My character in a game is currently heading towards founding her own legacy, so I thought I'd throw together a writeup and some mechanics and see what people think.
Rhea, the character in question, is Obrimos, Gnosis 3, specializing in Prime, Forces and Matter. She has Occultation 3, and I play this up in-game pretty heavily. Her backstory involves the sacrifice / consumption of both her True Name and her 'real' Shadow Name to an abyssal entity. Hestia is the name that properly belongs to her, which would 'fit right' - Rhea, which she goes by, actually belongs to her mother (Rhea doesn't know this IC, she just knows that she's not quite comfortable with her name).
As the story heads in the direction of her finally confronting her past mistakes (said Abyssal) and her family and reclaiming her real name, I submit the following for your consideration.
Edit: I also did another version, thematically different but mechanically related, in this post later in the thread.
Children of the Hearth
Once there was a maiden
Thoughts? Improvements? Considerations?
Thematically, TBH, the legacy really wants Prime as its ruling arcanum, but I'm trying hard to justify Matter, so that she can start using those spells without mana. Rhea already has Prime 5 (ST houserule, I know this isn't by-the-book for Gnosis 3), so she wouldn't gain anything by having Prime as Ruling on her shiny new legacy.
Rhea, the character in question, is Obrimos, Gnosis 3, specializing in Prime, Forces and Matter. She has Occultation 3, and I play this up in-game pretty heavily. Her backstory involves the sacrifice / consumption of both her True Name and her 'real' Shadow Name to an abyssal entity. Hestia is the name that properly belongs to her, which would 'fit right' - Rhea, which she goes by, actually belongs to her mother (Rhea doesn't know this IC, she just knows that she's not quite comfortable with her name).
As the story heads in the direction of her finally confronting her past mistakes (said Abyssal) and her family and reclaiming her real name, I submit the following for your consideration.
Edit: I also did another version, thematically different but mechanically related, in this post later in the thread.
Children of the Hearth
Hestia, the forgotten goddess - gatekeeper of the gods, eldest, through whose hands all sacrifices pass. And who is forgotten. Goddess of the household, of the hearth fire, keeper of the sacred trust, who is seldom remembered and who gave up her seat at Olympus without complaint.
OriginsParentage: Obrimos, The Lost and the Seeking (our cabal, unaffiliated with any order)
Backgrounds: Only those who embrace the idea that their powers are separate from themselves - a tool, rather than a state of existence - but at the same time acknowledge the wonder and joy of magick are candidates for this legacy. To travel down this path is to accept a thankless role, forever hidden even as one strives to bring light into the world.
Appearance: Mages who travel this path are, one and all, unassuming. They would be easy to pass on the street without a second glance, and only by their surroundings would one even recognize them as mages.
DoctrineBackgrounds: Only those who embrace the idea that their powers are separate from themselves - a tool, rather than a state of existence - but at the same time acknowledge the wonder and joy of magick are candidates for this legacy. To travel down this path is to accept a thankless role, forever hidden even as one strives to bring light into the world.
Appearance: Mages who travel this path are, one and all, unassuming. They would be easy to pass on the street without a second glance, and only by their surroundings would one even recognize them as mages.
Prerequisites: Matter 2, Occultation 2, Craft 2 and one of the following additional skills at 2 or higher: Empathy, Science, Socialize or Occult
Initiation: The prospective mage must achieve something that would bring her acclaim, but refuse to take credit for it.
Theory: Children of the Hearth are less interested in specific goals than they are in harmony - whether that be domestic, personal, political or magical, they are first and foremost seekers of tranquility. They seek to rectify injustice, restore balance between opposing principles, and, to put it briefly, fix the world. Magic is a tool and a wonder, but not the goal. They seek to bring light the World of Darkness - the calm, steadying light of the domestic hearthfire, that brings warmth and comfort rather than the bright-burning and uncompromising fire of most Obrimos.
MagicInitiation: The prospective mage must achieve something that would bring her acclaim, but refuse to take credit for it.
