Announcement

Collapse
No announcement yet.

Even more Legacies, updated to 2E

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

  • 21C Hermit leaving here a thanks, I mentioned an upgrade from previous legacies, but you are doing a great job and not sure if people are thanking you enough for your efforts.

    Some of your proposed Legacies have been printed on Nameless and Accursed and Dark Eras 2. That can help for the fluff and crunch, updating the Perfected Adepts, Illumined Path, Keepers of the Covenant, and getting the first attainments on the Logophages, House of Ariadne and Stone Scribes.

    Amazing work, keep up!
    Last edited by lbeaumanior; 11-25-2021, 08:57 PM.

    Comment


    • Originally posted by 21C Hermit View Post
      I'd have "Procrastinating" as my Vice if I were a CoD character, because I did nothing what I needed to do for next week and instead did the Legion. Tomorrow Me will probably scold Today Me. Ah well, at least I did something constructive.

      Next up, the Cryptologos.

      EDIT: Oops, left out one of the Yantras blank.





      THE LEGION

      You still don't know who she was, or what she was. When you demanded her come to justice, she just chuckled, the quills on her back shivering. She said now is not the time and smiled, but the left side of her face, seemingly reptilian, was frozen solid. The mystagogues are studying the glyphs she painted with the severed fingers of their Curator, and you both anticipate and dread the results they will tell.

      For We Are Many

      The Legion are a Legacy of Scelesti who summon lesser Abyssal entities and offer themselves over to them, incorporating the Void into their bodies in reflection of their twisted souls. Each Grafter summons an Abyssal entity inside their bodies, the entity eating up and replacing a part, bestowing baneful powers in return for despoilment of the flesh. While the other Accursed are only abominable within, the Legion wear their distortions outside for all to behold.

      Fortunately for the rest of the Awakened, the Legion mages' disfigurements and behavioral patterns leave them relatively easy to find, ensuring that a purge eventually happens sooner or later. However, the concept of bartering for direct power, and shedding the human form for something greater has a dangerous appeal to many of the Awakened, and so the Legion is able to persist in its assault against the Fallen World.

      Origins

      Parentage: Any Nasnasi (second-rank Scelesti, whose Path symbolism has been inverted)
      Background: As with most Scelesti Legacies, those who join the Legion are broken in one way or another. Some may feel themselves repulsive, and have finally decided to embrace it. Some may be degenerates who wish to blaspheme against the world. Still others might be mad but cold mercenaries, each mutilation a bargain for more power.
      Appearances: Budding Grafters' Attainments are relatively low-key, and are able to be concealed with mundane clothing or passed off as some extreme medical condition. Eventually the physical transformations become impossible to dismiss, and a Patchwork will have to withdraw further from notice. Even those who feel not shame but revel in their condition will conceal themselves out of practical reasons.

      Doctrine

      Prerequisites: Life 2, Occult 2, Scelestus (Nasnas)
      Initiation: Technically, any Scelestus who summons a Gulmoth into their bodies and bargain with it to graft it into their flesh is of the Legion. Practically speaking, however, such visceral application of Abyssal power is hard to conceive of even for the Accursed, and thus a promising Scelestus is usually guided or tricked into initiation by an elder Grafter.
      Organization: The Legion generally work as mystery cults, mentors luring students deeper into depravity while keeping themselves hidden from society. Because even a small cabal of Legion mages tend to draw attention, the Legion maintain only loose networks. However, as outcasts of humanity, the Legion still forms something of a support structure for its members.
      Theory: Slaves they might be to the Void, but the Legion see themselves as an earthly aristocracy of the Abyss, as nobles who build footholds and nurture outposts for their nameless lords. They take even the despise against them as sacraments to their cause, perversely confident in their long journey and the victory at its end.

      Magic
      Ruling Arcanum: Life
      Yantras: Within an Abyssal Environmental Tilt (+1); deliberately revealing one's deformities (+2); surgical tools still fresh with blood (+2); ritually sacrificing human body parts to the Abyss (+1 to +3, depending on extent)
      Oblations: Self-scarification; meticulously and maliciously disfiguring another; performing a service for a Gulmoth without compensation; engaging in cults espousing bodily mutilation as spirituality

      Attainments

      First: Pound of Flesh
      Prerequisites: Initiation
      The initial sacrifice of a Grafter is small, summoning a tiny being of the Abyss that burrows into their flesh. Upon gaining the Attainment, the Grafter takes one of the following body parts for transformation, each granting a corresponding supernatural ability.
      • Eye: The Patchwork sees Abyssal powers and phenomena for what they are at all times. This includes Paradox effects.
      • Ear: The Grafter numbs themselves against persuasion, adding Doors equal to half of Gnosis, rounded up, against Social Maneuvering attempts.
      • Nose: The Patchwork sniffs out beings with Mana in their patterns. This functions as the "Hunter's Senses" Dread Power.
      • Tongue: The Grafter can speak words of madness, which function as the "Madness and Terror" Dread Power. They roll Manipulation + Expression + Gnosis, contested by the subject's Composure + Gnosis.
      Each transformation is alien in appearance, and not just like a chimera of various earthly organisms, but blatantly wrong and nightmarish, being mockeries of Life. Sleepers who witness them will suffer breaking points as if having been exposed to Abyssal phenomena.
      All transformations are a permanent part of the mage's mutilated spiritual template. When wounded, or even completely amputated, the body will grow back the parts with their distortions intact.
      For transformations that grant Dread Powers, the mage spends Willpower points as normal for powers that require it, and substitute Mana for resources other than Willpower.
      The mage may gain additional transformations by summoning new Gulmoth to graft, and spending Willpower dots equal to the Experience cost for purchasing the Attainment. The Willpower dots can be re-purchased as normal.
      The above properties also hold true for all following Legion Attainments.

      Second: An Arm and a Leg
      Prerequisites: Life 2, Occult 2
      The next sacrifice is larger and more blatant, but the rewards are also more potent. Upon gaining the Attainment, the Grafter takes one of the following transformations.
      • Hand: The Patchwork can secrete poison from their hand. This functions as the "Toxic" Dread Power at 2 dots, with the mage rolling Strength + Brawl + Gnosis, contested by the subject's Stamina + Gnosis.
      • Foot: The Grafter's feet become adhesive or otherwise able to latch onto surfaces. This functions as the "Wall Climb" Dread Power when the mage is barefoot.
      • Arm: The Patchwork's arm is bolstered and hardened. Swinging this arm at an object replicates the "Juggernaut" Dread Power.
      • Leg: The Grafter's leg becomes tight and elastic, improving jumping abilities. This functions as the "Leap" Dread Power.

      Third: Sour Stomach
      Prerequisites: Life 3 Occult 3
      The colony of Abyssal entities eat away at the Grafter's insides, making way for deeper and far more insidious infections. Upon gaining the Attainment, the Grafter takes one of the following transformations.
      • Genitals: When suffering from fatal damage, the Patchwork may 'birth' a wave of misshapen critters from their groins, their whole body erupting into a swarm. This functions as the "Discorporate" Dread Power.
      • Lungs: The Grafter gains the ability spend a Mana point to exhale a rolling cloud, which soon creates an Abyssal Environmental Tilt. This Anomaly covers yards and lasts for hours equal to the mage's Gnosis.
      • Stomach: The Patchwork can vomit acid as a projectile attack. This fucntions as the "Breath Attack" Pandoran Dread Power, at a rating equal to the mage's Life dots, with them rolling Strength + Athletics + Gnosis.
      • Liver: The Grafter's liver can handle toxins that a living creature cannot possibly survive from. The mage becomes immune to all mundane poisons and diseases, and responds to supernatural ones with a Clash of Wills rolling Stamina + Gnosis.

      Fourth: Body and Soul
      Prerequisites: Life 4, Occult 4
      The Grafter has finally become a walking hive of Gulmoth, a baron of the Abyss that is their own barony. Upon gaining the Attainment, the Grafter takes one of the following transformations.
      • Heart: The Patchwork's heart devours Paradox itself and pumps empowered blood. Whenever another mage triggers a Paradox within the Patchwork's sensory range, they gain Mana equal to the Paradox roll's successes.
      • Skin: The Grafter's skin gains chameleonic qualities, granting them the "Camouflage" Pandoran Dread Power at a rating equal to their Life dots.
      • Brain: The Patchwork delegates even their mind to the Abyss. All their previous mental Conditions are resolved without Beats, and they are immune to further mental Conditions. When targeted by a mind-affecting supernatural power, the mage may reflexively spend a Mana point to gain the advanced quality on rolls to resist them.
      • Spine: The Grafter turns their spinal column into a mockery of Ascension. Whenever another mage triggers a Paradox within the Grafter's sensory range, they may reflexively summon a Rank 1 Gulmoth under their direct control, or a Rank 2 Gulmoth uncontrolled. The summoned Gulmoth will dissipate unless otherwise bound.

