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  • #16
    Originally posted by Vent0 View Post
    Very Acanthus focused. What about Prime as optional?

    I supposed actual ideas for Optional Attainments would be best to see which works.

    Time would do what for Seba (locate where they will be in the Future? Uncover knowledge about their Past?).
    Prime would help locate the Seba (Supernal Vision?) or potential "recharge" it (convert Mana to Pillars, and treat it like an Imbued Item or Artifact?).


    So, 2nd Attainment being a Shield against a Seba's Curse is the idea? Should it block an number of Curses equal to Fate dots, or block Curses of combined dots, up to Fate dots (So Fate 5 can either have a 5 dot Seba, or a 2 dot and a 3 dot, etc)?
    I kinda conceptualized the Attainment as being able to block the curses of a number of Seba equal to the Mage's dots. The alternative you gave could work, though, since it still keeps the Deceived as being the ones most capable of bearing those relics.

    For making Time optional, those two suggested functions could work for low-level Attainments. I was also thinking that it could be used as well to 'reset' the convergence countdown at higher levels.

    Not sure what could be done with Prime, though. But hey, I don't see any problems with making it very Acanthus focused. After all, Fate is the Arcanum corresponding to Ren.


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    • #17
      Here's the incomplete draft for the Legacy. Vent0 and 21C Hermit, feel free to critique and offer suggestions.

      Doctrine

      Prerequisites: Fate 2, Resolve or Composure 3, Occult 2 w/ Specialty in Iremite Magic, Sekhem, Nomenclature (or something similarly relevant), One of the following Skills at two dots or higher (Academics, Investigation, Science, Empathy, Expression)


      Magic

      Ruling Arcanum: Fate

      Yantras:

      Oblations:


      Attainments

      1st - On the Horizon
      Prerequisites:
      Initiation
      After successfully binding a seba to his soul, the Star Chaser becomes more acute to the presence of these elusive relics. He immediately knows when a convergence event takes place through Peripheral Mage Sight, and lowers its Opacity by his Fate dots for the purpose of Scrutiny.

      Optional: Time 1
      Though history may pass them by, seba remain timeless throughout their cyclical existence. Yet by laying his eyes on one, the mage may discern whether it's used for good or evil in the future. By touching the desired Seba, he may activate the Attainment to use the Momentary Flux spell as an instant action. If used on himself or another Seba bearer, he instead learns if having possession of a given Seba will prove to be a bane or a boon.


      2nd - The Stars Align
      Prerequisites:
      Fate 2, Occult 3
      As the mage immerses himself in the Mystery of the hidden stars, he learns to mitigate the darker aspects of their magic through the invocation of Fate. However, this blessing is less potent if used on more powerful relics. The initiate may bind a number of seba whose collective dot rating is equal to his Fate dots without suffering the effects of their curses.

      Optional: Time 2
      The Star Chaser hones his ability to see the ripples cast by the seba in the future. This allows him to learn what a given character intends to do with a seba he possesses or eventually will possess. This replicates the Divination spell as an instant action with Reach spent to ask specific questions for accurate answers.


      3rd - ???? ????
      Prerequisites:
      Fate 3, The Star Chaser must have another relevant Specialty in addition to raising one of the following Skills (Academics, Investigation, Science, Empathy, Expression) by one dot.
      Those who seek out seba sacrifice pieces of themselves to take them into their souls. However, the Star Chaser has advanced far enough in his studies to lift this burden through Supernal energy. Whenever he attempts to bind a manifest relic, he instead spends a point of Willpower and Mana to do so. Willpower dots spent to bind seba beforehand are automatically returned, though the mage must regain Willpower points through other means.

      Optional: Time 3
      Just as he is able to see the potential future of the seba, the Star Chaser can now peer back to the past in order to glean its history. Such scrutiny requires precision, however, as some hidden stars exist as potential concepts most of the time. The Attainment replicates the Postcognition spell as an instant action, with Reach spent to give it advanced duration and allow for visions to be 'scrubbed' like a video.