Theory: Children of the Hearth are less interested in specific goals than they are in harmony - whether that be domestic, personal, political or magical, they are first and foremost seekers of tranquility. They seek to rectify injustice, restore balance between opposing principles, and, to put it briefly, fix the world. Magic is a tool and a wonder, but not the goal. They seek to bring light the World of Darkness - the calm, steadying light of the domestic hearthfire, that brings warmth and comfort rather than the bright-burning and uncompromising fire of most Obrimos.
Ruling Arcanum: Matter
Yantras: Sharing the wonder of magic (+1); Succeeding on a Craft roll relevant to the spell (+2); Purifying the space in which a spell will be cast (+2); Hiding the fact that she's the source of an effect (+1);
Oblations: Make herself welcome in a new space; Giving a wondrous gift; Studying magical theory in comfortable surroundings;
AttainmentsYantras: Sharing the wonder of magic (+1); Succeeding on a Craft roll relevant to the spell (+2); Purifying the space in which a spell will be cast (+2); Hiding the fact that she's the source of an effect (+1);
Oblations: Make herself welcome in a new space; Giving a wondrous gift; Studying magical theory in comfortable surroundings;
Once there was a maiden
Prerequisites: Initiation
Wherever one is welcome becomes home, and the world around the her begins to acknowledge that fact. After spending a scene making herself at home in a given location, the Mage begins to exert subconscious control over her surroundings - lights flick on or off as needed, ovens preheat as soon as she thinks about food, the door is always locked or unlocked as she wills it. (Remote Control with Advanced Duration and Advanced Area, the restriction compensating for the additional reach)
Optional: Prime 1
While the attainment is active, she also senses the truth about the intentions of anyone who might enter her space - she knows not to open the door for someone she thought a friend, or that these strangers can be trusted. If a magical effect to conceals their intention, they roll a Clash of Wills. (A more specific version of Pierce Deception)
Who hid her fiery eyes from the worldWherever one is welcome becomes home, and the world around the her begins to acknowledge that fact. After spending a scene making herself at home in a given location, the Mage begins to exert subconscious control over her surroundings - lights flick on or off as needed, ovens preheat as soon as she thinks about food, the door is always locked or unlocked as she wills it. (Remote Control with Advanced Duration and Advanced Area, the restriction compensating for the additional reach)
Optional: Prime 1
While the attainment is active, she also senses the truth about the intentions of anyone who might enter her space - she knows not to open the door for someone she thought a friend, or that these strangers can be trusted. If a magical effect to conceals their intention, they roll a Clash of Wills. (A more specific version of Pierce Deception)
Prerequisites: Matter 2, Craft 3
The mage is nothing special. Though a conduit for Truth, she herself is of little interest, merely another human in a world of darkness, barely worth paying attention to. Cameras don't see her. Microphones don't hear her. Security systems refuse to acknowledge her presence. Magical devices may roll a Clash of Wills. (Machine Invisibility with Advanced Duration)
Optional: Prime 2
In addition to mundane senses, she's veiled from arcane scrutiny, Any magical effect that would show her as more than mortal must also contest against her clash of wills (in which she rolls successes equal to her dots in Prime). Her nimbus does not flare from casting spells. She may spend 1 mana to flare her nimbus as normal, in which case the attainment ends. (Cloak Nimbus with Advanced Duration)
To guard against shadows.The mage is nothing special. Though a conduit for Truth, she herself is of little interest, merely another human in a world of darkness, barely worth paying attention to. Cameras don't see her. Microphones don't hear her. Security systems refuse to acknowledge her presence. Magical devices may roll a Clash of Wills. (Machine Invisibility with Advanced Duration)
Optional: Prime 2
In addition to mundane senses, she's veiled from arcane scrutiny, Any magical effect that would show her as more than mortal must also contest against her clash of wills (in which she rolls successes equal to her dots in Prime). Her nimbus does not flare from casting spells. She may spend 1 mana to flare her nimbus as normal, in which case the attainment ends. (Cloak Nimbus with Advanced Duration)
Prerequisites: Matter 3, an initiation skill at 3 (other than craft)