      Fifth: Abyssal Metamorphosis
      Prerequisites: Life 5, Occult 5
      At the pinnacle of ritual defilement of the temple that is the body, the Grafter gains the ability to truly transcend the Fallen shell and become a piece of their Abyssal masters. By spending a point of Mana, the Grafter transforms wholly into a Gulmoth with Rank equal to half their Gnosis, rounded up.
      As a Gulmoth, the mage wields Numina that replicate their Praxes, but all of them are cast as Befouled even if they were not. The mage holds Influence over one of their highest rated Arcana, which can be used to emulate spells, but can only cast them Befouled. The mage only has the "Twilight Form" and "Materialize" Manifestations.
      The mage's ban often reflects their Vice or Virtue. Any power or object designed to counter the Abyss, or any direct damage spell that does not even roll any Paradox dice, count as the Grafter's bane.
      The metamorphosis lasts only for the scene, unless the mage is killed or bound during it, upon which the mage dies or is captured like any other Abyssal entity. Any Health damage, spend Willpower and Mana, and Conditions inflicted carry over to the Grafter when the transformation is over.

      The prospect of a high Gnosis Mage with that 5th Attainment is bloody terrifying.

      Comment


      • Throwing my hat in for the Pure Sovereigns. As-is, I had to make their Attainments a bit atypical to try and recapture the 1e fluff. If anyone has any advice or adjustments, please let me know.


        Pure Sovereigns
        The Sovereigns are nominally Silver Ladder, but their lack of a formal hierarchy means that individual Bluebloods have taken apprentices from other orders on occasion. The lines of inheritance tend to be easily tracked by their particular physical exercises and aspirational focus - health gurus, Yogi, transhumanists, and the like tend to make use of different Skills. The only known Arrow line, for example, has adapted the Sovereign's normally meditative exercises into an aggressive Brawling style.

        Organization: Bluebloods are fairly independent, with different focuses. Other than irregular conventions arranged by well-connected elders, masters and students tend to maintain fairly close ties. Those masters that set up schools or dojos breed very social lines.
        Theory: Before one can master the world, one must master oneself.
        Background: (See the 1e book Silver Ladder for official fluff.) A Legacy of mages focused on self-mastery, with a history thay extends back into antiquity. The exact origin is somewhat debated - the different lineages variously cite ancient Irish laws of unblemished monarchs, Shaucha of philosophical Yoga, and other inwardly-focused traditions. Interestingly, younger Mages have begun to pattern themselves after Ian M. Banks' The Culture, or Cultivation manhua.

        Though the exact pursuits of individual practitioners vary wildly, the uniting thread among the Bluebloods is a near-consuming desire to achieve a specific goal. These range from simple desires such as dominion or family, to complex or ineffable endstates such as perfection of the body. The Sovereigns work closely with their Daimons to acheive this end, steadily empowering and merging with the goetia as they progress. A Master Pure Sovereign will have theoretically become as much goetia as human, a twinned mind working through a perfectly malleable human form to achieve their goal.

        While induction is mainly limited by finding a Sovereign who approves of the initiate's reasons for joining, most prudent masters also give some consideration to the psychology of their prospects. Knowing all of the flaws of your body is a burden, and one that the Initiate Attainment provides intimate details of. A wise student learns from these revelations and strives to improve themself through training and deeper initiation. Unstable students instead mutilate themselves to remove perceived imperfections, or create unsavory novel Attainments more at home in the Chrysalides or the Austere.

        Parentage: Silver Ladder, Mastigos (1e has it as Obrimos, but... c'mon, Mind is their Optional, and their self-mastery theme is more a Mastigos thing)
        Ruling Arcanum: Life
        Yantras: Being surrounded by faithful attendants (+1), interperative dancing or full-body mudras representing the spell (+2), mentoring lesser beings through the use of, or supported by the use of, the spell (+2), enforcing order (+1), benevolent ministration (+2), emotionally-resonant oration (+2)
        Oblations: Exercise katas; dictating your significant thoughts to your attendants; mentoring lesser beings

        Prerequisites: Life 2, Medicine 2 and one of the following additional Skills at 2 dots or higher: Athletics, Brawl, Occult, Science, Socialize.
        Initiation: Convince a current Blueblood to show you the path to physical and mental self-mastery. Simple? Sure. Easy? Depends on the teacher. Rumors persist of "Manuals of Bodily Health", Diakonomia containing all five levels of initiation.

        Special: Thanks to the increasing control over -and optimization of- their biology, each level of initiation slows the Blueblood's aging by half. That is, an Initiate would only age a day for every two that pass, a Disciple would age a day for every eight, and a Master would age a day for every 32. This is just a rule of thumb - exact biology may vary between practitioners, and generally none of it will come up in play.

        Mind of Amber
        (Life ●) Initiation
        Flaws must be identified before they can be addressed. The Blueblood looks inward, analyzing themself for imperfections, intruding organisms, and damage to their Pattern. By placing their hand on another organism and feeling the pulse of their Pattern, the Blueblood may similarly analyze them. This only works on humans and human-derived Supernaturals, attempting it on other entities returns only a confusion of alien signals.
        Analyze Life
        Duration = N/A (Life)
        Potency = N/A (1, 2 at Life 2, 3 at Life 4)
        Casting Time = Instant (Reach)
        Range = Touch/Self
        NOTE: "Exact Attributes" Reach effect. Can only affect humans and human-derived Supernaturals.

        Rule of thumb:
        Acceptable - humans affected by Transform Life, Blush of Life or Humanity 5+ Vampires, Sin-Eaters, most Prometheans, human-form Werewolves, Changelings, most Deviants
        Not Acceptable- humans transformed into animals by Shapechanging, shapeshifted Werewolves, Vampires with Humanity 4 or less, Unfleshed Prometheans, some Deviants and all Manticores.
        ??? - Mummies, Demons, some Deviants, some Extempore Prometheans

        Useful for finding your own flaws so you can correct them with magic. Or for analyzing a living entity you can lay a hand on. Fits well with the Silver Ladder practice of offering free healing to their compatriots

        Optional (Mind ●)
        Like matrices in amber, a person's mind is composed of unique patterns and designs. Though more subtle than the music of Life's Pattern, a Sovereign can supplement their analysis of life with an analysis of mental composition.
        Know Nature
        Potency = N/A (Mind)
        Duration = N/A
        Casting Time = Instant (Reach)
        Range = Self/Touch
        NOTE: "Exact Attributes" Reach effect. Combined-cast with the Life portion of the Attainment, and has the same limitations

        Commentary: Vice and Virtue aren't the most useful thing to know, but shaking someone's hand to learn how to leverage them isn't bad. Plus you're learning their exact Resistance stats, which is useful


        Blood of Silver ●●
        (Life ●● Time ●●) Medicine 3
        To progress beyond being a mere initiate, a novice Blueblood practices a routine of precise, deliberate movements passed down to them by their master. They advance into Apprenticehood in the moment they finally execute the routine perfectly, the Blueblood becoming accutely aware of the inner workings of their body. By fine-tuning these processes, the Blueblood refines the efficiency of even their most humble cells. Further, by weaving an undercurrent of Shielding Time throughout their Pattern, the Blueblood slows their aging in the most recognized and envied of their abilities.
        Body Control
        Potency = Life (Reach to switch Potency to Primary)
        Duration = Lasting
        Casting Time = N/A
        Range = Self
        NOTE: Gains both Reach effects. Slows aging by a half for each dot of Potency.

        Body Control mixed with a little Time to slow down aging. The initiation is a series of kata passed down from teacher to student, usually used as their Legacy Oblation, and can be used to trace lineage. Potential story-hook as being mistaken as a Sinister Organ Qigong cult

        Optional (Mind ●●)
        The first step to self-mastery is to tame the body. The second step is to tame the mind. By increasing their understanding of the Mind and Life Arcana, the Blueblood gains total control over their own autonomic responses and limbic system. They can select what emotion they are currently feeling as an Instant Action, and can shrug off external attempts to manipulate their emotions with a Clash of Wills.
        Alter Mental Pattern/Emotional Urging
        Potency = Mind
        Duration = One Scene (Reach to Advanced Duration)
        Casting Time = Instant (Reach to Instant Casting)
        Range = Self
        NOTE: Clash of Wills uses [lower of Life and Mind + Gnosis]. Clash only applies to mind-reading that relies on emotional perception, and external attempts to artificially change the Blueblood's emotions. Mind-reading that directly listens to thoughts can be contested with an AMP-enhanced Manipulation roll, but only if the Blueblood is aware of the intrusion.

        If you're the master of your mind, and of your body... then what's actually in control? Anyway, it was between this and a full-on Mental Shield, which steps a bit on the Uncrowned King's toes. The Kings have to study something about themselves, whereas the Sovereign are just kinda... in control. So a nearly-inscrutiable mask and the ability to shrug off emotional manipulation feels more appropriate. Outright mind-control is still a concern, but hey, thats what the actual MS spell if for.
        Plus, their original Attainment was Memory Hole, and this fills a similar niche.


        Flesh of Gold ●●●
        (Life ●●●) In addition to the Medicine 3 requirement from the previous Attainment, the Blueblood must increase the other Skill she used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
        The Bluebloods strive to exemplify Thunder - self-sufficient paragons that inspire others to seek the Imperium. To do so they must be seen as unassailable, shrugging off physical travails with but a moment's thought. Initiation into this tier requires traveling into the Onieros - once there, the Blueblood communes with their Daimon to begin refining the Blueblood's long-term goals, and optimizing the body in which they will strive to acheive them. The twin minds working in concert refines the waking body, channeling the Supernal to Perfect flesh on a fundamental level.

