alone. House members believe it is wasteful and illogical to not exploit these systems. It is not their fault that they happened to be the ones to figure this out.

                  Apprentice: Exploit Spare Cycles
                  Prerequisites: Initiation
                  The Infinitus exploits the spare processing power of a soul to offload some of their intellectual labor. This emulates the Mind 1 spell “One Mind, Two Thoughts” with Reach assigned to Advanced Duration and the +1 Reach effect. Only the Tremere is a valid target for this effect.

                  Optional: Forces 2
                  In search of a digital supernal singularity the Tremere can attune their sight to the wireless signals. This Attainment emulates the Forces 1 spell “Tune In”. Moreover, the Tremere can now create Soul Jars and Hollowstones out of anything that can store digital information.

                  Disciple: Thought Administration
                  Prerequisites: Mind 3
                  With this Attainment, Infinitus begin to learn how to exploit the framework of social networks to their own ends. The Tremere can force souls in their network participate as secondary actors on Teamwork actions that would benefit from a soul’s Mental Attributes and Skills. Each soul included as a secondary actor and each roll they participate in costs 1 point of Mana. Sufficiently experienced Tremere with large enough soul networks have been known to call on a half dozen souls to solve truly astronomical problems.

                  Optional: Forces 3
                  The Tremere may sculpt wireless signals to better shape the networks they use. This Attainment emulates the Forces 2 spell “Transmission” with Reach assigned to Advanced Duration and Instant Casting.

                  Adept: Soul Processing
                  Prerequisites: Mind 4
                  The Infinitus uploads an attached soul’s mental processing abilities. This emulates the Mind 3 spell “Augment Mind” with Reach allocated to affecting one additional Attribute and Advanced Duration. This Attainment cannot increase any Attribute beyond the Mage’s Hollow allowed maximum. Only the Tremere is a valid subject. Alternatively, the Tremere may increase two Mental or Social Skills instead of Attributes; doing so also grants the 8-again quality to rolls using those Skills. The Tremere can only increase the selected traits to as many dots as the soul’s original owner had, +1.

                  Optional: Forces 4
                  Infinitus may now reach through their digital webs to pulls souls into their clutches. The Tremere can code a soul stealing imago into a signal they send. When someone with a soul that can be stolen with Hollow-granted Tremere abilities accesses the coded message, the mage instantly becomes aware of it. The mage may use a variant of Lesser or Greater Soul Grasp, on the victim, who does not need to have taken damage first. This is not a physical grapple with the target, but a psychic one instead. The target remains transfixed on the message and it resists being closed or deleted. Acting through the object from any distance, the Infinitus grapples the mind of the victim using (Intelligence + Mind); this works like a normal grapple except she may only use the Hold, Restrain, and Soul Grasp maneuvers and it is resisted by Resolve + Computers. If a Soul Grasp succeeds, it has the usual effects, and the Infinitus may subsequently use Soul Breath through the signal, not only absorbing the soul into the signal but transporting it to her presence, so she may attach or otherwise store the soul. While acting through the signal, the mage can perceive world as if they could only see things through “Tune In”.

                  Comment


                  • Lol I never expected my "child" to have been growing up without me.

                    Oh well. Anyways, so I stopped at the Perfected Adepts, and... uh... what was on my queue again... the Imagineers, the Fallen Pillar, and the Stewards of the Celestial Orrery, if my notes are correct. Also, I'm pretty sure I've missed some "oh right I have to fix this" stuff in my past writings, so I have those to tend to as well...

                    EDIT: Oh, it looks like people requested the following as well - Forge Masters, and Haruspex.

                    However, I may not be able to return here, because god I've gotten rusty at homebrew. And I need a LOT of catching up to do. And the real-life reasons that kept me busy hasn't still gone away; it's gotten worse, actually. Just letting you know that I haven't quite given up. It may take weeks and months, but it's going to come up. Which also applies to my real life, dammit.


                    EDIT: Uh, this doesn't count as thread necromancy, does it...?
                    Last edited by 21C Hermit; 04-13-2021, 01:19 AM.


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

                    Comment


                    • There's apparently some Legacies that you've updated, but which aren't linked to on the first page. For instance, I have reason to believe that you've done an update to the Subtle Ones; but I have no idea where they are.


                      Comment


                      • Originally posted by Dataweaver View Post
                        There's apparently some Legacies that you've updated, but which aren't linked to on the first page. For instance, I have reason to believe that you've done an update to the Subtle Ones; but I have no idea where they are.
                        Found this, maybe this is what 21C Hermit meant?

                        Edit: FYI, you can search for keywords in a specific thread with a PC. Doesn't work for Phones though, apparently.
                        Last edited by TempleBuilder; 10-02-2021, 08:45 PM.


                        To whomever reads this, I hope you have a good day/night. May you be Happy.

                        So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

                        Comment


                        • Originally posted by Dataweaver View Post
                          There's apparently some Legacies that you've updated, but which aren't linked to on the first page. For instance, I have reason to believe that you've done an update to the Subtle Ones; but I have no idea where they are.
                          Oh, about that….. a single page can only host up to 30 links; and I’ve done much more than that. Which is why I moved the first two or so posts to make room. And, er, I forgot to update those.

