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  • #31
    The Nighthawks are up above, sneaking into the thread like the phantom thieves they are. Didn't bother with the "a sample character observed by someone else" section, and the Secrets of the (Nickname) section, since Viridian is the only prominent member.

    I wonder what I should do next. Maybe the Perfected Adepts, or the Tyrian Archons.

    EDIT: Probably the Perfected Adepts or Keepers of the Covenant, since that gives me an excuse to go back to my Even More Legacies thread... and to think of a way to somehow have all the links to the pages where I posted my Legacies, despite a single post in this forum apparently only allowing for only 30 or so links at the most. Maybe I should make a homebrew hub thread.
    Last edited by 21C Hermit; 05-19-2021, 09:30 PM.


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

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    • #32
      The Nighthaws look pretty cool, focusing on leaving false trails and having built in entrance and exit strategies. By Touch of Night is especially interesting, because it works as a powerful skeleton key, but requires a leap of faith if you cannot see into the target phase of Twilight.

      Regarding suggestions for next endeavors, I am especially interested in the Tyrian Archons and Chronologues. The Archons in the book had some odd Attainment choices, such as Display of Power, that didn't seem like they fit into the themes of ruling over the masses and putting Sleepwalkers back to Sleep (and possibly benefiting from it). It would be really interesting to see your interpretation of them.

      Regarding the original Legacies thread, both of those were already covered and had some of the most interesting and unique takes on them. How about the Stewards of the Celestial Orrery ? I really like their backstory (with the creation if the Free Council being completely unexpected) and think incorporating Prime more into their optional Attainments has a lot of cool design potential.

      Thanks for the ones so far, keep up the great work.


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

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

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      • #33
        Originally posted by 21C Hermit View Post
        The Nighthawks are up above, sneaking into the thread like the phantom thieves they are. Didn't bother with the "a sample character observed by someone else" section, and the Secrets of the (Nickname) section, since Viridian is the only prominent member.
        I'm curious about the CoW justification for bypassing Keyed portals using Ephemeral Touch, is the idea the Nighthawk can physically interact with otherwise abstract "lock"?


        I wonder what I should do next. Maybe the Perfected Adepts, or the Tyrian Archons.

        EDIT: Probably the Perfected Adepts or Keepers of the Covenant, since that gives me an excuse to go back to my Even More Legacies thread... and to think of a way to somehow have all the links to the pages where I posted my Legacies, despite a single post in this forum apparently only allowing for only 30 or so links at the most. Maybe I should make a homebrew hub thread.
        I'd be interested in your take on the Keepers mainly because I have my own ideas for the Perfected Adepts.


        proin's Legacy hub

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        • #34
          Originally posted by proindrakenzol View Post

          I'm curious about the CoW justification for bypassing Keyed portals using Ephemeral Touch, is the idea the Nighthawk can physically interact with otherwise abstract "lock"?
          Sorta. I’ve noticed that the spell-based Legacy Attainments in N&A don’t quite match the original spells, instead having weird outliers here and there, so I decided to take some liberty too. I suspect even most of the mages in-universe could only say “They can do that because they’re the Nighthawks, those thieving bastar- uh, archaeologists.”

          I'd be interested in your take on the Keepers mainly because I have my own ideas for the Perfected Adepts.
          Heheh. Noted.


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

          Comment


          • #35
            Originally posted by KaiserAfini View Post
            The Nighthaws look pretty cool, focusing on leaving false trails and having built in entrance and exit strategies. By Touch of Night is especially interesting, because it works as a powerful skeleton key, but requires a leap of faith if you cannot see into the target phase of Twilight.

            Regarding suggestions for next endeavors, I am especially interested in the Tyrian Archons and Chronologues. The Archons in the book had some odd Attainment choices, such as Display of Power, that didn't seem like they fit into the themes of ruling over the masses and putting Sleepwalkers back to Sleep (and possibly benefiting from it). It would be really interesting to see your interpretation of them.

            Regarding the original Legacies thread, both of those were already covered and had some of the most interesting and unique takes on them. How about the Stewards of the Celestial Orrery ? I really like their backstory (with the creation if the Free Council being completely unexpected) and think incorporating Prime more into their optional Attainments has a lot of cool design potential.

            Thanks for the ones so far, keep up the great work.
            Huh, the Tyrians have something like that? Interesting...

            And hey, thanks


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

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            • #36
              Originally posted by 21C Hermit View Post

              Sorta. I’ve noticed that the spell-based Legacy Attainments in N&A don’t quite match the original spells, instead having weird outliers here and there, so I decided to take some liberty too. I suspect even most of the mages in-universe could only say “They can do that because they’re the Nighthawks, those thieving bastar- uh, archaeologists.”
              I don't think it's a bad thing, I try and throw in twists like that in my Legacies to make them more flavorful and unique, I was just curious about the in-universe mechanics of what is happening because it's an interesting idea.


              proin's Legacy hub

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              • #37
                Originally posted by proindrakenzol View Post

                I don't think it's a bad thing, I try and throw in twists like that in my Legacies to make them more flavorful and unique, I was just curious about the in-universe mechanics of what is happening because it's an interesting idea.
                In-universe mechanics... hmm... that’s a bit harder to say in concrete terms. Recently I’ve been thinking that a lot of unique twists that we both mention could just be there as a feature of the Supernal.

                The prime inspiration here is Acrozatarim’s Lodge technically-just-homebrew 2E Lodges writeup; they get to do Weird Things with almost no other mechanics involved, you see.


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

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                • #38
                  I'm torn apart here. On one hand, the Tyrian Archons are exactly the sort of types who'd co-opt real-life radical views from both sides of the political spectrum and several religious ideologies as mystery-cults-in-all-but-name to further their goals of seizing control and pampering themselves as kings. On the other hand, including real-life ideologies can quickly become... dicey. Arrgh.

                  EDIT: Just realized that the politics & ideology stuff is the sample character’s take on practicing the Legacy, not the Legacy’s general practice. Lol.

                  Saving this post for editing in the Tyrian Archons to save space.








                  TYRIAN ARCHONS

                  No, man, what I'm getting here is that — look, what the end lines say look as elitist as fuck, but there's actual meaning here. Actual logic. You'll understand what I'm getting at when you actually see him. I can vouch for that, since I had the same experience. The man's like some old-school king straight out of history books.