        As an Instant Action, the Blueblood can mend (Life) personal Physical Tilts currently affecting them such as Arm Wrack, or downgrade (Life) points of Lethal damage to Bashing.
        Knit
        Potency = Life
        Duration = N/A
        Casting Time = Instant (Reach to Instant Casting)
        Range = Self
        NOTE: May use apply one for the following effects per activation. EITHER [downgrade Potency Lethal], or [regenerate from and resolve one physical Personal Tilt (but gain no Beats)].

        Self-only, for the extra Reach. Unbent, unbroken, unbowed. I'm justifying the fluid healing effect by dint of Blood of Silver is already boosting Bashing and Lethal healing.

        Optional (Mind ●●●)
        Time shouldn't be wasted, just because you have more of it than other people. The Blueblood's Daimon grows strong on the channels of Mind Arcana, becoming a subordinate secondary consciousness within the Mage that can communicate with them, even when waking. This allows the Blueblood to perform multiple mental tasks simultaneously, offloading sensory interpretation and planning to the Daimon as necessary.
        One Mind, Two Thoughts
        Duration = Lasting
        Potency = N/A (2 , 3 at Mind 4)
        Casting Time = N/A
        Range = Self
        NOTE: "Instant Tasks" Reach effect.

        Either you'll never be bored again, or you get to be bored in stereo. Who can say?


        Incarnation of Thunder ●●●●
        (Life ●●●●) Medicine 4 and the other Skill requirements of the previous Attainment.
        The Blueblood's mastery of the self has begun to flower - by engaging in a deep meditative trance, they are now able to reshape themselves into their humanist ideal. This is no mere deceptive mask thrown across an imperfect framework, but instead the assertation that their form is a nascent Supernal Truth.
        Many Faces
        Duration = Lasting (2 Reach to Lasting)
        Potency = Life
        Casting Time = Scene
        Range = Self
        NOTE: Doesn't need Time 3 to affect apparent age. Attribute re-arrangement cannot bring any Attribute below 1. Each activation changes the caster's "default" form.

        Takes a scene to change your appearance, but you can look like anything within the human scope. Design your ideal body, at any age, sex, ethnicity and build! Plus, you can re-arrange your Physical Attributes, though the ST will need to rule on whether that renders certain Merits invalid until you use it again. Ritual activation is a meditative trance.

        Optional (Mind ●●●●)
        Evolving beyond the mere emotional control of their disciples, the Sovereign has mastered the deeper mysteries of their own psyche. With a short period of self-reflection, they can rewrite their personality down to the most fundamental level.
        Psychic Reprograming
        Potency = Mind
        Duration = Lasting
        Casting Time = Scene
        Range = Self
        NOTE: "Rearrange Attributes" Reach effect. Cannot re-arrange Skills.

        Self-cast only and no Skill shuffling, to justify the two extra Reach. Free your mind! A neat little trick that lets the Sovereign mold their psyche to the situation. One who messes with their Vitrue a lot is probably going to have a very stressed Daimon. 'Course, the risks inherent to permenantly hacking your own mental makeup should be pretty self-evident. Ritual is the same as the Life portion, and can be done concurrently


        The Diamond Inviolate ●●●●●
        (Life ●●●●●) In addition to the Medicine 4 requirement from the previous Attainment, the Blueblood must increase the other Skill she used to meet the requirements of the Legacy to 4, or must attain three dots in a second Skill from the list of possible requirements, or two dots in a third Skill from the list.
        The Blueblood has so firmly asserted their form as a Supernal Truth that they cannot be permanently marred. Any lost limbs or similar maimings that do not kill the Blueblood will regenerate at the same rate as any other wounds they sustain. Treat any appropriate Personal Tilts or Conditions as Arm/Leg Wracks caused by Lethal damage, regardless of the actual source. They may also use Pattern Restoration to downgrade non-Resistant Aggravated damage to Lethal, at the cost of one point per three Mana.
        Atypical Attainment/Custom Spell - regenerate from physical Tilts by healing the damaged. No activation or duration, cannot be used on others.

        Regeneration
        Potency = Life (Reach to Switch Potency to Primary)
        Duration = Lasting (Two Reach to Lasting)
        Casting Time = Atypical (Healing period)
        Range = Self

        Note that just because your leg will heal once that Aggravated Damage does, doesn't mean that you're any less crippled until it does.

        Optional (Mind ●●●●●)
        To an entity that can already re-write their personality on the fly, inconveniences such as Addiction or Fugue are trivialities to cast away with a moment's thought.
        Clear Thoughts
        Duration = Lasting
        Potency = N/A
        Casting Time = Instant (Reach to Instant Casting)
        Range = Self
        NOTE: "Lasting" Reach effect

        Simple. Whether its worth a Master slot is up to you, but I'm generally fine with it.


        ALTERNATIVES:

        Use the same Prerequisites, all other Attainments remain the same.

        Master:
        D!Rapid Healing 5, D!Anomalous Biology 5 Cease to age, and recover incredibly quickly from physical harm. Recovers from any death not caused by Resistant Damage, so Scouring (Death Mages!), The Abyss, and Paradox are their Achilles Heel. As a side-effect, they are now a source of Lastingly Perfected biological materials.

        Master Optional
        Acceleration
        Infuse both minds with a point of Mana to accelerate mental processes, which -coupled with enhanced regeneration and body control- allows the Mage to act extremely quickly for a Scene (Instant Casting, Advanced Duration, both Reach effects)


        Legacy Secrets and Story Hooks
        ● Mages with an understanding of the Chrysalides Legacy sometimes wonder if there is a connection between the two traditions. Did the first Swan arise as a way to keep Seers with body dismorphia in the fold? Was the first Sovereign a disgusted response by the Silver Ladder when the first Swan became known to them?

        ● Sovereigns gain great health and power through their chosen physical exertions, and are often outspoken proponents of such activities. This becomes a problem when a trigger-happy foreign Guardian begins investigating an outbreak of Flesh Intruders in the area. Beleiving them to be practicing Sinister Organ Qigong, the Guardian begins a campaign against the local Sovereigns, using methods both subtle and overt. Whether the Guardian is right is up to the Storyteller. Are the Pure Sovereigns as a whole, in fact, less "Pure" than they claim?

        ● An Incarnation of Thunder Sovereign has been accused of using their Attainment to frame other mages for heinous crimes, and is now on trial under the Lex. Regardless of the outcome -or the truth- the Consillium has gained a deep-seated distrust of the Sovereigns as being no better than Princes of Many Masks... or potentially nightmare fuel.

        ● The only known Arrow branch of the Sovereigns legacy is practiced by a cabal of Vidantus, all Masters of Life, Time, and Forces who have merged their exercises into terrifying applications of the Adamant Hand. They have kept their strain stagnant but alive by keeping their numbers fixed, only taking on a new apprentice when an old master dies. They have recently taken on such a rare apprentice, who oddly appears to be of the Council of Dragons faction of the Arrow rather than an existing Vidantus. The apprentice also has a great Destiny of rulership attached, and even a casual Fate mage can see it will involve the deaths of the Vidantus cabal. Why have they taken this student on?

        ● A Daimonomikon titled "The 25 Purities Path" has surfaced in the Consillium. Some young, impulsive Mages have used it to initiate themselves into what seems to be a Pure Sovereigns lineage, but are rapidly falling into self-mutilating madness. Is the Daimonomikon cursed, flawed, or a trap? Or do the erstwhile initiates simply need a proper mentor to help them see their "imperfections" as flaws to be corrected rather than cancers to be excised?
        Last edited by Cauthon; 09-16-2023, 12:32 PM.


        Monkish Asexual.

        I make Legacies when I'm bored. They're of middling quality, but have a look if you're interested. Advice and suggestions are welcome and appreciated.

        Comment


        • Originally posted by Cauthon View Post
          Throwing my hat in for the Pure Sovereigns. As-is, I had to make their Attainments a bit atypical to try and recapture the 1e fluff. If anyone has any advice or adjustments, please let me know.


          Pure Sovereigns
          The Sovereigns are nominally Silver Ladder, but their lack of a formal hierarchy means that individual Bluebloods have taken apprentices from other orders on occasion. The lines of inheritance tend to be easily tracked by their particular physical exercises and aspirational focus - health gurus, Yogi, transhumanists, and the like tend to make use of different Skills.

          Organization: Bluebloods are fairly independent, with different focuses. Other than irregular conventions arranged by well-connected elders, masters and students tend to maintain fairly close ties. Those masters that set up schools or dojos breed very social lines.
          Theory: Before one can master the world, one must master oneself.
          Background:

          Parentage: Silver Ladder, Obrimos
          Ruling Arcanum: Life
          Yantras: Throne rooms (+1), crowns and scepters (+1), being surrounded by faithful attendants (+2), interperative dancing (+2), mentoring lesser beings (+2), enforcing order (+1)
          Oblations: Exercise katas; dictating your significant thoughts to your attendants; mentoring lesser beings

          Prerequisites: Life 2, Medicine 2 and one of the following additional Skills at 2 dots or higher: Athletics, Medicine, Occult, Science, Socialize.
          Initiation: Convince a current Blueblood to show you the path to physical and mental self-mastery. Simple? Sure. Easy? Depends on the teacher. Rumors persist of a "Manual of Bodily Health", a Diakonomia containing all five levels of initiation.

          Mind of Amber
          (Life ●) Initiation
          Analyze Life (Reach to Instant Casting)
          Useful for finding your own flaws so you can correct them with magic. Or for analyzing a living organism you can lay a hand on.