                          I’ll first finish the Chronologues in my other thread, then the Dreamsmiths here, then update the front page.


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

                          Comment


                          • Originally posted by 21C Hermit View Post
                            The People of the Hour are here.


                            Third: Avant-Garde
                            Prerequisites: Time 3, two dots in a second Skill among the optional prerequisite Skills
                            Lady Peacock, founder of the People of the Hour, directly summoned a Fae of Arcadia for counsel. While few of the Legacy can match her tremendous fortune, a fearless Spoiler can push at the boundaries of safety to reach out towards Arcadia and part its thorns with bare hands, revealing her own Vision of the future she sees and the present she wishes.
                            This Attainment augments Supernal summoning. The Spoiler 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 Vision is always an Anachronism with Fate as its secondary Arcanum.
                            Summoning the Vision is still an extended action, using Gnosis + Time as its dice pool. As an Attainment, the summoning is warded against Abyssal intrusion. The Spoiler still suffers aggravated damage in a dramatic failure, but does not invite the Abyss.
                            The Vision's Trial is that the Spoiler must have genuinely exhausted what she can or thinks she can do at the moment. If there is even one "last-ditch method" that the mage knows she can take but is reluctant to do so because of the risk, the Vision will simply not answer her. However, the mercurial whims of the Fae mean that it is difficult to pinpoint just exactly what they deem an impossibility or not. Suicidal risks and inviting the Abyss as an option are usually an exception, but not always.
                            The entity is still vulnerable to Fallen corrosion, taking Corpus damage from exposure to the Fallen World. However, the Vision always returns safely to Arcadia even if it perishes outside the summoning circle after its time runs out. Unless she personally caused it, the Spoiler does not suffer Wisdom degeneration from the Vision's death.
                            The Vision normally appears as a series of hallucinatory images of potential futures and possible presents around the Spoiler's vicinity. Should it take a more concrete form, it appears as an exact double of the Spoiler. In this form its Attributes equal the lowest of the Spoiler's own in their respective categories. All other traits follow the usual Rank-derived limits for Supernal entities.
                            The Virtue and Vice of the Vision mirror that of its summoner. The Vision will only act to reveal itself to the Spoiler, and she must use magic to command the Vision to act otherwise. Should anyone else attempt to hijack the Vision or otherwise control it, it responds with a Clash of Wills on which it scores automatic successes equal to its Rank.
                            Lastly, while the Vision does not force itself on the Fallen World, it rewards those who pursue the future it represents. The Spoiler can choose to take "Realize the Vision I have seen" as an Obsession. This ignores the usual Gnosis-derived limit for the number of Obsessions. Unlike normal Obsessions, this Obsession grants Mana each time it gives an Arcane Beat for partial progress, not just for its resolution.
                            Optional: Fate 3
                            The Daredevil lives up to his nickname, apparently fearless in diving into the uncertain and the unknown. He replicates the "Fools Rush In" spell, with Reach assigned to instant use and Advanced Duration.
                            If any mage can enter any legacy, does it make sense to have this attainment ONLY summon Anachronisms? I think it would be better as:

                            ...the summoned Vision has always Time as its secondary Arcanum; unless it is an Anachronism in which case Fate its is secondary Arcanum.

                            It can be phrased better, but you get the idea.




                            The same with all the Summoners legacies third attainments. Since now there are no Path-only legacies, the third attainment seems to be needing some rework on all of them.
                            Last edited by lbeaumanior; 11-21-2021, 01:26 PM.

                            Comment


                            • Originally posted by lbeaumanior View Post

                              If any mage can enter any legacy, does it make sense to have this attainment ONLY summon Anachronisms? I think it would be better as:

                              ...the summoned Vision has always Time as its secondary Arcanum; unless it is an Anachronism in which case Fate its is secondary Arcanum.

                              It can be phrased better, but you get the idea.




                              The same with all the Summoners legacies third attainments. Since now there are no Path-only legacies, the third attainment seems to be needing some rework on all of them.
                              About that actually; while I did indeed miss that Path part while writing those up, now I’m wondering if Legacy Attainments could allow you to summon stuff outside your Path. The Legacies in Summoners interact with specific types of entities that can’t quite be pinned down as different Realms’ entities with same Arcana…… Will have to think more on this! (Regardless, they do need a checkup — gotta fit in Trials and Boons for those entities)


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

                              Comment


                              • Originally posted by 21C Hermit View Post

                                About that actually; while I did indeed miss that Path part while writing those up, now I’m wondering if Legacy Attainments could allow you to summon stuff outside your Path. The Legacies in Summoners interact with specific types of entities that can’t quite be pinned down as different Realms’ entities with same Arcana…… Will have to think more on this! (Regardless, they do need a checkup — gotta fit in Trials and Boons for those entities)
                                If you don’t mind some input, I think a Summoning Legacy would be neat, and probably Summon some Supernal thing unique to that Legacy. While some would fall under some established category, I have a hunch that most wouldn’t. For example, The Choir of the Hashmallim will summon a Angel regardless of Path, but the Lords of Mars will summon Sand Demons that might not resemble Demons so much as alien life. Just a idea.


                                To whomever reads this, I hope you have a good day/night. May you be Happy.

                                So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

                                Comment

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