      4th - ???? ????
      Prerequisites:
      Fate 4, Occult 4, two other Skills of the previous Attainment raised by one dot
      After much study and practice, an adept of the Legacy is familiar enough with the nature of seba to rip them away from the unworthy through force. On a successful touch action, he may extract Seba from a character whose collective rating is equal to his Fate dots. This requires a Clash of Wills, with the target rolling his Seba dots as a dice pool. If he is a supernatural, he adds his dots in Supernatural Advantage as well.

      Optional: Time 4
      Depending on whether or not they are claimed, seba can leave behind many connections in-between convergence sites and individual bearers. When using a seba as a sympathy Yantra, he may reduce the Withstand rating of the temporal sympathy by a number of steps equal to half the relic's dots, rounded up. Applicable targets for this benefit include places where the seba manifested, characters that have bound it before, and characters who have created the seba or were marked as proxies for finding them.


      5th - Written in the Stars
      Prerequisites: Fate 5, Occult 5, The Star Chaser must have another relevant Specialty
      By performing a specific ritual (see Book of the Deceived, p. 106), he may activate this Attainment. This duplicates the Forge Destiny spell with advanced duration, and it allows the mage to track down seba with a dot rating equal to Potency. As long as the Attainment is active, he may seek out a seba in a manner akin to a mummy using kepher.

      Optional: Time 5
      Last edited by Deionscribe; 04-08-2017, 10:16 AM.


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      • #18
        Originally posted by Deionscribe View Post
        Here's the incomplete draft for the Legacy. Vent0 and 21C Hermit, feel free to critique and offer suggestions.

        3rd - Favorable Conjunction

        4th - The Stars are Wrong (joking)

        5th - Written in the Stars
        Prerequisites: Fate 5, Occult 5, The Star Chaser must have another relevant Specialty
        By performing a specific ritual (see Book of the Deceived, p. 106), he may activate this Attainment. This duplicates the Forge Destiny spell with advanced duration, and it allows the mage to track down seba with a dot rating equal to Potency. As long as the Attainment is active, he may seek out a seba in a manner akin to a mummy using kepher.

        Optional: Time 5
        [Not sure of the base spell] Reaching through the cycles of Time, the Star Chasing can rewrite history, making sure they where the ones to acquire the targeted Seba. If the Seba has already dispersed or been sacrificed, the Mage needs Temporal Sympathy to when the Seba was last bound. This does not work on Seba they already have bound, or those they have sacrificed themselves.


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        • #19
          Originally posted by Vent0 View Post

          [Not sure of the base spell] Reaching through the cycles of Time, the Star Chasing can rewrite history, making sure they where the ones to acquire the targeted Seba. If the Seba has already dispersed or been sacrificed, the Mage needs Temporal Sympathy to when the Seba was last bound. This does not work on Seba they already have bound, or those they have sacrificed themselves.
          Not quite sure if that's a good idea. I'd just go for something that manipulates the length of a seba's convergence period.

          I do like the name you suggested for the 3rd Attainment, though. And for the fourth, how does "Eclipse the Stars" sound?
          Last edited by Deionscribe; 04-09-2017, 02:39 AM.


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          • #20
            More questions on this Legacy of mine. Would Star Chasers work as a nickname? And if so, any suggestions for a name? Keepers of the Stars? Tamers of the Stars?

            Also. Any more suggestions for the 5th Time Attainment?


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            • #21
              Originally posted by Deionscribe View Post
              More questions on this Legacy of mine. Would Star Chasers work as a nickname? And if so, any suggestions for a name? Keepers of the Stars? Tamers of the Stars?

              Also. Any more suggestions for the 5th Time Attainment?
              Starseekers? The Restless Stars?

              I'm not familiar with Seba rules, so can't contribute to that part.