          Optional (Mind ●)
          Perfect Recall (Reach to Instant Casting)
          Photorealistic recall of whatever you put your mind to... which may not be as much of a boon as you think.

          Blood of Silver ●●
          (Life ●● Time ●●) Medicine 3
          Body Control (Reach to Advanced Duration, Reach to switch Potency to Primary. Slows aging by a factor of Potency so long as the attainment is active. Limited to caster-only plus extra arcana requirements, to justify for extra reach.)
          Body Control mixed with a little Time to slow down aging. Ritual activation is a series of kata passed down from teacher to student, and can be used to trace lineage.

          Optional (Mind ●●)
          Emotional Urging (Reach to Instant Casting. Additional Atypical effect: Sovereign has perfect control of their own emotions)
          If you're the master of your mind, and of your body... then what's actually in control?

          Flesh of Gold ●●●
          (Life ●●● Time ●●●) In addition to the Medicine 3 requirement from the previous Attainment, the Blueblood must increase the other Skill she used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
          Many Faces (Reach to Advanced Duration, uses the added Time effect. Atypical Attainment: does not actually have a duration - each activation changes the caster's "default" form. Cannot be used on others.)
          Takes an hour to change your appearance, but you can look like anything within the human scope. Design your ideal body, at any age, sex, ethnicity and build! Ritual activation is a meditative trance.

          Optional (Mind ●●●)
          One Mind, Two Thoughts (Reach to Instant Casting, Advanced Duration, and "Instant Tasks". Cannot be cast on others.)
          Either you'll never be bored again, or you get to be bored in stereo. Who can say?

          Incarnation of Thunder ●●●●
          (Life ●●●●) Medicine 4 and the other Skill requirements of the previous Attainment.
          Honing The Form (Reach to Advanced Duration, Reach to "exceed Mortal caps")
          Ritual activation is thirty minutes of breathing exercise. You can do the same to others by leading them through a similar exercise.
          Optional (Mind ●●●●)
          Augment Mind (Reach to Advanced Duration, "Divided Between Attributes")
          Ritual activation is thirty minutes of meditation, running through mental exercises appropriate to the relevant Attribute(s).You can do the same to others by leading them through a similar exercise.

          The Diamond Involate ●●●●●
          (Life ●●●●●) In addition to the Medicine 4 requirement from the previous Attainment, the Blueblood must increase the other Skill she used to meet the requirements of the Legacy to 4, or must attain three dots in a second Skill from the list of possible requirements, or two dots in a third Skill from the list.
          Atypical Attainment/Custom Spell - regenerate from physical Tilts by healing the damaged that caused said Tilt. No activation or duration, cannot be used on others.

          Optional (Mind ●●●●●)
          Psychic Reprograming (Reach to Advanced Duration, Instant Casting)
          Shake a politicians hand and shuffle their character as you do. Do it often enough and even the most cold-hearted person might decide they like being a good guy.
          It seems to be following the general theme well: better living through magic gives you more opportunities to realize your ambition. But there are a few things that stand out to me.

          Some of the yantras and oblations don't seem to align with the Order's beliefs. The Silver Ladder's symbolism is deliberately chosen to be of mortal authority and leadership. Police badges, judge's gavels, lawyer's rings, priest's robes (with humanistic symbology) are common yantras. Crowns, scepters, throne rooms and the like are symbols of the divine right to rule, so they are more likely to be associated with Seers of the Throne. The théarchs seek to lead rather than rule. More information can be found on page 48 of the core book.

          Emotional Urging has a set duration, so as soon as the Blueblood stops touching the target, they may lose all motivating, so the uses may be limited.

          Alter Self made indefinite for the mage might be less useful. By default it lasts a week, by the time you achieve Life 5 it lasts a year and takes only an hour to cast. That is pretty manageable. If it was not restricted and was on touch/self range, the Blueblood could infiltrate loyal followers in all sorts of organizations or even hide those that helped them in the past and are in some trouble.

          The general approach the Attainments suggest the idea of the mage becoming an impressive person to meet. Charming, intelligent, with great self control and impeccable health. It seems to suggest someone you follow out of displayed excellence, so Psychic Reprogramming feels a bit out of place. I believe that perhaps Social Networking could be used instead, completing the image of an incredible individual by making them someone who always has the right connections to accomplish whatever they set their minds towards.

          There is one small typo, you are missing an "i" in Inviolate.

          Those are my initial thoughts, hope they help.
          Last edited by KaiserAfini; 06-25-2022, 02:14 PM.


          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
            Some of the yantras and oblations don't seem to align with the Order's beliefs. The Silver Ladder's symbolism is deliberately chosen to be of mortal authority and leadership.
            Good point, I got too focused on the "Sovereigns" part of their name. Adjusted to "tending to the sick" and "emotionally-resonant oration".

            Originally posted by KaiserAfini View Post
            Emotional Urging has a set duration, so as soon as the Blueblood stops touching the target, they may lose all motivating, so the uses may be limited.
            It has the upside of opening or closing a Door for any relevant social maneuver that begins within the spell's duration, at the tradeoff of needing to touch the target and only having a few seconds to begin. I liked that the 1e version of the attainment was an example of a non-offensive use of Emotional Urging, since it could only be used on the self, but remaking that is a bit tricky. Given that 1e gave Memory Hole as the optional attainment and just rolled Emotional Urging into the main Initiate attainment, I'd have to go waaaaay over-cap to replicate it. Mind Shield might be a replacement to achieve the same effect, but I like the ability to nudge people at the cost of being a bit more hands-on than usual.

            Originally posted by KaiserAfini View Post
            Alter Self made indefinite for the mage might be less useful. By default it lasts a week, by the time you achieve Life 5 it lasts a year and takes only an hour to cast. That is pretty manageable. If it was not restricted and was on touch/self range, the Blueblood could infiltrate loyal followers in all sorts of organizations or even hide those that helped them in the past and are in some trouble.
            I'm assuming this is in reference to Many Faces used in Flesh of Gold, my apologies if I misunderstood. I'd stress that this is one of the atypical Attainments; rather than having a duration, it changes your "default" form. This can be VERY useful, because it means spells like Pierce Deception wouldn't see through it. Slap "Surpress Aura" or "Supernal Veil" on, and suddenly you're a totally unrelated Sleeper. As a tradeoff, you can't use it on anyone else. I could also see someone developing an identity crisis, given that their form is now like clay.

            Alternatively, I could add in the ability to toggle Striking Looks on and off whenever they change their form. Sometimes it pays to be a vision of beauty or so ugly it hurts, sometimes you just want to be a face in the crowd.

            Originally posted by KaiserAfini View Post
            The general approach the Attainments suggest the idea of the mage becoming an impressive person to meet. Charming, intelligent, with great self control and impeccable health. It seems to suggest someone you follow out of displayed excellence, so Psychic Reprogramming feels a bit out of place. I believe that perhaps Social Networking could be used instead, completing the image of an incredible individual by making them someone who always has the right connections to accomplish whatever they set their minds towards.
            I was leaning towards being so convincing that people strive to meet your expectations of them, but you're right, Social Networking might be better. Spend ten minutes ritually schmoozing and obtain a given Allies/Contacts/Status for a week. Press palms with them frequently and you can maintain the connection.

            Originally posted by KaiserAfini View Post
            There is one small typo, you are missing an "i" in Inviolate.
            Corrected, thanks
            Last edited by Cauthon; 06-25-2022, 06:03 PM. Reason: I am shockingly bad at spelling


            Monkish Asexual.

            I make Legacies when I'm bored. They're of middling quality, but have a look if you're interested. Advice and suggestions are welcome and appreciated.

            Comment


            • Yep, Many Faces would be the correct one. Because uses of the ability made me think of how changelings utilize their innate shapeshifting in D&D, I accidentally used the name of the spell that does a similar thing in that setting when referring to the Attainment. Sorry for the mix up.

              An interesting detail is that the combination of Arcana means they can mimic someone they have studied down to the smallest details of their skills, while retaining the ability that dopplegangers have to notice minute flaws in the impersonation. Its curious that what can be seen as the Pentacle's answer to the Chrysalides brings them a bit closer to the skillset of the Princes of Many Masks.


              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
                Yep, Many Faces would be the correct one. Because uses of the ability made me think of how changelings utilize their innate shapeshifting in D&D, I accidentally used the name of the spell that does a similar thing in that setting when referring to the Attainment. Sorry for the mix up.

                An interesting detail is that the combination of Arcana means they can mimic someone they have studied down to the smallest details of their skills, while retaining the ability that dopplegangers have to notice minute flaws in the impersonation. Its curious that what can be seen as the Pentacle's answer to the Chrysalides brings them a bit closer to the skillset of the Princes of Many Masks.
                It would be interesting in-setting to find out who came first - the Sovereigns, the Swans, or the Princes. Are they offshoots of one-another? Convergent evolution? Drawing inspiration from each other? I could totally see The Raptor having created the first Chrysalides as a way to keep a bunch of Seers with body dysmorphia under the yolk and as far away from the Sovereigns as possible.


                Monkish Asexual.

                I make Legacies when I'm bored. They're of middling quality, but have a look if you're interested. Advice and suggestions are welcome and appreciated.

                Comment


                • Here's a draft for Forge Masters - I'm stuck on the final Attainment. Creating Lasting Perfected Alloys would be on-theme for the Matter side, but could be done just as easily with the spell, so there's no real benefit. Golem might be an interesting alternative, given that as-written Forge Masters don't have to be blacksmiths. Hallow Dance would be a neat "shore up the Supernal in this world" trick for the Prime side, but doesn't feel quite right.