                  By Right of Kingship

                  The Tyrian Archons are a Legacy obsessed with the divine right of kings — they wear jeweled collars and mantles of Tyrian purple, chew terebinth, and wield scepters as Exarchal Yantras representing royalty called by their deity to rule.

                  Origins

                  Parentage: Obrimos, Seers of the Throne
                  Background: Many Seers eventually see themselves as being above lesser men. Some stop there and remain as smug villains, but others seek to justify and glorify themselves. Such aspirants then may seek out the Tyrians to join their ranks of kings and sovereigns. The Archons themselves rarely go out recruiting — you either are 'obviously' qualified for kingship, or not.
                  Appearances: The Archons adorn themselves with modern regalia of the rich and the elite, if not actual modernized regalia. Most care little for social context, always insisting on the most impressive outfits. Some do value discretion, but even then a Tyrian is a king incognito to those who can recognize the signs.

                  Doctrine

                  Prerequisites: Prime
                  Initiation: Prime 2, Expression or Politics 2, Profane Tool (Scepters), any Status or Mystery Cult Influence 3
                  Organization: As sovereigns, all Archons are theoretically equal in standing. Each governs over a "Kingdom," defined as the recognized territory of the group the Archon has Status in, and the reaches of his Sancta and Demesnes. An Archon is promised non-interference within his Kingdom from other Archons and Seers under the Legacy's influence. Practically, older and stronger Archons may take a weaker Archon's Kingdom as a "protectorate."
                  Theory: The modern world is a Lie. From the Exarchs to the Oracles, and some names that the Aeons take, it is evident that the world ought to be ruled by kings under a divine mandate. The Exarchs stand tall as emperors of the Supernal, and we as their loyal followers, are heirs to the Supernal and pretenders to the thrones of kingdoms of the Fallen World.

                  Magic

                  Ruling Arcanum: Prime
                  Yantras: scepters, lion skins, purple mantles, snail extract, and other classic monarchical symbols (+1); giving a command and having it followed (+1, or +2 if rolls are needed); using Retainer, any Status, or Mystery Cult Influence to accomplish something on the mage’s behalf related to the spell (+1, or +2 if rolled).
                  Oblations: spending a scene/hour asserting control/authority over others, or carrying out Exarchal Mystery Commands; flaunting power in front of others in excess of what’s needed to accomplish a goal; punishing someone for insubordination or treachery.

                  Attainments

                  First: Archon’s Ear
                  Prerequisites: Initiation
                  The Archon must never tolerate a subordinate’s infidelity, lest he allow blasphemy a foothold to thrive. This Attainment emulates the Prime 1 spell “Pierce Deception” (Mage, p. 165). It assigns Reach to instant use, but additionally provides a symbolic sense of the truth as the +1 Reach effect against anyone who acknowledges the mage’s authority over them.
                  Optional: Mind 1
                  When attempting to pierce the subject's deceptions as above, the Tyrian also becomes aware of whether or not the subject acknowledges her auhority. Also, when using Active Mage Sight (Mind), the Tyrian can recognize whether people are spending Willpower specifically to oppose her.

                  Second: My Word Is Law
                  Prerequisites: Expression and Politics 2
                  When the Archon speaks, others listen. This Attainment emulates the Prime 2 spell “Words of Truth” (Mage, p. 168). It assigns Reach to instant use, but additionally calls subjects to action as the +1 Reach effect against anyone who acknowledges the mage’s authority over them.
                  Optional: Mind 2
                  The listener also has a Door opened by emotions of submission, as the Mind 2 spell "Emotional Urging."

                  Third: Look Upon My Works
                  Prerequisites: Prime 3, Expression and Politics 3
                  The most effective rulers never need to exercise their authority; others simply acknowledge it without question. This Attainment emulates the Prime 3 spell “Display of Power” (Mage, p. 168), assigning Reach to instant use.
                  If the Archon is within his Kingdom and using the Attainment among a group that at least generally acknowledges his authority, he may spend a Mana point to give Counterspell rolls the rote quality, as the +2 Reach effect. The bonus only applies to spells cast by mages other than the Archon himself.
                  Optional: Mind 3
                  Those who behold the Tyrian's authority become pliable to further commands. Anyone who witnesses the visualized Imagos are subject to the effects of the Mind 3 spell "Befuddle," where their Resolve or Composure is lowered. Subjects unable to perceive the Supernal World, but near enough to see the displayed Imagos if they could, are affected if they acknowledge the Tyrian's authority over them.

                  Fourth: Sovereign Immunity
                  Prerequisites: Prime 4, Expression or Politics 4, any Status or Mystery Cult Influence 5
                  The Archon will not be bound by trifling rules made by lesser men, for it is the Archon who commands them. This Attainment emulates the Prime 3 spell "Crown of Confidence" (see below), with Reach assigned to instant use and exending the protection from restrictive spells.
                  If the Archon is outside his Kingdom, he gains protection against restriction and opposition as the Attainment's base effect. If he is within his Kingdom, he instead gains enhanced command skills.
                  Optional: Mind 4
                  If the masses will not accept the Tyrian's kingship, she will make them do so. When someone stands against the mage where this Attainment's main effect matters, the mage may inflict him with terror and helplessness. This emulates the Mind 4 spell "Terrorize" with Reach assigned to instant use.

                  Fifth: Meet Your King
                  Prerequisites: Prime 5, Expression and Politics 4
                  The heavens part to reveal the truth of the Archon's kingship, expressed as fonts of Mana awakening to his words. This Attainment emulates the Prime 4 spell "Hallow Dance," with Reach assigned to instant use and Advanced Duration.
                  Hallows empowered or created by this Attainment gain the Addictive Tass feature (as Signs of Sorcery), where the Addicted Condition drives the addicted to acknowledge the Archon's authority and defer to him. If the Hallow is placed at the general center of the Archon's Kingdom, it also gains the Plentiful Tass feature.
                  Optional: Mind 5
                  The Archon may edit the personality traits of anyone who suffers from addiction from the Hallow's Tass, as the Mind 4 spell "Psychic Reprogramming." Reach is assigned to instant use and Advanced Duration, but the effects can end prematurely if the Tass leaves the subject's Pattern.