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              • #22
                Update again on the Attainments. Vent0 and 21C Hermit, feel free to critique. Still looking for a good official name to go with the Star Chaser nickname.

                -=-

                Attainments

                1st - On the Horizon
                Prerequisites:
                Initiation
                After successfully binding a seba to his soul, the Star Chaser becomes more acute to the presence of these elusive relics. He immediately knows when a convergence event takes place through Peripheral Mage Sight, and lowers its Opacity by his Fate dots for the purpose of Scrutiny.

                Optional: Time 1
                Though history may pass them by, seba remain timeless throughout their cyclical existence. Yet by laying his eyes on one, the mage may discern whether it's used for good or evil in the future. By touching the desired Seba, he may activate the Attainment to use the Momentary Flux spell as an instant action. If used on himself or another Seba bearer, he instead learns if having possession of a given Seba will prove to be a bane or a boon.


                2nd - The Stars Align
                Prerequisites: Fate 2, Occult 3
                As the mage immerses himself in the Mystery of the hidden stars, he learns to mitigate the darker aspects of their magic through the invocation of Fate. However, this blessing is less potent if used on more powerful relics. The initiate may bind a number of seba whose collective dot rating is equal to his Fate dots without suffering the effects of their curses.

                Optional: Time 2
                The Star Chaser hones his ability to see the ripples cast by the seba in the future. This allows him to learn what a given character intends to do with a seba he possesses or eventually will possess. This replicates the Divination spell as an instant action with Reach spent to ask specific questions for accurate answers.


                3rd - Favored Conjunction
                Prerequisites:
                Fate 3, The Star Chaser must have another relevant Specialty in addition to raising one of the following Skills (Academics, Investigation, Science, Empathy, Expression) by one dot.
                Those who seek out seba sacrifice pieces of themselves to take them into their souls. However, the Star Chaser has advanced far enough in his studies to lift this burden through Supernal energy. Whenever he attempts to bind a manifest relic, he instead spends a point of Willpower and Mana to do so. Willpower dots spent to bind seba beforehand are automatically returned, though the mage must regain Willpower points through other means.

                Optional: Time 3
                Just as he is able to see the potential future of the seba, the Star Chaser can now peer back to the past in order to glean its history. Such scrutiny requires precision, however, as some hidden stars exist as potential concepts most of the time. The Attainment replicates the Postcognition spell as an instant action, with Reach spent to give it advanced duration and allow for visions to be 'scrubbed' like a video.


                4th - Eclipse the Stars
                Prerequisites: Fate 4, Occult 4, two other Skills of the previous Attainment raised by one dot
                After much study and practice, an adept of the Legacy is familiar enough with the nature of seba to rip them away from the unworthy through force. On a successful touch action, he may extract Seba from a character whose collective rating is equal to his Fate dots. This requires a Clash of Wills, with the target rolling his Seba dots as a dice pool. If he is a supernatural, he adds his dots in Supernatural Advantage as well.

                Optional: Time 4
                Depending on whether or not they are claimed, seba can leave behind many connections in-between convergence sites and individual bearers. When using a seba as a sympathy Yantra, he may reduce the Withstand rating of the temporal sympathy by a number of steps equal to half the relic's dots, rounded up. Applicable targets for this benefit include places where the seba manifested, characters that have bound it before, and characters who have created the seba or were marked as proxies for finding them.


                5th - Written in the Stars
                Prerequisites:
                Fate 5, Occult 5, The Star Chaser must have another relevant Specialty
                A master of the Legacy has attuned himself so deeply to the hidden stars that he may invoke Fate to guide his search for them. By performing a specific ritual (see Book of the Deceived, p. 106), he may activate this Attainment. This duplicates the Forge Destiny spell with advanced duration, and it allows the mage to track down seba with a dot rating equal to Potency. As long as the Attainment is active, he may seek out a seba in a manner akin to a mummy using kepher. If the mage uses this Attainment to seek whatever relic Fate chooses to bestow rather than a specific relic, he reduces the withstand ratings for all applicable spells by one step.