                  On the plus side - only one out-and-out atypical attainment, and that's a "permanent Perfected material" ability. If the community deems it too overpowered, I can downgrade it to Advanced Duration and figure out a 4-dot Prime power. Or switch it to the Master-level power, move Golem to Adept sans Instant Casting, and make a Prime Adept power.

                  Forge Masters
                  The Forge Masters are -as their name suggests- skilled craftsmen who seek the Supernal in their work

                  Organization: Powersmiths are most commonly found in “guilds”; groups of Awakened craftsmen who practice the Powersmith’s preferred discipline. While not everyone in these guilds are necessarily Powersmiths, it is not unusual for a guild to be composed of a master Powersmith and their apprentices. Modern tools and a broadening acceptance of what constitutes a craft have begun to fragment guilds into traditionalists and progressives.
                  Theory: A craftsman and their tools are only as good as each other.
                  Background: (See the 1e book Legacies: The Ancient for official fluff.)

                  Parentage: Any
                  Ruling Arcanum: Matter
                  Yantras: Performing maintenance on the spell’s subject(+2), Drawing up blueprints for a project related to the spell(+2), Studying a new craft that will inform your treatment of the spell’s subject(+2), Talking an apprentice through the steps of the spell (+1), Negotiating a new project (+1)
                  Oblations: Maintaining your tools, teaching a class on your discipline, brainstorming new ideas

                  Prerequisites: Matter 2, Crafts 2 and one of the following additional Skills at 2 dots or higher: Expression, Occult, Science.
                  Initiation: See the original fluff - I can’t do it justice.

                  Fundamentals of the Craft
                  (Matter ●) Initiation
                  The first lesson of the forge is to spot substandard raw materials. The Powersmith grasps an object, and in a moment discerns its weight, density, and chemical makeup. Powersmiths skilled in Space can even give an accurate assertion as to its origin.
                  Discern Composition
                  Duration = Matter
                  Potency = 1, 2 at Matter 2, 3 at Matter 4
                  Casting Time = Instant (Reach).
                  NOTE: Upgrades to the Space added effect upon attaining Space 2


                  Optional (Spirit ●)
                  Often overlooked, the spirit of an object can have a profound impact on its host. The Powersmith learns to nudge this intelligence, triggering a simple repairative effect such as jumpstarting a car or unjamming a gun.
                  Coaxing the Spirit
                  Potency = Spirit
                  Duration = N/A
                  Casting Time = Instant (Reach)
                  NOTE: Can only cause effects that are "Repairative" - clear a jam, but not cause one


                  Right Tool For The Job ●●
                  (Matter ●●) Crafts 3
                  The Powersmith takes the time to assess their tools, performing ritual maintenance and communing with their spirits. Upon completion, the Powersmith selects the tool they believe will serve them best for their next task, and strides to their workspace confident in their choice. Some Powersmiths are attuned enough to Fate that this choice borders on being Destined. This Attainment can be activated simultainously with the optional Prime attainment below if they both target the same tool.
                  Craftsman’s Eye
                  Duration = Matter (Reach to Advanced Duration)
                  Potency = 2, 3 at Matter 4
                  Casting Time = Scene
                  NOTE: “8-Again For Studied Object” Reach effect. Upgrades to the Fate added effect upon attaining Fate 1. Atypical - This Attainment can be activated simultainously with the optional Prime attainment below if they both target the same tool.


                  Optional (Prime ●●)
                  The Powesmith’s kit is more than mundane tools of craft, it includes occult accouterments of varying forms. Tending to this esoteric armory in the same way as their mundane one, the Powersmith anoints one of their Yantras with the blessings of the Supernal. This Attainment can be activated simultainously with the Matter attainment above if they both target the same tool.
                  As Above, So Below
                  Duration = Prime (Reach to Advanced Duration)
                  Potency = 2, 3 at Prime 4
                  Casting Time = Scene
                  NOTE: . Atypical - This Attainment can be activated simultainously with the Matter attainment above if they both target the same tool.



                  Deft Hands ●●●
                  (Matter ●●●) In addition to the Crafts 3 requirement from the previous Attainment, the Powersmith must increase the other Skill she used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
                  As the Powersmith grows in skill, the constraints of the Fallen World begin to fall away. Setting aside time to seriously study an object or section of an object, they are able to reshape the structure of said object with only their mind. This is immensely beneficial to repair efforts, allowing the Powersmith to simply will rents and dents into unblemished perfection.
                  Shaping
                  Potency = Matter
                  Duration = Two Turns, Three Turns at Matter 4
                  Withstand = Durability

                  Casting Time = Scene
                  NOTE: “Shape Solid Matter” Reach effect, “Reduced Difficulty of Repairs” Reach effect.


                  Optional (Prime ●●●)
                  With the Fallen World beginning to loosen it’s hold, the Powersmith becomes more attuned to the Supernal. They are now able to transfer Mana with but a touch.
                  Channel Mana
                  Potency = Prime
                  Duration = N/A (2 , 3 at Prime 4)
                  Withstand = Composure (or Rank for Supernal entities)

                  Casting Time = Instant (Reach)



                  The Hallowed Crucible●●●●
                  (Matter ●●●●, Prime ●●●●) Crafts 4 and the other Skill requirements of the previous Attainment.
                  The soul of the Powersmith has become so aligned to the Supernal that they can permanently refine Perfected materials. This must be done through ritual crafting - hammering iron into a blade to refine Siderite, cutting gems to refine Perfected Gems, blowing glass to refine Adamant, or tanning hides to refine Perfect Leather, for example. Some few Powersmiths are known to stoke Perfected Fire in their forges with this Attainment, but this has few uses.
                  Hone The Perfected Form
                  Duration = N/A (Atypical)
                  Potency = N/A (3)
                  Casting Time = Scene
                  Mana Cost = 1 Mana
                  NOTE: “Perfect Additional Substances” Reach effect, gain the Forces effect when the proper level of Forces is reached. Atypical - the Perfecting transmutation is Lasting, can only refine raw material into Perfected material or items through "Crafts" actions.

                  Limited by only being able to purify items that can be made or crafted, so no Alkahest. You can build and stoke a fire, but you can't make water without magic or euphemism.



                  Forge of Creation●●●●●
                  (Matter ●●●●) In addition to the Craft 4 requirement from the previous Attainment, the Powersmith must increase the other Skill she used to meet the requirements of the Legacy to 4, or must attain three dots in a second Skill from the list of possible requirements, or two dots in the third Skill from the list.
                  Forge Supernal {Alloy}?
                  Duration = N/A (See Reach)
                  Potency = N/A (3)
                  Casting Time = Scene
                  Mana Cost = 1 Mana
                  NOTE: “Lasting” Reach effect
                  Have them refine any of the alloys, or have each Powersmith choose one alloy they specialize in? Thaumium specialists would be very jack-of-all-trades in regards to what other Arcana they learn, tending to be Masters of Matter/Prime but only Apprentice-level in everything else.

                  Golem?
                  Potency = Matter
                  Duration = One Week (Reach to Advanced Duration)
                  Casting Time = Instant (Reach)
                  NOTES:
                  Upgrades to the Death, Spirit, and/or Mind added effects upon attaining Mastery of the respective Arcana
                  A retainer crafted in your prefered medium, which can be very interesting. Bonus points - make a Golem out of Perfected materials... like an Adamant golem. Lay hands on that convenient statue in the middle of a fight and you suddenly have a bodyguard!


                  Optional (Prime ●●●●●)
                  The Forge Master may not be skilled enough to repair the rift between the worlds, but they can at least shore them up. By ritually consecrating their workspace, a Hallow can be kindled.


                  Create Truth
                  Duration = Prime (Reach to Advanced Duration)
                  Potency = 3
                  Casting Time = Scene
                  Withstand = Hallow Rating
                  Cost = 1 Mana


                  Shore up the Supernal present in the Fallen World
                  Last edited by Cauthon; 12-11-2022, 03:33 AM.


                  Monkish Asexual.

                  I make Legacies when I'm bored. They're of middling quality, but have a look if you're interested. Advice and suggestions are welcome and appreciated.

                  Comment


                  • I know the Sisterhood was partially written up elsewhere, but here's my take. Any critiques are appreciated.

                    Sisterhood of the Blessed
                    Socialites and society mavens, spiders sitting upon webs of innuendo, Fate, and favors.

                    Organization: Sisterhood Sororities form around areas of political and economic power - usually led by the Sister who has attained the greatest level of influence in the region. Sisters usually cooperate towards some overall goal, but are otherwise left to their pet projects. While there has traditionally been no men in their ranks -indeed, this rule led to the creation of the Reality Makers- recent days have seen the formation of mixed-sex “Social Clubs”
                    Theory: Society is a mass of interwoven threads - learn which thread to tug to achieve success
                    Background: (See the 1e book Silver Ladder for official fluff.)

                    Parentage: Mastigos or Acanthus, Silver Ladder
                    Ruling Arcanum: Fate
                    Yantras: Compile a dossier on the spell’s target (+2), Spread relevant rumors about the spell’s target (+2), Make public implications about believing the spell’s effect occurring (+1)
                    Oblations: Hold a salon, catch up on local gossip, update your dossiers

                    Prerequisites: Fate 2, Ettiquete 2 and one of the following additional Skills at 2 dots or higher: Expression, Socialize, Subterfuge, Politics, Persuasion, Larceny, Streetwise.
                    Initiation: Negotiate a high-society event of your mentor’s choice without an invitation, without being called out.