                  Tools of the Tyrians

                  Spell: Gird the Faithful (Prime )
                  Practice: Perfecting
                  Primary Factor: Duration
                  Suggested Rote Skills: Weaponry, Expression, Crafts
                  The theurgist projects her faith and integrity outwards. For the Duration, the caster downgrades the damage of (Potency) attacks by one level; bashing damage is nullified. She may increase Scale to protect subjects other than herself. This spell only works against directed attacks; environmental damage such as an open fire or poisonous fumes is not affected, unless it was created or controlled by an attacker.
                  +1 Reach: The protection extends to psychic harm. Apply Potency as armor against attacks that sap Willpower or Mana points.
                  +1 Reach: The faithful flock is spiritually girded. Sleeper and Sleepwalker subjects gain a (Potency) bonus to breaking point rolls regardless of source.

                  Spell: Crown of Confidence (Prime •••)
                  Practice: Perfecting
                  Primary Factor: Duration
                  Suggested Rote Skills: Expression, Politics, Athletics
                  People rally to the faithful and confident, marking them as their leader. For the Duration, the truth of the subject's presence is strengthened, granting a (Potency) bonus on their rolls to assume leadership and command others. Alternatively, the spell may impose a (Potency) penalty on any rolls to legally or rhetorically oppose and restrict the subject.
                  +1 Reach: The spell grants both effects.
                  +1 Reach: The protection against legal restriction extends to spells that would physically or mentally bind the subject, adding Potency to their Withstand.
                  Add Mind •: The subject gains the "Leadership" Specialty for either the Politics or Persuasion Skill.

                  Spell: Projected Status (Mind •••)
                  Practice: Weaving
                  Primary Factor: Duration
                  Withstand: Highest Composure within the group at the scene
                  Suggested Rote Skills: Politics, Subterfuge, Expression
                  A leader in any one field is dignified in a way that people of other fields respect, and the Psychonaut emulates that. For the Duration, she can apply her Status in a group to groups she does not belong in. The spell is Withstood by groups that are too far removed from the mage's own, or are particularly unwelcome to outsiders.
                  +1 Reach: The mage now may outright fabricate Status. He may divert Potency to increasing existing Status or creating non-existant Status.

                  Mystery Cult Initiation: Pretenders to The Subject (• to•••••)
                  The Pretenders are an underground cult movement based in South Korea, but has expanded to Japan and the Jilin Province of China. It has to remain hidden and obscured even by mystery cult standards because of its main philosophy; they claim themselves to be the true inheritors of the Juche ideology of North Korea, claiming that the latter are merely pale shadows. Thus the cult would be immediately antagonized by not only the authorities of South Korea, Japan, and even China, but also the remnant fanatic worshippers of North Korea in those countries who'd see the cult as traitors, and even the occasional true agents of North Korea.
                  The cult's purpose is to elevate its members as The Subject, an individual who is truly self-reliant and sovereign, becoming the Autarch to rule over the plebeian masses. This leads to the cult's doctrines bordering on anarchism, and promoting extreme antagonism to any established national powers, including Communist ones. In practice it leads to its members being unapologetically dismissive of any 'commoner' authority and customs. Yet, for all their supposed self-reliance, the cult holds yearly gatherings hosted by the current holder (the 'Autarch') of the New Royal Seal of Asia, a large seal mimicking the style of the royal seal of the Joseon Dynasty. In such gatherings the cultists judge each other, assaulting each other with barbed words, to see if who best deserves sovereignty.
                  It's all a Lie. The founder of the cult is a Seer of the Paternoster going by the Shadow Name of Bonghwang-daegun, the so-called "Phoenix Prince." He is of the Tyrian Archons Legacy, and the cult is part of a long-going project of his Pylon of fellow Archons. Said project's purpose is to adapt the idea of the Divine Right of Kings to modern political ideologies, and get some funding for their Ministry while they're at it too. The Tyrians are planning to move on to other, more recent and 'trendy' radical ideologies to aggravate and exploit, and has started to cut ties to the cult.
                  Effect: You are initiated into the Pretenders to The Subject, and gain the following benefits;
                  Self-Reliance (•):A Skill Specialty or one-dot Merit, pertaining to the lessons taught to initiates.
                  Independence (••):A one-dot Merit.
                  Autonomy (••):A Skill dot, or a two-dot Merit (often a supernatu-ral Merit).
                  Autarky (••):Attaining this level of initiation is only possible by being honored as Autarch at the cult's regular gatherings. The Autarch gains access to the New Royal Seal of Asia, a magical item created and granted by the Awakened masterminds behind the cult.
                  The Autarch not only gains the Obsession Condition as the Seal's normal effects, but also gains a variant of the Megalomaniacal Condition, where "Dominate Others" is implemented as an Aspiration instead of an Obsession.
                  Should the Autarch lose his station at the next gathering, he loses rightful access to the Seal, and the Seal no longer imposes the Megalomaniacal Condition (though unresolved instances persist).
                  Sovereignty (••):No actual member of the Pretender can access this level; it is reserved for Bonghwang-daegun and his Pylon mates, in the form of Mystery Cult Influence. They gain a Weak sympathetic connection to all cultists who suffer from the Obsession Condition caused by the New Royal Seal of Asia, and when casting Mind or Prime spells on them, gains one free Reach and reduces their Withstand rating by one.

                  Enhanced Item: New Royal Seal of Asia ()
                  Equipment Traits: Dice Bonus +3, Durability 1, Size 1, Structure 2
                  Enhancements: Give Me That (Mind •) (from Signs of Sorcery)
                  The New Royal Seal of Asia is anything but what its overly pretentious name suggests. It is indeed made out of fine metals and gems, and with exquisite craftsmanship, but is ultimately something created by a perfectly mundane crafter as a curio for the rich. However, it turned out to be one of those naturally occurring Enhanced Items, receptive to spells of authority and confirmation. A Seer who saw it on the market immediately grabbed it.
                  Said Seer was Bonghwang-daegun, the mastermind behind creating and playing like fools the fringe cult known as the Pretenders to The Subject. He has cast a spell to nudge those ignorant Sleepers into believing that possessing the Seal somehow 'proves' them as a great leader fit for grandeur. He is aware of the irony of the situation; as a Seer, he has seen firsthand and participated in wild goose chases after pieces of the Supernal, littered around as lures and playthings by the overlords of heaven, and has experienced much frustration. For him, the Seal and the cult is a source of petty amusement borne from being for once the manipulator, not the manipulated.