                Optional: Time 5
                If the Star Chaser is performing the ritual through either direct communion with the stars or extremely detailed tools (those which would inflict a -1 penalty on the ritual dice pool), he may influence Time to gain insights on how to succeed in his endeavor. This Attainment is identical to the Prophecy spell, with Reach spent to make duration both advanced and the primary spell factor.


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                • #23
                  What do the mages think Seba are? Do they even call it "Seba" in the first place? Would they even think it's a relic / magic item of some sort? From where did the mages get information on Seba? The answers to all these will color the mages' perspectives, for both good and ill, and it'll inform them of what their Legacy is supposed to be about.

                  Oh, and is binding Seba something anyone can do?


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                  • #24
                    Originally posted by 21C Hermit View Post
                    What do the mages think Seba are? Do they even call it "Seba" in the first place? Would they even think it's a relic / magic item of some sort? From where did the mages get information on Seba? The answers to all these will color the mages' perspectives, for both good and ill, and it'll inform them of what their Legacy is supposed to be about.

                    Oh, and is binding Seba something anyone can do?
                    Yes. But unless you are a mummy, you have to pay a Willpower dot fot every seba you bind. And even then, only the Deceived can mitigate the curses of some seba with their Guild Status.

                    As for what the Legacy itself thinks of the seba, I got two possible ideas to base it around. One is that the Legacy had its origins with the Weret-Hekau (or a sect that preceded or succeeded it). Another is that they are tied instead to the Karpani.


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                    • #25
                      Oh, Karpani? The not-Zoroastrian guys, right? What's your take on them?


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                      • #26
                        Here is my take on the Daoine. I have inspired heavily on the work of Tiresias . But I got a little help from 21C Hermit as well.
                        Originally posted by Tiresias View Post
                        Tiresias take on Daoine
                        Daoine

                        Origins

                        Parentage: Acanthus
                        Background: Daoine share a strong belief in justice, as both an abstract concept and as a natural law (what goes around, comes around). Even before Awakening, these men and women believed there was, or should be, a cosmic force ensuring that each person gets what he or she deserves in the end.
                        Appearances: Not all Daoine are physically beautiful, but they often possess a magnetic presence and lordly mien that commands respect and reverence. They dress impeccably, usually in the most expensive styles their budgets can afford.

                        Doctrine

                        Prerequisites: Fate 2, Occult 2, two dots in one of the following Skills; Socialize, Empathy, Expression, Investigation, Intimidation
                        Initiation: The Fair Folk tend to recruit from those who have been selected by Fate, not caring much for the will of the future Daoine. Some hear about the Fair Folk and seek to join the Legacy. The Initiation is a game of patience, where the mentor give the student a set of mundane tasks to do to try to break their will, if they can maintain their will to join after a month, the mentor will introduce the student to the begining of the Legacy. For those who have been selected by the Fate, the Initiation does not changed, but is backed up with blackmail or kinnapping.
                        Organization: The Daoine usually operate alone, or with their tutors in the case of younger, less-experienced mages. Relationships between tutors and students are either extraordinarily long-lasting or quickly and bitterly ended, with very little in between.
                        Theory: The Daoine are the self-employed judges of the Scales of Wyrd, that delicate web of interconnections and justice. When someone tilts the scales with a transgression, the Good Folk deliver the stark and harsh justice of Arcadia, as the faeries do in their stories that many in the modern world misremember as harmless children's tales.

                        Scales of Wyrd

                        Weight: The Scales works on a Weight system. This is a simples system to help ST decides if someone has a Weight. The average person does not have any Weight, this works only for people who have attracted the attention of the Wyrd somehow. If someone has endured a miserable life for no good reason but still maintened his heart pure, he probably has a Good Weight, as for people who commit attrocities, his Weight on the Scales should be Bad. Bad people also tend to create another type of Weight, the Wronged. That are people who have been abused for no good reason. More types can exist of course, but I'm trying to keep things simple. Feel free to add new Weights to your Chronicle.
                        Suggested Types: Good, Bad, Wronged.