                    In The Know
                    (Fate ●) Initiation
                    A proper socialite can tell where in the social web any given individual sits. She will need to suss out the details, but she knows, for example, that the man she just shook hands with is deeply connected to the General at the head table.
                    Interconnections
                    Potency = Fate
                    Duration = One Turn
                    Scale = All additional factors to Scale

                    Casting Time = Instant (Reach)
                    Range = Touch/Aimed

                    Optional (Mind ●)

                    Know what temps a person, and you have the lever to shift their world. With a glance the Sister can discern a person’s Virtue, Vice, and the sum of their mental and social acumen
                    Know Nature
                    Potency = Mind
                    Duration = N/A
                    Scale = All additional Factors to Scale

                    Casting Time = Instant (Reach)
                    Range - Touch/Aimed
                    NOTE: Activates simultaniously with the Fate portion of the Attainment


                    Shake hands, and know their sins.


                    Happy Coincidence ●●
                    (Fate ●●) Ettiquete 3
                    The Sister lays out in detail a person, place, or thing that she is in need of, and how she would ideally obtain or find such a thing. Sometimes, she even deigns to craft such plottings for others. Fate, being an impressionable thing, plagiarized swaths of her planning and shifts the odds of it happening in her favor.
                    Shifting The Odds
                    Duration = Fate (Reach to Advanced Duration)
                    Potency = 2, 3 at Fate 4
                    Casting Time = Scene
                    Range - Touch/Self

                    Not only can you dictate what you want to find, but you can cast the spell on behalf of others by “explaining” what you see as the most likely course of events and pat them companionably to bestow the Attainment’s effects.

                    Optional (Mind ●●)
                    Closing her eyes for a moment to order her thoughts, the Sister teases the threads of her mind into two distinct trains. Never again will the long-winded ramblings of the Hierarch get in the way of balancing the Cabal budget.
                    One Mind, Two Thoughts
                    Duration = Mind (Reach to Advanced Duration)
                    Potency = N/A (2 , 3 at Mind 4)
                    Casting Time = Instant (Reach)
                    Range - Self


                    Lady Luck’s Subtle Smile ●●●
                    (Fate ●●●) In addition to the Ettiquette 3 requirement from the previous Attainment, the Sister must increase the Skill she used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
                    Fate has begun to settle companionably about the Sister, threads she need only pluck to produce sonorous notes. With but a touch, she can bless her friends and curse her enemies, weaving a new tune for society to dance to.
                    Exceptional Luck
                    Potency = Fate
                    Duration = One Day, One Week at Fate 4 (Reach to Advanced Duration)
                    Withstand = Composure
                    Casting Time = Instant (Reach)
                    Range - Touch/Self

                    Optional (Mind ●●●)
                    Power can be useful, but hardly safe. Better to stay out of the public consciousness, and pull the strings from beneath everyone’s noses. The Sister takes her time assembling her ensemble, aiming for the sweet spot between head-turning fashionable and pitiably passe. Some canny mind and steely wills may see through her ruse, but then we know who to watch. Some Sisters will weave these threads of anonymity around favored servants and allies, seeding agents wherever they go.
                    Incognito Presence
                    Potency = Mind (Reach Potency to Primary)
                    Duration = One Day, One Week at Mind 4 (Reach to Advanced Duration)
                    Withstand = Resolve
                    Mana Cost = 1 Mana
                    Casting Time = Scene
                    Range = Touch/Self


                    Guide, Don’t Command ●●●●
                    (Fate ●●●●) Ettiquete 4 and the other Skill requirements of the previous Attainment.
                    The Sister takes hold of a servant, an ally, a target, or simply wraps her arms around herself. In a low, serious tone, she outlines a task, a goal, or an event she wishes to see come to pass, and why she wants it to occur. As the last word leaves her lips, the threads of destiny begin to sing, harmonizing to give this goal a chance to become reality.
                    Strings of Fate
                    Duration = Fate (Reach to Advanced Duration)
                    Potency = 3
                    Withstand = Resolve
                    Casting Time = Scene
                    Range - Touch/Self

                    Notably, this could be used offensively, but the Potency would limit who you can affect unless they're softened up with Befuddle

                    Optional (Mind ●●●●)
                    Sitting down with her target, the Sister explains why who the target is now is a detriment, and how they can improve. Unless the target has a resolve of Siderite, the force of her personality convinces the target that they should try things her way. Occasionally, a Sister will pep-talk herself into what her acquaintances describe as a completely different person.
                    Psychic Reprogramming
                    Potency = Mind
                    Duration = One Week (Reach to Advanced Duration)
                    Withstand = Resolve
                    Casting Time = Scene
                    Range - Touch/Self

                    I like the idea of a Sisterhood therapist, who uses her weekly sessions with patients to make them better people. The success rate is low, but theres a slow conversion of people who decide they quite like who they are under the spell, and start to accept that change into themselves.

                    Also entertaining is the idea of a really shy member of the Blessed who uses this attainment to give themselves a "game face" for day-to-day life.


                    Spoken Into Being ●●●●●
                    (Fate ●●●●●) Ettiquete 5, and the Sister must increase the Skill she used to meet the requirements of the Legacy to 4, or must attain three dots in a second Skill from the list of possible requirements, or two dots in a third Skill from the list.
                    The Sister is a spider, master of her web. With but a tug, the fly is caught, the trap is sprung, the wind catches her parachute. She can dictate what will happen in the next few moments with unsettling accuracy, albeit only what was already plausible to occur.
                    Miracle
                    Potency = Fate
                    Duration = Three Turns
                    Casting Time = Instant
                    Range - Touch/Self

                    Optional (Mind ●●●●●)
                    All you need is know where to tug. With a few friendly words and ingratiating charm, the Sister is able to worm their way into the confidence of new Allies and Contacts, or obtain some honorary Status in a given organization.
                    Social Networking
                    Potency = Mind
                    Duration = One Week (Reach to Advanced Duration)
                    Casting Time = Scene
                    Range - Self

                    Ritually schmoozing with the relevant parties grants you access to Allies, Contacts, or Status. Make sure to get some face time with your new friends every week to keep yourself fresh in their minds.
                    Last edited by Cauthon; 03-18-2023, 07:15 AM.


                    Monkish Asexual.

                    I make Legacies when I'm bored. They're of middling quality, but have a look if you're interested. Advice and suggestions are welcome and appreciated.

                    Comment


                    • I'm thinking about writing up a Legacy based around combating the Hedge, and all manner of Arcadian gribblies. A Hedge survivalist, as opposed to a "Dedicated True Fey Slayer". What would be good Arcana to focus on? You need Fate and Mind to tear open Hedgeways or create new ones, and a lot of Changeling-related spells are conjunctive of the two. But Space has lots of useful powers, as does Matter. Space can spot Hedgeway Irises and potentially open Portals to something in the Hedge if you have Sympathy. Matter can shape and create Iron, or even Siderite.
                      Part of it will depend on the fluff, obviously. I'm leaning towards the Legacy having been founded by an Acanthus who believes that Fate is a tool of the Fair Folk, and shuns it accordingly.
                      Last edited by Cauthon; 06-28-2022, 12:41 AM.


                      Monkish Asexual.

                      I make Legacies when I'm bored. They're of middling quality, but have a look if you're interested. Advice and suggestions are welcome and appreciated.

                      Comment


                      • Originally posted by Cauthon View Post
                        I'm thinking about writing up a Legacy based around combating the Hedge, and all manner of Arcadian gribblies. A Hedge survivalist, as opposed to a "Dedicated True Fey Slayer". What would be good Arcana to focus on? You need Fate and Mind to tear open Hedgeways or create new ones, and a lot of Changeling-related spells are conjunctive of the two. But Space has lots of useful powers, as does Matter. Space can spot Hedgeway Irises and potentially open Portals to something in the Hedge if you have Sympathy. Matter can shape and create Iron, or even Siderite.
                        Part of it will depend on the fluff, obviously. I'm leaning towards the Legacy having been founded by an Acanthus who believes that Fate is a tool of the Fair Folk, and shuns it accordingly.
                        Within the Hedge space is whatever the tale requires it to be. In order to teleport in and out of the Hedge probably requires Fate. So its not an easy option for an explorer.

                        The first Arcanum I would suggest is Life. The Hedge can trap you without food or water, in weird spaces, have you be hunted by monsters or worse. But with Life you endure, you heal and adapt. Its your first line of defense when not relying on the whims of Fate.

                        The second thing you need to do is impose order without Fate, while also being careful to avoid trickery. This is where Prime is useful. With it you can see through lies and illusions, giving an edge when bargaining. Furthermore the Hedge is full of weird Resonances, but with this you can alter the Resonance and then have the Hedge adapt the tale to fit it, allowing you to carefully engineer it.

                        You could also leverage its domain of truth to make ley lines you engineered always point truthfully to where you initially connected them to. Now you can make reliable trails that can be found, like emergency lights.