                  Secrets of the Archons

                  Convocation of Royals: Inner laws among the Tyrian Archons demand that they treat royalty outside the Legacy with due respect if they prove and explicitly express their status. This extends to even Sleepers, Sleepwalkers, and certain supernatural creatures. The Archons do their best to dodge this rule, often by simply not revealing it or challenging the veracity of the other party's claims, but once the claims are accepted they are bound. Of course, the mutual respect only applies to whatever bargaining table the parties are at, and ends if the other party shows intent of hostility. And declarations of war and assassinations are not seen as being disrespectful.

                  Regicide: The cost of donning the mantles of royalty is more than just its own burden. There are several naturally Enhanced Items, Manteions, and even Artifacts resonant with symbols of regicide, all of which can be used to lethal effects against the Tyrians. Enemies of the Archons become very quickly aware of this weakness, and seek to exploit it. The Archons of course seek to destroy all such powers regardless of whom has it.

                  Tyrian Genealogy: The Archons study genealogy extensively, tracking down descendants of lords and monarchs. To prove their claims of the divine right of kings, they find the most promising scion of a renowned family line, and nudge them to religious revelations to see if the experience unlocks latent qualities of natural leadership.

                  Baleful Sight: The Tyrians fancy themselves lords of utopias, treating their subjects as accessories to their glorious Kingdoms. To the eyes of once-human changelings walking the world, this makes them no better than the Keepers of Faerie. And indeed, a changeling's kenning marks an Archon as something between mage, Gentry, and Goblin Queen. Many changelings respond accordingly, and often violently.

                  Allegiances: Members of the Archons have started coming across visions and portents where they are not kings merely sitting upon their thrones, but Great Men on the frontlines to direct the flow of history. The Prophet, Exarch of Time, is demanding the Tyrian Archons to follow Him instead. If the Archons follow Her, they could be exalted above even other Seers to station of Ministry. Of course, the mere attempt would antagonize the rest of the Paternoster and likely most of the Horologians. Failure would spell death.
                  Last edited by 21C Hermit; 06-03-2021, 12:49 AM.


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

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                  • #39
                    Argh, fonts and format. Always tripping me up at the last moment.

                    Anyways, the Tyrian Archons are done as above. Wonder if I got the feeling right... eh. Dunno what my next would be.


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

                    Comment


                    • #40
                      Arrgh, I give up on trying to get four to five Mysteries/Secrets/StoryHooks for each Legacy. My brain frizzles.

                      Anyways, here are the Chronologues. In addition to not having as much as Mysteries as I'd like for them to have, I'm also drawing a blank on what the Option for their Fifth Attainment could be. Anybody have ideas?

                      Anyways, next in line; either the Imagineers, or the Keepers of the Covenant.


                      EDIT: Found a nice niche for their Fifth Attainment's Optional effect. While playing with KaiserAfini's suggestion, I ended up just giving Pariah instead of Miracle. Dread Power access will be used for Left-Handed Legacies.






                      CHRONOLOGUES

                      Always on schedule, that one. Heard he's using some fancy new time-keeping calendar app or something. He convinced me to try it too, and I'm divided on it. It's nice, but it's... too accurate. Too exact. I feel like I'm being treated as a machine. I'm a girl, not a clock! But it's also hard to just give it up, since it does work...

                      The Future Will Be Written

                      The Chronologue pursues the ultimate rejection of free will in favor of flawless predestination, turning society into a machine that runs like clockwork. It’s founded on the principles of predictive computer code and digital simulations, but uses the guidance of Time to perfect these principles into something more.

                      Origins

                      Parentage: Acanthus, Seers of the Throne
                      Background: Most Schedulers are Seers serving the Prophet, Exarch of Time. Members of the Horologians make up its upper echelons, but Seers outside that Lesser Ministry join too, and often make a play for power. There are a handful of Chronologues outside the Pyramid, being willworkers who subscribe to a fatalistic worldview.
                      Appearances: A Chronologue usually has a regular job in Sleeper society, one where exact working times matter. Even on jobs with free hours, a typical Scheduler whips herself and her associates into cutting deadlines. This usually appears outwards as meticulously cared and prepared clothes too, though a more common pattern is that a Chronologue is simply there when you expect him to be.

                      Doctrine

                      Prerequisites: Time 2, Fate 1, Computer 2
                      Initiation: The Chronologues demand a two-stage trial to aspirants. The first requires that the aspirant adheres a preplanned schedule assigned by her would-be superior, down to the letter and exact second. The second demands that the aspirant plans such a rigorous schedule herself, but this time to compel a non-Awakened person to follow it.
                      Organization: Schedulers are organized in a top-down chain of command seen in typical Seer pylons. A peculiarity in Chronologue meetings is that they typically span a week, with every second and minute counted, but the hours and days are almost always non-continuous. One meeting may have the mages meet at 21:03:47 at a warehouse in the suburbs for an hour, then at 07:58:01 the next day at a skyscraper's Sanctum for three hours and seven seconds.
                      Theory: Time is money. Time is power. Time is magic. By forcing the Fallen World's chaotic mess into following the divine plan of our god, we as high priests usher the world into a glorious tranquility.

                      Magic

                      Ruling Arcanum: Time
                      Yantras: timepieces, calendars, and schedules (+1); casting at a time predetermined and agreed upon with someone else, calculated precisely to the second (+1, or +2 if opposed/under stress); the spell would fulfill a previously established prophecy or predicted doom (+1)
                      Oblations: ensuring an event goes exactly how the mage predicted it would; endure at least 12 hours straight of productivity without rest; repeating the same activity over and over again for at least an hour; precisely following a schedule of the mage’s own making.

                      Attainments

                      First: If-Then-Else
                      Prerequisites:Initiation
                      The mage subtly shifts causality to decide how convenient life is for her subject, emulating the Time 1 spell “Green Light/Red Light” (Mage, p. 187). The mage herself can’t be this Attainment’s subject. However, when she uses it, she may choose one specific action that the subject could take during its duration; if they perform that action, she may change the spell’s effect from positive effects to negative effects, or vice versa. This Attainment assigns Reach to instant use.
                      Optional: Fate 1
                      With aid of Fate magic, the Chronologue gains an intuitive awareness of when his arrangement took effect. He may combine the main effect with the Fate 1 spell "Oaths Fulfilled" (Mage) regardless of Gnosis, set to alert him when the subject takes that chosen specific action.