                        Magic

                        Ruling Arcanum: Fate
                        Yantras: Speaking with manners and softly (+1); blessing someone without they aknowledging (+1); shouting a curse out loud (+2); using a plot twist for cursing/blessing someone (+2)
                        Oblations: Weaving at a loom; visiting faerie rings at the solstices or equinoxes; bringing vengeance without the use of magic on one who has wronged you; rewarding someone else’s act of generosity without that person knowing your involvement.

                        Attainments

                        First: The Eye
                        Prerequisites: Initiation
                        The Good Folk first learn how to understand the Scales of Wyrd. This attainment mimics the effects of "Interconnections" (p. 134), allowing the mage to sense the sympathetic connections between the target and the Scales. The Daoine only needs to briefly touch his target. The Reach is assigned for Instant Activation.
                        Optional: Time 1
                        The fairies seems to have a knack for know things. With this power, when the Daoine is utilizing the 1st Attainment to sense the sympathetic connections, he can also duplicates the "Divination" (p. 187) spell. He can ask a number of questions equal to his dots on Time. Reach is assigned for Instant Activation.

                        Second: The Fist
                        Prerequisites: Fate 2, Occult 3
                        Despite the Daoine’s curse-happy reputation, most prefer to employ more subtle means of righting wrongs, especially if the transgressor is a Sleeper.
                        When those methods fail, however, the Daoine do not hesitate to throw hexes. This act like "Exceptional Luck" (p. 135). There are some restrictions to this power, 1st: the Daoine needs to have studied the subject with the 1st Attainment, 2nd: He can only cast Boons on people who have a favorable Weight and Hexes on people who have bad Weights, also, he can only curse the same people after 2 nights. He can either deliver this by Touch or Aiming the spell. The Reach is Assigned for Instant Cast, because of the restrictions, there is an extra Reach effect assigned for Advanced Duration.
                        Optional: Time 2
                        The Daoine may supplement any use of the 2nd or the 3rd Attainment with the effect of "Hung Spell" (p. 188). The effect of the Hex/Boon only takes place when Hung Spell's duration expires, when the Mages chooses to relinquish the Hung Spell effect, or when some conditions set by the Fate 2 attainment Conditional Duration are met. Regardless, using this optional attainment always costs one point of mana. Reach is spent on Instant Activation. The Extra Reach from the Attainment is here for Advanced Duration as well.


                        Third: Sling and Arrows
                        Prerequisites: Fate 3, A secondary skill at 2 dots
                        Sometimes, it’s not enough to make ill luck follow one who has committed an injustice. Sometimes, to properly carry the message that Something Bad Is Happening And You Should Change Your Ways, a Daoine must lay the curse of bad luck on a target’s possessions as well. This attainment functions as per "Monkey Paw" (p. 137). Save that it can only Hex objects. Reach is spent on Instant Activation.
                        Optional: Time 3
                        Not everyone can understand why they are being punished. With this power, when someone suffers any of the Daoine curses, they can at least know why. This act similar to "Postcognition" (p. 187). When a target suffers the effect of a Hex, the Daoine can choose to let him see what he has done. The next time the target sleeps he will be affected by a Postcognition dream, remembering him of what he have done. All Reachs is assigned for the Atypical Effect.

                        Fourth: Fair Grace
                        Prerequisites: Fate 4, Occult 4, the secondary skill at 3 dots or a tertiary skill at 2 dots
                        The Daoine are well know for their manners and grace, and even on new circustances they can portrait themselfs as that. This confers the benefits of "Fools Rush In" (p. 136). Reach is spent on Instant Activation, Advanced Duration and for the bonus dice.
                        Optional: Time 4
                        The legends say that fairies never grow old, and the same happens with the Daoine. This effect allows the mage to recapture her youth or another state of age in his life and stay that way. When the time comes for him to pass away, he can choose to do so or continue living for some time. Some do for a time, to end their bussiness before parting, but it is rare for a Daoine to evade Death for too long, cause this can change his Weight on the Scales. This is an Atypical Effect.