The world is a dangerous place, but the mage carries in her heart the image of her home, and this flame protects her from harm. After she spends a scene in a place of safety preparing to venture forth, the Armor rating of her clothing increases by her dots in Matter for one day. (Aegis, with Advanced Duration and the primary factor changed to potency, the extra reach paid for by the limitations - only normal clothing, must be used from a place of safety)
She made the sun into a crownThe world is a dangerous place, but the mage carries in her heart the image of her home, and this flame protects her from harm. After she spends a scene in a place of safety preparing to venture forth, the Armor rating of her clothing increases by her dots in Matter for one day. (Aegis, with Advanced Duration and the primary factor changed to potency, the extra reach paid for by the limitations - only normal clothing, must be used from a place of safety)
Prerequisites: Matter 4, Craft 4
Just as any place the mage stays becomes her home, so too she forges instant bonds with any tool that enters her hand, and they serve her well. She increases the durability of any tool or equipment she uses (including clothing) by her dots in Matter, and any tool she uses grants the Rote quality on rolls. (Alter Integrity and Crucible granting Rote and Instant Use, with Advanced Duration)
Optional: Prime 4 For one mana, she can form the tools directly from supernal truth. They grant equipment bonus equal to her dots in Prime, and last for that many rolls. Unlike the spell Platonic Form, these tools are not made of tass, and mana cannot be recovered from them.
And said "The world is my home."Just as any place the mage stays becomes her home, so too she forges instant bonds with any tool that enters her hand, and they serve her well. She increases the durability of any tool or equipment she uses (including clothing) by her dots in Matter, and any tool she uses grants the Rote quality on rolls. (Alter Integrity and Crucible granting Rote and Instant Use, with Advanced Duration)
Optional: Prime 4 For one mana, she can form the tools directly from supernal truth. They grant equipment bonus equal to her dots in Prime, and last for that many rolls. Unlike the spell Platonic Form, these tools are not made of tass, and mana cannot be recovered from them.
Prerequisites: Matter 5, one initiation skill at 2 and another at 4 (both other than Craft)
In any area where the mage spends a scene or more, objects begin to repair themselves - cracked windows are repaired, broken computers begin to function again, even scattered bricks begin to reassemble themselves into the walls they came from. This effect is most dramatic with objects she directly handles, restoring them to full functionality within seconds, but even damage she's unaware of heals itself over the course of a night. (Similar to Nigredo and Albedo with Advanced Area and Instant Use)
Optional: Prime 5
In addition to repairing her surroundings, the mage's presence begins to weaken the Lie. Any location at which the Mage spends at least one night and one mana to activate this attainment, in addition to repairing itself becomes a 2-dot Hollow, lasting for a week before subsiding back into the Fallen World. Unlike the normal Create Truth spell (from which this attainment is modeled), the emergence of this Hollow is completely in tune with the natural flow of the world. The local ley lines shift gently to accommodate it, without unpleasant side effects or fresh mysteries cropping up.
In any area where the mage spends a scene or more, objects begin to repair themselves - cracked windows are repaired, broken computers begin to function again, even scattered bricks begin to reassemble themselves into the walls they came from. This effect is most dramatic with objects she directly handles, restoring them to full functionality within seconds, but even damage she's unaware of heals itself over the course of a night. (Similar to Nigredo and Albedo with Advanced Area and Instant Use)
Optional: Prime 5
In addition to repairing her surroundings, the mage's presence begins to weaken the Lie. Any location at which the Mage spends at least one night and one mana to activate this attainment, in addition to repairing itself becomes a 2-dot Hollow, lasting for a week before subsiding back into the Fallen World. Unlike the normal Create Truth spell (from which this attainment is modeled), the emergence of this Hollow is completely in tune with the natural flow of the world. The local ley lines shift gently to accommodate it, without unpleasant side effects or fresh mysteries cropping up.
Thoughts? Improvements? Considerations?
Thematically, TBH, the legacy really wants Prime as its ruling arcanum, but I'm trying hard to justify Matter, so that she can start using those spells without mana. Rhea already has Prime 5 (ST houserule, I know this isn't by-the-book for Gnosis 3), so she wouldn't gain anything by having Prime as Ruling on her shiny new legacy.
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