                      Second: Possibility Matrix
                      Prerequisites:Computer 3
                      By spending a scene ritually coding a digital Imago, the mage may view the subject’s possible futures at sensory range, as the Time 1 spell “Divination” (Mage, p. 186). It gives her detailed answers, and she may track these shifting answers once per five minutes for up to a scene even if the subject is no longer in sensory range, as the subject’s actions and those of others (including, potentially, the mage’s own) ripple into the future and change what will happen. However, the mage herself can’t be this Attainment’s subject.
                      Optional: Fate 2
                      The matrix built by the Scheduler more than projects an outcome, revealing to him the means to realize it. He may combine the main effect with the Fate 1 spell "Serendipity", modified to inform only what he must do to guarantee that the Divination comes true. The information is renewed every five minutes, following the main effect. Reach is assigned to allow the Scheduler to substitute any Skill when rolling dice to reach the goal; as a combined spell, sensory range is shared.

                      Third: Controlled Stochastics
                      Prerequisites: Time 3, Science 2
                      There is no such thing as a random walk under the Chronologue's plans. She may force her subject to 'stay on the schedule' by reverting his state of mind and intentions back to a past point predetermined by herself. This is a variant of the Time 3 spell "Temporal Summoning". Reach is assigned to sensory range, and the Chronologue must ritually code a digital Imago for a scene as preparation.
                      This Attainment can only be used on a subject the Chronologue has scanned with the Possibility Matrix Attainment 7 hours and 7 minutes and 7 seconds go, counting from the second the ritual coding for the Possibility Matrix ends, and to the second the ritual coding for this Attainment starts.
                      Optional: Fate 3
                      Even the most meticulous Scheduler could make an error, but Fate magic allows him to check and make room for them. He can now use this Attainment with a limit of 777 minutes and 0 seconds. He also does not need to manually set the point to where his subject gets rewound, as Fate guides her to where she 'belongs.' Should the Scheduler follow the Attainment's original restrictions, he gains a free boon (as Fate magic) of the player's choice for the next Social or Mental interaction with his subject.

                      Fourth: Structured Switch
                      Prerequisites: Time 4, Computer 4
                      The Chronologue's skill at constructing if-then-else matrices reaches a peak. By spending a scene ritually coding a digital Imago, she may construct a future to bind her subject as the Time 4 spell "Prophecy". Reach is assigned to sensory range.
                      Until the Prophesied event comes, the Chronologue may use the If-Then-Else Attainment on her subject reflexively, ignoring range. If she uses this Attainment on a subject she used the Possibility Matrix Attainment on within the last 777 minutes and 0 seconds, the latter gains a free Reach effect to reduce Doors in Social maneuvering.
                      Optional: Fate 4
                      A schedule that keeps itself is a schedule kept best. The Scheduler may combine the main effect with the Fate 4 spell "Divine Intervention." This effect always works as a goad, but the mage may inflict a hex whenever his subject qualifies for the If-Then-Else Attainment, without waiting 24 hours.

                      Fifth: Pattern Matching
                      Prerequisites: Time 5, Computer 5
                      Even the interference of outside variables that would destroy a lesser mind's plans will-be-have-been calculated by the Chronologue, for she can simply trace back her past actions to pick out where and what went wrong. This Attainment emulates the Time 5 spell "Corridors of Time", with Reach assigned to instant use.
                      Though this Attainment still works only on Unchanged sympathy, the Chronologue can mimic the Temporal Sympathy Attainment by 'marking' a point in the past to count as Unchanged for this Attainment's purpose. To 'mark' a point, the mage must consciously spend 777 seconds doing a certain course of action, and when using this Attainment reenact that course down to the second. Props and 'actors' may change slightly, but the timing must not.
                      Optional: Fate 5
                      The Scheduler's skill at enforcing his plans reach a peak, as he chains even outside actors. When using any of the Legacy's Attainments, he may combine a modified version of the Fate 5 spell "Pariah" without limitation. This effect's stigma only applies when the Scheduler's subject is not adhering to the schedule laid out for her.


                      Tools of the Schedulers

                      Spell: Locked Sympathy (Space )
                      Practice: Weaving
                      Primary Factor: Duration
                      Withstand: Connection
                      Suggested Rote Skills: Subterfuge, Occult, Medicine
                      Sympathetic connections wax and wane, but a warlock can hold them tight. For the Duration, the targeted sympathetic connection does not change in mystic strength or emotional context. It cannot be weakened, removed, altered, transfered, or even strengthened. Magical attempts provoke a Clash of Wills.
                      +1 Reach: The mage may dictate one 'direction' the connection can change to. A connection might be condemned to stasis and atrophy, or be promised safeguard and renewal.
                      Substitute Time : The mage can lock temporal sympathy instead.

                      Spell: Expert Planner (Time )
                      Practice: Perfecting
                      Primary Factor: Duration
                      Suggested Rote Skills: Academics, Investigation, Science
                      Even without direct past-future manipulation, an enchanter is never caught without a working plan in hand. This spell projects the mage's thoughts to the future, instantly building a Plan as per the Building Equipment rules (Chronicles of Darkness). It has an Equipment bonus equal to Potency, and lasts for Duration. Built-In Penalties do not apply. The Fragile and Volatile tags are ignored unless the caster wants to include them.
                      +1 Reach: A number of key actors designated by Scale benefit from the Good Time Management Merit (Chronicles of Darkness), halving the time interval for Extended actions. Without increasing Scale, the caster herself benefits.
                      Add Fate : The mage may imbue the Plan with the Fragile and Volatile tags, then condition them to apply to only designated users. The designation may be as broad as "Anyone other than myself," or as narrow as "The last person to hack into my account."