                        This also allows you to setup longer projects, like bases that changelings and mages can use. Make custom plants and animals with good nutritional value and ease of transport, which feed off specific ley line Resonance. Create bioenginnered and self maintaining technology, facilities and supplies, look to the Venuzians in Battle Angel Alita: Last Order or the Yuuzhan Vong for inspiration. Use Life and Prime to reinforce the truth of their living pattern, preventing the Hedge from mutating it.

                        Create some that can produce tass or can be used to manipulate hobs to your objectives. Plus you have access to a plethora of platonic tools and constructs, the ability to create Hallows, better and more powerful yantras, mana batteries and, in an emergency, even the ability to drain life around you for mana.

                        The battle against the Hedge starts by fortifying your position. Setup your supply lines, rescue logistics and resting points. Eventually the order this Legacy imposed will become a fact that its insanity will not be able to corrode.

                        The main downside of this idea is that neither Arcana is of the Acanthus Path.
                        Last edited by KaiserAfini; 06-28-2022, 01:50 AM.


                        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

                          Within the Hedge space is whatever the tale requires it to be. In order to teleport in and out of the Hedge probably requires Fate. So its not an easy option for an explorer.

                          The first Arcanum I would suggest is Life. The Hedge can trap you without food or water, in weird spaces, have you be hunted by monsters or worse. But with Life you endure, you heal and adapt. Its your first line of defense when not relying on the whims of Fate.
                          Life is useful, but is it Attainment worthy? I could see getting good milage out of Rotes and Praxis if it isn't a Ruling.
                          Originally posted by KaiserAfini View Post
                          The second thing you need to do is impose order without Fate, while also being careful to avoid trickery. This is where Prime is useful. With it you can see through lies and illusions, giving an edge when bargaining. Furthermore the Hedge is full of weird Resonances, but with this you can alter the Resonance and then have the Hedge adapt the tale to fit it, allowing you to carefully engineer it.

                          You could also leverage its domain of truth to make ley lines you engineered always point truthfully to where you initially connected them to. Now you can make reliable trails that can be found, like emergency lights.
                          Ooo, a Prime-primary Legacy would be an interesting take. Focus on stabilization and anti-deception, with brute-force Prime Armor to girdle your soul.

                          Originally posted by KaiserAfini View Post
                          The battle against the Hedge starts by fortifying your position. Setup your supply lines, rescue logistics and resting points. Eventually the order this Legacy imposed will become a fact that its insanity will not be able to corrode.
                          It's worth noting that while Arcadia and Arcadia are not the same place, one could argue that command of Forces is just as subversive in Fairyland as in Lunargentland. A Forces+Matter Legacy could be spoofed as brute-forcing the contracts with reality that Keepers normally negotiate.

                          Originally posted by KaiserAfini View Post
                          The main downside of this idea is that neither Arcana is of the Acanthus Path.
                          Not a huge downside - one of the best parts of Legacies is getting that sweet, sweet third Ruling Arcanum


                          Monkish Asexual.

                          I make Legacies when I'm bored. They're of middling quality, but have a look if you're interested. Advice and suggestions are welcome and appreciated.

                          Comment


                          • A Geomancer-Reaper Legacy that was knocking around my head today. Their background needs work - I started out thinking of them as being aping pop-culture Aztec blood sacrifice, but that felt shallow.
                            The Temple Tenders

                            Organization: Tenders arrange themselves into a cult-priesthood. Details pending
                            Theory: The Awakened are empowered to make whatever sacrifices are necessary to grow the Supernal in this world. Watered in blood, fed on a diet of souls, the Supernal will continue to wax.
                            Background: A Geomantic Reaper Legacy, background pending

                            Parentage: Moros, Silver Ladder and Guardians of the Veil
                            Ruling Arcanum: Prime
                            Yantras: Religious ceremonies (+1), Anointed attendants (+1, +2 if blessed by Apocalypse)
                            Oblations: Religious ceremonies that culminate in the pledging of souls to the Tender

                            Prerequisites: Prime 2, Occult 2 and one of the following additional Skills at 2 dots or higher: Expression, Politics, Persuasion, Medicine.
                            Initiation: Assist a senior Tender in the ritual sacrifice of a Souled creature.

                            Trappings of Faith
                            (Prime ) Initiation
                            A Tender is unlikely to master all Arcana in their lifetime, be it due to old age or external harm. To circumvent that limitation, all Tenders are taught from the first how to make use of Imbued tools crafted by their peers. As they progress, they will, in turn, craft new tools for those that follow after.

                            Words of Command
                            Potency = Prime

                            Duration = N/A
                            Casting Time = Instant (Reach to Instant Casting)


                            Optional (Death )
                            It is vital that the Tender know the state of their flock’s souls, for it is best to cull the weak and sick. Young Tenders seek the Soulless or stricken for their elders, that the sacred geometry of their work shall always have kindling.

                            Soul Marks
                            Potency = Death

                            Duration = N/A
                            Withstand = Resolve
                            Casting Time = Instant (Reach to Instant Casting)


                            In Prayer and Deed
                            (Prime ●●) Occult 3
                            The Tender utters a complex High Speech prayer to the Supernal, opening their eyes to the pulsing veins of the world. Young Tenders map these leylines, preparing vast records for their seniors to rework into a grander design. Some lucky few are even able to find the sacred braziers of new Node-seated Hallows.

                            Sacred Geometry
                            Duration = Prime (Reach to Advanced Duration)

                            Potency = N/A
                            Casting Time = Scene
                            NOTE: Reach to “Detect Hallow On Node” Reach effect


                            Optional (Death ●●)
                            A proper Tender does not allow their passage to disharmonize the resonance of the world. Rising from prayer, the Tender can only be detected as Awakened through a Clash of Wills. Further, they no longer leave biological traces, and impose a penalty on attempts to read their emotions.

                            Without A Trace
                            Duration = Prime (Reach to Advanced Duration)

                            Potency = 2, 3 at Death 4
                            Casting Time = Scene


                            The Lesser Sacrament
                            (Prime ●●●) In addition to the Occult 3 requirement from the previous Attainment, the Tender must increase the other Skill they used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
                            With hands anointed in blood, the Tender grasps the veins of the world and bends them to their will. While this Attainment is considered a vital skill by the Tenders, it is only a temporary effect to experiment with the resulting Resonance. Should the Tenders deem the change worthy, they make the change permanent with a properly-cast spell and the use of their Legacy’s Death Disciple Attainment.

                            Geomancy
                            Duration = Prime (Reach to Advanced Duration)

                            Potency = 2, 3 at Death 4
                            Casting Time = Scene


                            Optional (Death ●●●)
                            There is much work to be done in this Fallen World, and not enough Awoken to accomplish it all. Fortunately, blood is abundant, and some Sleepers are selfless enough to offer themselves to the cause. The Tenders can offer up an appropriate amount of lives -ideally only one human volunteer, already relieved of their soul- to safely relinquish any one spell they hold in their control.

                            Sacrificial Relinquishment
                            Potency = Death

                            Duration = One Day, One Week at Death 4 (Reach to Advanced Duration)
                            Casting Time = Instant (Reach to Instant Casting)


                            Drawing the Spark
                            (Prime ●●●●) Occult 4 and the other Skill requirements of the previous Attainment.
                            Mana is vital to all mages, a resource that the lighting and tending of Hallow-basiers consumes in staggering quantities. All Tenders become adept at drawing this vital energy from any source they can locate.

                            Channel Mana
                            Potency = Prime

                            Duration = 3 Turns
                            Withstand = Composure
                            Casting Time = Instant (Reach to Instant Casting)
                            NOTE: Reach to "Exceed Mana transfer limit"


                            Optional (Death ●●●●)
                            In pursuit of the Supernal, there must be no waste. The Tender’s primarily used this Attainment to prepare their volunteer sacrifices, drawing forth their souls for storage and later use for Relinquishments.

                            Sever the Soul
                            Potency = Death

                            Duration = One Week (Reach to Advanced Duration)
                            Withstand = Resolve
                            Casting Time = Instant (Reach to Instant Casting)


                            The Greater Sacrament
                            (Prime ●●●●●) In addition to the Occult 4 requirement from the previous Attainment, the Tender must increase the other Skill they used to meet the requirements of the Legacy to 4, or must attain three dots in a second Skill from the list of possible requirements, or two dots in a third Skill from the list.
                            While the Tenders hold the creation of new Hallow-brasiers to be their most sacred of tasks, the duty of tending to the flames is no less respected. In a ritual that culminates in a spark of Mana being fed to the brasier, the Tender can stoke the targeted Hallow.

                            Hallow Dance
                            Potency = Prime

                            Duration = N/A
                            Withstand = Hallow Rating
                            Mana Cost = 1 Mana
                            Casting Time = Scene
                            NOTE: Reach to "Lasting" Reach effect. Cannot decrease the Hallow rating, only increase.


                            Optional (Death ●●●●●)
                            The sacrifice of a soul is a solemn thing, one the Tenders prefer to reserve for the relinquishment of portentous Imagos. Tender doctrine teaches that souls used in this way are ushered directly to the Supernal, and returned to the proper cycle of the pre-Fallen world.

                            Reaping Relinquisment
                            Potency = Death

                            Duration = Three Turns
                            Casting Time = Instant
                            NOTE: Not able to use the Prime added effect
                            Last edited by Cauthon; 07-28-2022, 09:20 PM.


                            Monkish Asexual.

                            I make Legacies when I'm bored. They're of middling quality, but have a look if you're interested. Advice and suggestions are welcome and appreciated.