                        Fifth: Doom of Promise
                        Prerequisites: Fate 5, the secondary skill at 4 dots or a tertiary skill at 3 dots
                        When all forms of cajoling, intimidating and cursing fail to redress an imbalance in the Scales, the Daoine calls upon the ultimate power of Fate to bind the
                        transgressor with his own words, to prevent further harm from coming to the Scales of Wyrd. This acts like "Sworn Oaths" (p. 137). The Daoine have many different rituals for enacting this attainment. Some Daoine prefer the traditional “deals signed in blood,” while other Daoine prefer to seal the deals
                        with handshakes that conveniently conceal ancient, secret mudras. Some Daoine prefer to use subtlety to trick their targets into swearing mystic oaths; other Daoine enjoy high ritual and ceremony — not to mention the rush of power that comes from forcing others to swear binding oaths. Reach is spent on Instant Activation, Advanced Duration, and the spell optional Reach effect.
                        Optional: Time 5
                        The Good Folk have no need for first chances. Whenever someone breaks an oath made with the fifth attainment's standard, the Daoine may spend one scene in meditation and a point of mana in order to return to the moment the oath was sanctified per "Corridors of Time" (p. 191). Once there, the Mage must curse the oathbreaker using the Legacy's 2nd or 3rd attainment, after which she returns to the present. Reach is spent on sensory activation in order to make use of Temporal Sympathy.
                        Last edited by Horodrigo; 04-30-2017, 11:35 PM.


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                        • #27
                          Originally posted by 21C Hermit View Post
                          Oh, Karpani? The not-Zoroastrian guys, right? What's your take on them?
                          This little tidbit from my Age of Azar project will probably be the basis for the Legacy's beliefs, incomplete though it may be.

                          As for how a version of this based on the Karpani could work out, perhaps they see the seba as manifestations of Asha? Words of truth from Ahura Mazda and the Yazatas whose purity is so great that they sometimes cause madness in mortals?


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                          • #28
                            So the Weret-Hekau conflate them with Sariras? That's the vibe I got, what with describing Seba as parting gifts of those who ascend to Aaru, which for Kemetic mages is the Supernal.

                            And yes, Karpani seeing Seba as something from Ahura Mazda makes sense. So they'd call it some variant of "Flame," instead of "Star."


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                            • #29
                              Originally posted by 21C Hermit View Post
                              So the Weret-Hekau conflate them with Sariras? That's the vibe I got, what with describing Seba as parting gifts of those who ascend to Aaru, which for Kemetic mages is the Supernal.

                              And yes, Karpani seeing Seba as something from Ahura Mazda makes sense. So they'd call it some variant of "Flame," instead of "Star."
                              Pretty much. I'm going to have to revisit the Mutapa chapter in DE Companion to further polish the Weret-Hekau's views on seba, since the crossover rules there are good inspirations for fluff.

                              For the Karpani, fire (or "atar" in Persian) would definitely be a good term to describe seba according to their beliefs.


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                              • #30
                                I'm stealing the formatting and making my own post here. I wanted to do my own conversion (and minor tweakings) of the Elemental Mysteries, starting with the Tamers of Fire and Water. Fire first.

                                Tamers of Fire

                                Origins

                                Parentage: Mastigos

                                Background: Anyone can be a hero. Anyone can be a champion. Tamers of Fire seek out those who channel unbridled energy to take on challenges against great or even seemingly impossible odds. These are the people whose ideologies are immovable fulcrums and, they, the lever which can move the world.

                                This attitude does not have to be embodied physically - Tamers value prophets and idealogues as much as warriors - but it does need great courage. It is easy to speak and act from safety and security, but to be the lone voice challenging the crowd and standing in its path? That requires the kind of bravery or stupidity that breeds conviction and courage.