                      Spell: Uncanny Organizer (Space )
                      Practice: Patterning
                      Primary Factor: Duration
                      Suggested Rote Skills: Persuasion, Politics, Socialize
                      A deft warlock can always find people 'willing' to lend a hand. This spell convinces people within Scale that the mage is a likable person who needs help, instantly building an Organization as per the Building Equipment rules (Chronicles of Darkness). It has an Equipment bonus equal to Potency, and lasts for Duration. Built-In Penalties do not apply. The Fragile and Volatile tags are ignored unless the caster wants to include them.
                      +1 Reach: With a Mana point, the Organization doubles as the Staff Merit (Chronicles of Darkness). Divide Potency between the Organization's Equipment bonus and the Staff Merit's dots; for each of the latter, the organization has one Skill on which it gains one automatic success on non-Contested rolls.
                      Add Mind : The subjects are confused into perceiving each other (including the mage) as casual acquaintances. Magic smoothes over fine details, unless an outsider calls out the oddities.


                      Mysteries of the Chronologues

                      A Cruel Perspective: Sometimes, clairvoyant spells cast by a powerful Chronologue are abrutly torn apart, becoming Dramatic Failures. Reports tell of seeing a vast blueness tinged with a dread feeling that something cruel and patient is observing them, and after the spell is ripped, the surrounding space-time expanding and contracting in conflicted directions. Attempts to re-cast the spell or remedy the distortions without giving them enough time have proven disastrous, with ocular mutations and soul losses abound.

                      The Time Table: Ripples from the Time Before weave the Fallen World into stranger forms. Scheduler contacts with what appeared to be random and mundane OOPArts end up in ecstasy as the artifacts reveal their Supernal nature. The afflicted mage replaces all their Obsessions with a single one of "Bring forth the technological utopia according to the Time Table."
                      Last edited by 21C Hermit; 10-30-2021, 08:44 PM.


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

                      Comment


                      • #41
                        Looking at their operating method, I see that choices are still being made, even if on a subconscious level. Its similar to the interaction between the Architect and the the Oracle in the Matrix. One part of the abilities understands the choices that exist and another directs the subject to the results wanted by the Chronologue.

                        The ultimate denial of free will by this Legacy's philosophy is to condition the subjects to adhere to their role in the Prophet's plan.

                        Following that logic, I think the final optional Attainment should grant the Miracle Dread Power. The mage can never use them on themselves or Prelates of Agency, the subject must also be fully aware of the cost, be willing and complete a task for the mage. This is similar to an Unchained's Pact. In this way the subject has to choose to forever give up one of their Aspirations/Obsessions, never being able to fulfill their potential. Therefore the capstone is the ultimate boon for those that willingly reject free will, a sinister ability even by Seer standards.


                        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


                        • #42
                          Originally posted by KaiserAfini View Post
                          Looking at their operating method, I see that choices are still being made, even if on a subconscious level. Its similar to the interaction between the Architect and the the Oracle in the Matrix. One part of the abilities understands the choices that exist and another directs the subject to the results wanted by the Chronologue.

                          The ultimate denial of free will by this Legacy's philosophy is to condition the subjects to adhere to their role in the Prophet's plan.

                          Following that logic, I think the final optional Attainment should grant the Miracle Dread Power. The mage can never use them on themselves or Prelates of Agency, the subject must also be fully aware of the cost, be willing and complete a task for the mage. This is similar to an Unchained's Pact. In this way the subject has to choose to forever give up one of their Aspirations/Obsessions, never being able to fulfill their potential. Therefore the capstone is the ultimate boon for those that willingly reject free will, a sinister ability even by Seer standards.

                          Dread Powers, huh. I missed that angle! Duly noted. Expect me to sneakily edit that one in (even if it's not exactly the same) !


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

                          Comment


                          • #43
                            The Keepers of the Covenant are here, expanded from their Dark Eras 2 entry. As previously, the texts in blue are ones directly lifted from their official 2E writeup.

                            I originally had them done here, where I had them more crossover-ish with Werewolf. They still are, somewhat, but I hope the Fateful Shaman shtick is stronger with this version.

                            You may notice the 'format' I use has changed a bit... and that I left the last "example Mysteries" section empty. Cuz I don't have ideas ATM, and am still trying to fully grok the Mage Sight system from Signs of Sorcery. Any ideas?




                            KEEPERS OF THE COVENANT

                            The gentleman with swept-back hair and golden glasses stepped into your ritual circle, now ruined with scattered clay-paint and broken effigies. He started speaking in some pseudo-Sumerian language even you, an occultist of some renown, couldn't understand. It didn't take him much long to calm down the gods of the field you summoned, who were furious at a mistake you made. He left you a card, and you wonder if he takes students.

                            Flesh, Spirit, and Promise

                            Although the Keepers of the Covenant are tradition*ally a Silver Ladder Legacy within the Diamond, many initiates — sometimes called Elders — exist as Nameless throughout the world. Keepers of all stripes believe their practices predate the Diamond, and that théarchs adopted the Legacy when they took their place as mediators and community-builders for Awakened society. The Keepers of the Covenant tie their own destinies to the spirit realm to stand with one foot in the human world and one in the Shadow, belonging to both and neither. They bridge the two as intermediaries who foster cooperation and keep the peace.


                            Origins

                            Parentage: Thyrsus, Silver Ladder, Free Council, various Nameless Orders

                            Background: The Elders primarily recruit from priest-classes of animistic cultures, or those who show an affinity for them. Sometimes a general drive to interact with spirits and the Shadow, common enough in newly Awakened mages, is sufficient for aspirants to be noticed. More rarely, the eldest of the Elders and their partnering spirits dictate a prospect to be taken in, puzzling most people involved.

                            Appearances: Elders don't usually keep a uniform, save for those who commit themselves to upholding local cultural traditions. They are however likely to accentuate and accessorize themselves with whatever resonates with their patron or client spirit, which they often explain away as cultural expressions, hence the ongoing stereotype of Keepers and 'traditional' cultures.


                            Doctrine

                            Prerequisites: Fate 2, Spirit 1, Survival 2

                            Initiation: The aspirant is first assigned a "godfather" or "godmother" to be her tutor. The godparent takes the aspirant on several missions to and from the Shadow, usually diplomatic, but often surprisingly militaristic. This process takes up to one month to one season, after which the aspirant swears an oath to fully seal the initiation.

                            Organization: Keepers generally maintain one-on-one mentor-student bonds, spread over vast distances. With any larger organization, the webs of arrangements each Keeper builds with local spirits and shamans risk interfering with each other. The Great Council of the early 20th century, which sparked the Legacy's resurgence, remains the only recorded instance of more than half a dozen Elders meeting.