                            Comment


                            • Here's an attempt at the Princes of Many Masks. I went for Life/Prime rather than Life/Mind, so they can effectively pretend to be other Mages. The capstone powers are a bit iffy, so if anyone has a suggestion I'm happy to discuss it.


                              Princes of Many Masks
                              Stealthy infiltrators, who are primarily associated with the Seers of the Throne.

                              Organization: PENDING
                              Theory: We are all actors in the grand puppet show. A true actor can don any role at a moment's notice.
                              Background: (See the 1e book Seers of the Throne for official fluff.) PENDING

                              Parentage: Seers of the Throne or Guardians of the Veil
                              Ruling Arcanum: Life
                              Yantras: Gathering information to facilitate a role (+1); Deceiving someone without lying to them (+2); Donning an appropriate costume for a role (+1); Passing yourself off as someone else (+2)
                              Oblations: Building or updating a dossier on potential targets, cultivating an alternate identity, performing in a theatrical capacity

                              Prerequisites: Life 2, Subterfuge 2, Occultation 1
                              Initiation: PENDING

                              Feeling Out The Role
                              (Life ●) Initiation
                              The best way to assume someone's life is to know them inside and out. With a touch, the Prince is able to ascertain the target's physical capabilities, as well as any physical flaws that might impact any attempts to impersonate them.
                              Analyze Life
                              Duration = Life
                              Potency = 1, 2 at Life 2, 3 at Life 4
                              Casting Time = Instant (Reach)
                              Range = Touch/Self

                              Optional (Prime ●)
                              The Prince casts a keen eye over the world, seeking out the faint traces of Nimbus that can be used to piece together a proper ensemble. This reveals (Prime) pieces of Supernal information about whatever the Prince studies. If the subject is a Mage, the target's Nimbus is always the first thing revealed.
                              Supernal Vision
                              Potency = Prime
                              Duration = One Turn, Two at Prime 2, Three at Prime 4
                              Casting Time = Instant (Reach)
                              Range = Self
                              Primarily for building a template for Nimbus Forgery, but also useful for figuring out what kind of magic you'll need to be faking.


                              Beneath Notice●●
                              (Life ●●) Subterfuge 3, Hidden High Speech,
                              Broad Dedication

                              The Prince develops a practiced confidence with their role, and maintains such precise control over themselves that they can avoid most of the mundane pitfalls of mortal liars. The Prince must meditate regularly to maintain this self-control, using their Initiate Life Attainement on themselves to understand the sum of their own parts.
                              Body Control
                              Duration = Life (Reach to Advanced Duration)
                              Potency = 2, 3 at Life 4
                              Casting Time = Scene
                              Range = Self
                              Like the 1e version - mainly used to control autonomic responses like heart rate and sweating, to fool mundane lie detection.

                              Optional (Prime ●●)
                              Sometimes, it is best to hide your true potential from the world. When activating their primary Life Apprentice Attainment, they may also tamp down their Awakened status. This is accomplished by using the Prime Initiate Attainment to analyze themselves for telltale signs of the Supernal, so that the Prince might invert them.
                              Cloak Nimbus
                              Duration = Prime (Reach to Advanced Duration)
                              Potency = 2, 3 at Prime 4
                              Casting Time = Scene
                              Range = Self
                              NOTE: Activated simultainously with the Life half of Beneath Notice
                              Low-level Princes will likely stick with impersonating Sleepers and Sleepwalkers. I kinda wanted Surpress Aura, but it seemed odd to have a random Death effect in the middle of a bunch of Prime attainments.


                              Assuming the Leading Role●●●
                              (Life ●●● Time ●●●) Subterfuge 3, Occultation 2. Potent Resonance
                              The Prince retreats for a brief time, settling themselves into the role they need to assume. Exerting the same precise self-analysis as in their Apprentice Attainment, they will their shape into a new configuration. This works best at mimicking existing individuals, but can be used to construct any form the Prince desires.
                              Many Faces
                              Duration = Life (Reach to Advanced Duration)
                              Potency = 2, 3 at Life 4
                              Casting Time = Scene
                              Range = Self
                              The meat of the Legacy - look like anyone!

                              Optional (Prime ●●●)
                              With a flourish, the Prince changes their accoutremens to match their mask. When activating the Life portion of their Disciple Attainement to imitate a Mage whose Nimbus they have studied, the Prince may also imitate said Nimbus. This ability is dependent on the Life portion of the Attainment - if the Prince cancels their physical transformation, the false Nimbus likewise reverts.
                              Forge Nimbus
                              Duration = Prime (Reach to Advanced Duration)
                              Potency = 2 , 3 at Prime 4
                              Casting Time = Scene (Atypical - activated simultainously with the Life portion)
                              Range = Self
                              NOTE: "All Three Nimbus Types" Reach effect.
                              A Prime effect to give the Legacy some teeth. As long as you've studied the target's Nimbus (which is what the Prime Initiate Attainment is for), you can fool even magical senses.


                              A Stirring Performance ●●●●
                              (Life ●●●●) Subterfuge 4, Potent Nimbus
                              The Prince reaches out to tweak the emotions of the audience, nudging them this way and that to get the best reactions out of them. Most often, it is used to lull suspicious folk or seduce marks, but it has equal uses as an intimidation tool.
                              Control Instincts
                              Duration = Life
                              Potency = 3
                              Withstand = Composure
                              Casting Time = Instant (Reach to Instant Casting)
                              Range = Sensory (Reach to Sensory Casting)
                              NOTE: Reach to "affect supernaturals"
                              Hit them with a Condition, reap the rewards. Good for throwing suspicious "friends" off your tail.

                              Optional (Prime ●●●●)
                              The best lies are cloaked in truth. So long as they speak objective truths, anyone the Prince can perceive hears their words clearly and cannot bring themselves to doubt the statement.
                              Words of Truth
                              Potency = Prime
                              Duration = One Week (Reach to Advanced Duration)
                              Casting Time = Instant (Reach to Instant Casting)
                              Withstand = Composure
                              Range = Sensory (Reach to Sensory Casting)
                              NOTE: Unlike with the spell, affected targets cannot hear the Prince when they are not within sensory range.
                              I like this one - encourages Princes to make objectively true statements, while still lying through their teeth in the grand scheme. People will slowly become conditioned to just taking them at their word, assuming the Prince stays in their role for long enough.


                              Masquerade●●●●●
                              (Life ●●●●●) Subterfuge 5, Occultation 3
                              Sometimes it is necessary to cut the lights and sow confusion amongst the audience. The Prince flourishes, vanishing momentarily behind a swirl of cloth or other visual obstruction. When they emerge, they do so accompanied by a duplicate of their current form.
                              Create Life
                              Duration = Life (Reach to Advanced Duration)
                              Potency = 3
                              Casting Time = Instant (Reach to Instant Casting)
                              Range = Self
                              NOTE: ATYPICAL: has an extra Reach, and the Duplicate is treated as an automaton rather than a Soulless creature. The Attainment is limited to only creating duplicates of the Prince's current form. Treat the Duplicate as a 3-dot Retainer, that operates with a lesser facsimile of the Prince's own consciousness. It is loyal, and by default at peace with its temporary existence.

                              Optional (Prime ●●●●●)
                              A true thespian is should convince all viewers that they are their character, not remind them of the actor beneath. This Attainment may be activated conjunctively with "Assuming the Leading Role", and causes a stylized mask reminiscent of Platonic Form to appear in the Prince's hand. This mask is the crystallization of their identity, temporarily suspending it from existing.
                              *Custom Spell* Truth In Amber
                              Duration = Prime (Reach to Advanced Duration)
                              Potency = N/A (3)
                              Casting Time = Scene
                              Cost = 1 Mana
                              Range = Self
                              Mix of Unnaming from Space, and Platonic Form. So long as the mask exists, the Prince's normal identity is considered "untrue". This includes both their True Name and Shadow Name, denying the use of the Persona Yantra for the duration. It does not affect any aliases or Alternate Identities. If "Assuming the Leading Role" is ended early, this Attainment ends as well.

                              All Sympathetic connections they would normally have are instead routed to the mask, and all entities that know of the Prince instead believe that identity to be some flight of fancy. How each entity interprets this is up to the Storyteller; some might think it a daydream they had, others might assume it's bleedthrough from some other timeline being overwritten.

                              If the mask is destroyed, the Prince is immediately thrust out of their current Role and back into their default form and identity. The mask is treated as having Durability 3

                              As a final consideration, anyone who physically holds the mask is treated as having Connected Sympathy to the Prince, regardless of their current Role. Anyone holding the mask is also immune to this Attainment’s obfuscating effects.
                              Last edited by Cauthon; 08-19-2022, 07:10 PM.


                              Monkish Asexual.

                              I make Legacies when I'm bored. They're of middling quality, but have a look if you're interested. Advice and suggestions are welcome and appreciated.

                              Comment


                              • Rather that needing a -2 for Control Instincts, you can use the pseudo-factor dice from Legacy rules.

                                For the last two Attainments, the Life one could copy the Prince's body into someone else, including neural structure. So they have all their memories they had at the time of casting.

                                Then Prime could use Forge Purpose to override their Obsessions to something the mage wants. This way you have multiple instances of the Prince, with different Paths and Aspirations, but with consistent enough memories and all working on different projects (or the same one) they are Obsessed with. Everyone will be so busy trying to figure out the truth that they will overlook the thespian.


                                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

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