                                Unsurprisingly, many Tamers hail from the Adamantine Arrow, but they also find their share of recruits in the Free Council and the Silver Ladder; both groups which prize heroic zeal and service to a noble cause, especially as an example to others of what is possible.

                                Appearances: Champions are a varied bunch, but a few common patterns show themselves throughout. Most have some obvious scar, somewhere, on their hands or face; sometimes a burn mark but often not. Rather than being disfiguring, such marks are often artful and give the Champion an air of boldness that speaks of heroism and danger. Many such Champions acquire such marks as a part of their first initiation and wear it proudly as a result.

                                Despite an egalitarian mythos, Champions tend to be male more often than female. The cultural associations that lead to bravery have, historically, also often led to machismo and bravado. Female prospects often have to work twice as hard to get the same amount of respect as their male equivalents.

                                Doctrine

                                Prerequisites: Forces 2, Athletics 2, and at least two dots distributed between Brawl, Weaponry, Firearms, Stealth, or Survival. The character must have at least one dot in a direct combat skill.

                                Initiation: To undergo the first initiation, a Tamer of Fire must be taken on a Hero's Journey. This may be created by their master, or, in some rare circumstances, fate (Fate?) may intervene directly and produce the necessary circumstance. The prospective Champion must accept a quest that takes them on a rather literal journey, to a place where they are put to some sort of trial. This trial is a series of tests, testing the prospect's heroic qualities; their skill, their cunning, their integrity. If they succeed (and survive) the test, they are granted a vision of Fire itself, scouring away the imperfections within their soul and filling them with zeal.

                                Organization: Suffice to say, passionate people have trouble getting along. Tamers of Fire rarely organize beyond the mentor-pupil connection and, even then, simple disagreements might turn into deadly vendettas if the Tamers let their inner fire run away with them.

                                Theory: The Awakened often see symbolism and metaphor in things. Many make altars to gods whom they know do not exist in the traditional sense, but who embody the Mage's ideals and understanding of a given phenomenon. Through that, they channel their magic; building sympathy and connection to a real Supernal ideal through a kind of mundane mnemonic.

                                The Elemental Mysteries are different. They do not see metaphor. The fires of courage are fire; as surely as the flame of the campfire. The two are one and the same. To understand one is to understand the other. The burning of rage in your chest and of fire against your skin are the same. To command one is to command the other.

                                Tamers of Fire command the flame and study it through their heroism; fanning passions like gusts in their passing. They spread their fire as brilliant torches to dim candles. Sometimes, when they get too close to someone, it is inevitable that someone is burned.

                                Magic

                                Ruling Arcanum: Forces

                                Yantras: Casting a ritual spell around a large flame (at least as large as a campfire) (+1, or +2 if doing so puts the Mage in some kind of immediate danger); violent exertion, such as trying to lift an impossibly heavy object (+1); delivering a passionate speech (+1, or +2 if the character dong so puts them in danger); a spontaneous act of passion, such as a kiss or striking a rival who delivered an insult (+1).

                                Oblations: Firewalking; running to utter exhaustion; practicing some iconic action, like swinging a sword or a speech; sitting in a sweat lodge containing an exposed flame and enduring the heat.

                                Attainments

                                First: Gathering the Embers
                                Prerequisites: Initiation, Forces 1

                                The Flame is not present in one place, but in every place. By seeing these invisible motes and calling them together, the Champion can make others feel the heat or leave them to the cold.

                                This attainment acts like the Instant version of Influence Heat. Unique to the Tamer, this can suck the heat out of a sufficiently large area and concentrate it at a single point, allowing them to cause flammable substances, like paper or wood, to smolder or catch fire with a touch. This doesn't do much, not much more than you'd get from, say, lighting a match, but the resultant flame will continue to burn even in the absence of this attainment's magic, as it is now part of the world, though the circumstances may still snuff it.