                            Theory: The Keepers of the Covenant honor the Shadow for its symbolic proximity with the Supernal Worlds, both being governed by laws of Resonance and blocked from physical reality by a supernatural barrier. Elders go as far as to willingly invite spirits into their residences and bodies. However, true to Silver Ladder doctrine and their role as mediators (not servants), the Keepers seek to master the material-spirit relationship.


                            Magic

                            Ruling Arcanum: Fate

                            Yantras: traversing passages between boundaries (+1); spirit fetishes (+1, or +2 if the bound spirit has Rank 4+); succeeding on an Empathy roll relevant to the spell (+2); reciting a traditional piece of ancient wisdom (+1)

                            Oblations: communing with and getting to know the local spirits; presiding over a non-magical ceremony that honors or appeases spirits; mediating between feuding parties comprising both humans and supernatural beings; generating the Resonant or Open Condition appropriate to a known spirit without using magic.


                            Attainments

                            First: Oath of Synthesis

                            Prerequisites: Initiation

                            Upon initiation into the Legacy, the mage binds her destiny to the Shadow, permanently gaining one dot in the Destiny Merit (Mage, p. 100) for each Legacy Attainment she knows. She may only use Destiny points acquired this way on rolls to interact with spirits, the Shadow, or the Gauntlet. Her Doom is to, someday, become Claimed. No combination of this Legacy’s Attainments and purchasing Merit dots can grant a character more than five total dots of Destiny.
                            In addition, this Attainment emulates the Spirit 1 spell Exorcist’s Eye (Mage, p. 180) with a Duration in turns equal to the mage’s dots in Spirit, allocating its Reach to instant use.

                            Second: Sacred Invitation

                            Prerequisites: Fate 2, Spirit 2, Survival 3

                            The mage extends an open hand across boundaries, welcoming a spirit into the material world. This Attainment emulates the Spirit 2 spell Opener of the Way (Mage, p. 181), but the willworker may only use it to shift Resonant to Open, not vice versa.
                            Upon using this Attainment, she may spend 1 Mana to specify one stipulation by which any spirit using the Condition the mage creates to enact a Manifestation must abide, such as refraining from at*tacking a particular person or staying on board a ship. The stipulation must be something the mage could perceive a violation of if she were present, mundanely or with Spirit Eyes (Mage, p. 193). By manifesting via this Condition, a spirit tacitly agrees to this provision; should it break that agreement, the Open Condition immediately vanishes, and the spirit loses Essence equal to the mage’s dots in Fate. This Attainment allocates its Reach to advanced Duration, requiring a scene of preparation.

                            Third: Spirit of Proof

                            Prerequisites: Fate 3, Persuasion 2
                            Befitting the Legacy's name, the Elder rewards those who keep her pact, and punishes those who break it. This Attainment emulates the Fate 3 spell "Sworn Oaths" (Mage). Reach is assigned to Advanced Duration, necessitating a scene of preparation which usually takes the form of negotiating terms and treaties with the subject.
                            When using this Attainment to bind a spirit or any entity with a native Essence pool, the Elder may set the boon as "gain Essence or heal Corpus equal to the Elder's Fate dots a number of times equal to Potency within Duration," and the hex as "lose the Elder's Fate dots in Essence or Corpus."

                            Optional: Spirit 3
                            Instead of the usual boon-and-hex, the Keeper takes part of the spirit's power as collateral. On a spirit subject, he may combine the Attainment's main effect with the Spirit 3 spell "Craft Talen" (see below). As Advanced Duration is shared with the main effect, Reach is assigned to not damaging the spirit's Corpus.
                            When the oath's Duration expires without the spirit having broken it, the talen dissipates and the spirit gains in Essence the Keeper's Spirit dots. Should the spirit break the oath, the talen becomes Lasting, and the spirit immediately loses both Essence and Corpus equal to the Keeper's Spirit dots.

                            Fourth: Emissary of the Pact

                            Prerequisites: Fate 4, Survival 4
                            As an emissary between the physical and spirit worlds, the Elder gains the foresight to 'discover' or 'predict' Loci. This Attainment emulates the Spirit 4 spell "Strings of Fate" (Mage) for the purpose of either the Elder discovering a newly forming Locus, or causing a specified target (which may be the Elder herself) to eventually become the focal point of a new Locus. The latter effect is Withstood. Reach is assigned to Advanced Duration, necessitating a scene of preparation (usually involving the mage cultivating Resonances).
                            Upon using this Attainment, the Elder may spend 1 Mana to specify one stipulation by which any being trying to benefit in any way from the new Locus must abide. As with Sacred Invitation, it must be something the Elder could perceive the violation of if present. Benefiting from the Locus implies tacit agreement; should the being break it, it immediately suffers a hex with Potency equal to the Elder's Fate dots.
                            An Elder can only have one instance of this Attainment 'active.' Trying to weave the Strings into searching a new Locus cancels the previous search.

                            Optional: Spirit 4
                            The Keeper may freely designate the new Locus' Resonance among those he has encountered, instead of leaving it to chance. Resonances that are situationally unlikely to occur will end up taking more time.
                            Also, the Keeper may preset the stipulation such that any spirits who break it are immediately affected by the Spirit 2 spell "Command Spirit" (Mage) instead of a hex. Reach is assigned to instant use, sensory range, and Advanced Duration. For purposes of sensory range, the Keeper counts as being present at the Locus's focal point or his current location, whichever is more advantageous. If the Keeper is not present at the time of violation (and thus when the Command takes effect), the spirit is by default controlled into patroling and protecting the Locus, and enforcing the very same stipulation it broke.

                            Fifth: Eidolon of Union

                            Prerequisites: Fate 5, Persuasion 4
                            The Elder becomes a living proof of the two worlds' union, mastering the skein of echoes between them. This Attainment emulates the Fate 4 spell "Chaos Mastery" (Mage), but is able to cause supernatural effects related to Twilight, Resonance, Loci, and Essence. Examples include:
                            • Conjure a blend of unlikely Resonances that can perfectly sustain specific specimens of destabilized spirits, called magath by specialists.
                            • Humans stumble in just the right time and place to see through spiritual Twilight and the Shadow in their entirety, without any further preparation nor prerequisites.
                            • Scramble the Essence 'circuits' within a subject to prevent them from spending any more than 1 Essence point a turn, thus banning the use of more potent abilities.
                            • Tiny Irises randomly open across and into the Gauntlet, just big enough to let a few small creatures to pass through.
                            • Motes (Rank 0 spirits) spontaneously form in both sides of the Gauntlet.
                            • Small pockets of space in the material world take the properties of a Barren, Shoal, or Glade (see Werewolf: The Forsaken Second Edition for further details).
                            Reach is assigned to instant use and Advanced Scale.

                            Optional: Spirit 5
                            The Keeper may emulate the Spirit 3 spell "Place of Power" (Mage) on his person. Reach is assigned to instant use, Advanced Scale, and altering the Gauntlet independently on either side. Additionally, he may immunize select subjects or pockets of space within Scale from this Attainment's main effect, including those used by other Keepers of the Covenant.


                            Rituals and Rumors

                            The Great Council: What sort of self-respecting willworker lets spirits boss them around anyway? Yeah, those 'keepers' talk about how it's all mutual and equal, but it's obvious that they're kowtowing to them. Look at their 'great council.' A worldwide gathering of mages, that perfectly orchestrated? It was obviously backed by Shadow barons.
                            The Elders emphasize developing a strong personality in their initiations exactly because they need to prevent spirits from coercing them. After all, they aspire to be neutral arbitrators. Still, the Legacy having a Shadow network is correct. Pacts of trust and profit made with powerful spirits with their own courts grant the Keepers the ability to reliably deliver messages across the globe. This coordination was the key to the successful execution of the Great Council, and subsequent rise to power of the Legacy.
                            System: An Elder in the Shadow adds their Spirit dots to any rolls to search and navigate paths leading to and from Loci, and their Fate dots to rolls interacting with the local spirit court and its official representatives.

                            Umbral Marauders: The Keepers of the Covenant too seek immortality via transubstantiation into ephemera. For long we had no concrete proof of such, but we have discovered several post-human Shadow entities that have been identified as former Elders. While our Consilium does not forbid ephemeral immortality, but this fact deserves to be... known.
                            While there are indeed Legacies who aspire to spiritual Lichedom, the Keepers are not one of them, save for certain rogue individuals. The rumor likely comes from the Destiny
                            System: The First Attainment of the Keepers impose a Destiny whose Doom is to become Claimed, the lesser-known 'endgame' stage of ephemeral possession, where both mind and body become vehicles for the Fallen might of the Shadow. Claimed mages develop Influences and Dread Powers, powering them with an Essence pool. They are detailed further in Werewolf: The Forsaken Second Edition.


                            Tools and Instruments

                            The following spells, magical items, Merits and other oddments are commonly used by the Keepers of the Covenant Legacy.

                            Spell: Craft Talen (Spirit )
                            Practice: Weaving
                            Primary Factor: Duration
                            Withstand: Rank
                            Suggested Rote Skills: Occult, Crafts, Intimidation

                            This spell siphons off a spirit's power and imbues it into a bauble to create a talen, a limited-use magical item similar to a fetish. Like fetishes, talens host an empowering spirit's Influence. Unlike fetishes, talens do not usually host hibernating spirits, cannot contain Numina, and does not have an Essence pool.

                            Casting this spell on a spirit inflicts Corpus damage equal to Potency after Withstand, which in turn equals the number of dots of Influence the talen will contain. The damage inflicted cannot exceed the Influence dots granted. A single talen can contain only one Influence, at 5 dots maximum. Drawing from multiple Influences from one or multiple spirits, or imbuing multiple baubles with Influences, requires increased Scale.

                            Activating a talen's Influence is an instant action using the spirit's Power + Finesse dice. Afterwards, the talen is destroyed regardless of Duration. The physical object may be spent or damaged depending on its form and the Influence it held.

                            +1 Reach: The spirit does not lose Corpus, feeling only a faint sense of aching.
                            +1 Reach: The caster may draw power directly from Resonance, granting relevant Influences. This usage works on ley lines and Nodes, as well as any environmental instances of the Resonant Condition.
                            +1 Reach: The talen can be used multiple times for the spell's Duration, but any use after the first requires Essence as spirits do. Essence can be paid out of the talen's user's own pool, or any channeled into the talen.

                            Merit: Essence Vessel (•)
                            Prerequisites: Spirit

                            Effect: The mage's Pattern may contain Essence separately from Mana, using the same numbers of her Gnosis-derived maximum Mana capacity and per-turn limit. Once per scene, she may refine one instance of Resonance tagged on a Mana point in her Pattern into an Essence point. The 'cleaned' Mana is kept.


                            Mysteries of the Elders

                            The following Mysteries are examples for the Storyteller on what an Elder of the Keepers of the Covenant could encounter.
                            Last edited by 21C Hermit; 01-02-2022, 01:27 AM.


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

                            Comment


                            • #44
                              21C Hermit Any chance for the Reality Makers?? I love them, and I imagine them now as Fate primary, Mind secondary (you might have different ideas).

                              Love your posts by the way.

                              Comment


                              • #45
                                I believe there is one line missing from the Theory section of the Elders.

                                I also think the Reality Makers are awesome. I think Fate and Prime would make more sense, they combo wonderfully well for the theme of seeking the path of least resistance. A Compelling of Fate can get you through most mundane security and provides generally helpful effects. Meanwhile their 1ed use of Prime is really interesting, allowing them to retexture objects (such as "guessing" how to make just the right paperwork with Fate), create tool they need on the fly. Hisoka from Hunter x Hunter is an excellent example of how many creative and flexible applications this has. Perhaps at high levels they would be able to manifest a reverse version of Pariah (tentatively called Paragon), which would make their lives even easier. Eventually their improvising and conning catches up to them, but by then the Drifters have already moved on. But when the Silver Ladder needs someone to just get things done on a tight schedule, they are as reliable as they come.

                                I would also be really interested in a writeup for either them or the Stewards of the Celestial Orrery, since the become a power source and Hallow effects seem very at odds with their fascinating Renaissance origin. I think the original writeup is really great flavor wise, but the Prime side does not harness the full potential of the combo. Prime has the domain of truth and revelation, whereas Time has prophecy and change. Together they should build upon one another, allowing a mage to make plans and foresee danger with clarity, all the while maintaining their own moves hidden. Its also very interesting how there is a mirrored image between them and the Architects of the Future.
                                Last edited by KaiserAfini; 12-29-2021, 04:34 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)

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