                                Optional: Mind 1

                                The Champion can gather the Embers within as much as without. By engaging in a ritual dedication, the Champion may stoke feelings into a burning passion. This is a Mind 1 Compelling spell with the Advanced Duration Reach effect. By spending an hour preparing a ritual space and encouraging a set of passions, the Champion drives them to a fever pitch, gifting the Inspired Condition on their targets. This Condition does not grant a Beat on resolution.

                                While the typical Champion ritual is to prepare for a grand fight or, in the modern era, a protest rally, this isn't always the case. Champions sometimes officiate weddings for their fellow Awakened, to ensure the fires of love burn strong.

                                Second: Inner Fire
                                Prerequisites: Forces 2

                                By stoking his inner fire, the Champion becomes one with the Flame. He does not suffer from its touch any more than any other tongue of fire might.

                                This attainment is a Forces Shielding spell, with Advanced Duration. It requires an hour-long ritual to activate it, during which the Champion must stoke their passions for the task ahead. When a Champion hits Forces 5, the attainment becomes permanent, though they may lower its shielding at any time in order to feel the danger that is so necessary a part of fire.

                                This attainment provides immunity to all Extreme Environments caused by heat, cold, or smoke. Mundane fire does not burn the character at all, and attacks made of magical flame or cold must defeat the magical defense in a Clash of Wills.

                                Optional: Mind 2

                                So the Champion protects his body, so he protects his mind. If they possess Mind 2, the Champion, on performing their ritual, is also protected against anything that would dissuade them from their course; magical or mundane. This effect produces a Clash of Wills against any attempt to influence the Champion from pursuing their passions. They are as dissuaded by offers of bribery as they are pleas of mercy, as the white-hot flame burning in their soul purges all the weaknesses that would dissuade lesser men.

                                Third: Will of the Flame
                                Prerequisites: Forces 3, Athletics 3, at least two dots in Brawl, Weaponry, or Firearms.

                                The will of the Flame is the will of the Champion; the will of the Champion is the will of the Flame. One commands the other to fulfill its passions.

                                This attainment acts as Control Fire, with the Instant and Sensory Reach effects. The Champion may command a flame they created themselves with Gathering the Embers, transforming it into a grand, raging conflagration. If the flame the Champion has created has no fuel, it suffocates when this attainment lapses. If, however, they spread it to new fuel sources in a grand act of arson, the flame continues to burn.

                                Optional: Mind 3

                                Stir the Fire, stir Men's passions. This effect resembles the Emotional Urging spell, with the Instant and Sensory Reach effects.

                                Fourth: Dragon's Breath
                                Prerequisites: Forces 4

                                Fire is a destructive implement. Never should this be forgotten. By unbottling their rage and loosing their fiercest cry, the Champion shows the world the soul of a hero, naked and all-consuming.

                                This is a Forces Unraveling spell, using the Instant and Advanced Area reach effects, with a Primary factor of Potency. Activating it unleashes an explosion centred on the Champion, from which nothing - friend nor foe - escapes. This includes the Champion themselves, though the Inner Fire attainment inures them to damage equal to their Forces dots.

                                As attainments provide additional Factors equal to the Mage's dots, Champions who are Masters of Forces can level city blocks with their rage. Champions often claim that this is where the Brahmastra of Hindu myth comes from; not a weapon, but merely the rage of the Awakened made manifest on a world too ignorant to understand their glory.

                                Optional: Mind 4

                                The Flame is glorious. The Flame is terrible. When unleashing the Dragon's Breath, a wave of psychic terror washes over the scene. Anyone who witnesses the Dragon's Breath activate - be they fortunate survivors or simply outside the blast radius - gains the Frightened Condition towards the Champion. Unlike the usual manifestation of this Condition, the subject does not necessarily need to flee. Falling to the ground in awe-struck supplication is sufficient.

                                This effect is Withstood by the target's Resolve.

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