For a while now I have had some ideas for some Legacies. For a while now I have been in awe of the concepts. For a while now I wished for awesome mechanics to match awesome concepts. For a while now I realized I am too much of an amateur to make those mechanics and too lazy to ask for help.
Now I am asking for help. Three Legacies. We agree on which to do first. When I am satisfied or the community offers no further help we move on to the next Legacy.
1. Death priests (Obrimos)
Aron Ra once made the case that all religions have in their doctrine the idea that there is some essence of self (soul or what have you) that continues on in some other form. Whether or not he is right, it convinced me that the Underworld in this setting has sympathy with religions in general and that the Krewes of the sin-eaters are just the ones that tapped this link.
Yes, this is the crossover Legacy. The founder made the link and connected the religious aspects of his Path to the Underworld to form this Legacy (and overcome the inferior Arcanum limits). Treats all Krewes as parent "Order", because it is actually connected to the Krewe-binding ceremony. Treats Krewe ceremonies as an extension of the Death Arcanum with greatly simplified mechanics and superior casting. Works to groom the Krewe into the image of the supernal itself so Catabasis can reclaim a facet of reality in the name of whatever higher power you believe in.
2. Duelists (Path undecided)
The founder is a junky of the Duel Arcane. Thought to himself about making a Legacy based on the same, making Legacy Attainments just for winning Duels. Prime as the Primary Arcanum (haha) to aid his spell-casting in the Duel and Fate as the optional Arcanum to add extra rules and penalties to the Duel, such as immediately losing if you so much as indirectly cheat.
Then he (or she or they if you want) realized that some Consilia may consider this illegal. The plan? Use the Duel Arcane to win the right to create and use the Legacy. Going after all the office-holding mages and beat them in the Duel, then use their influence to set up the next match and getting the ball rolling. The quest can double as the indoctrination part of the Legacy, using the act of legalizing it to create it. If the contrarian Free Council disagrees? Beat their leaders, if they insist that this should be done by vote? Beat enough of their numbers to sway the votes. Replace the founder with your character and you have got a chronicle on your hands.
3. Unashamed (Mastigos)
As I contemplated the implications of Legacy Wisdom I realized that psychos can now have sqeaky clean Wisdom if you just commit your crimes through Legacy Attainments. Let's take this to its logical extreme. Imagine a Legacy whose entire symbolism and premise was to stretch Legacy Wisdom to all-encompassing extremes. Legacy Attainments can shed some limits if they resonate well with the Theory and by abandoning the Practices you can make strange Attainments that conforms closely with whatever the Theory is, or at least that is how I understand it.
This Legacy is the experiment of a Thearch who figured that by making Legacy Attainments that passively alter how the mind and soul respond to transgressions he can remove all Acts of Hubris from the mage through immunity. Problem? He didn't really believe shame has any value. He also dismissed the arguments of others that the supernatural races deserve better then servitude to humanity, or the questions of if humanity should rule so absolutely over a universe of other sentient beings, or if placing so much power in the hands of billions won't tear the universe apart again over petty disputes. That mindset devised a Legacy that makes one behave like the Rapt, so the Silver Ladder denounced him as Enraptured so as not to do any soul-searching.
Now I am asking for help. Three Legacies. We agree on which to do first. When I am satisfied or the community offers no further help we move on to the next Legacy.
1. Death priests (Obrimos)
Aron Ra once made the case that all religions have in their doctrine the idea that there is some essence of self (soul or what have you) that continues on in some other form. Whether or not he is right, it convinced me that the Underworld in this setting has sympathy with religions in general and that the Krewes of the sin-eaters are just the ones that tapped this link.
Yes, this is the crossover Legacy. The founder made the link and connected the religious aspects of his Path to the Underworld to form this Legacy (and overcome the inferior Arcanum limits). Treats all Krewes as parent "Order", because it is actually connected to the Krewe-binding ceremony. Treats Krewe ceremonies as an extension of the Death Arcanum with greatly simplified mechanics and superior casting. Works to groom the Krewe into the image of the supernal itself so Catabasis can reclaim a facet of reality in the name of whatever higher power you believe in.
2. Duelists (Path undecided)
The founder is a junky of the Duel Arcane. Thought to himself about making a Legacy based on the same, making Legacy Attainments just for winning Duels. Prime as the Primary Arcanum (haha) to aid his spell-casting in the Duel and Fate as the optional Arcanum to add extra rules and penalties to the Duel, such as immediately losing if you so much as indirectly cheat.
Then he (or she or they if you want) realized that some Consilia may consider this illegal. The plan? Use the Duel Arcane to win the right to create and use the Legacy. Going after all the office-holding mages and beat them in the Duel, then use their influence to set up the next match and getting the ball rolling. The quest can double as the indoctrination part of the Legacy, using the act of legalizing it to create it. If the contrarian Free Council disagrees? Beat their leaders, if they insist that this should be done by vote? Beat enough of their numbers to sway the votes. Replace the founder with your character and you have got a chronicle on your hands.
3. Unashamed (Mastigos)
As I contemplated the implications of Legacy Wisdom I realized that psychos can now have sqeaky clean Wisdom if you just commit your crimes through Legacy Attainments. Let's take this to its logical extreme. Imagine a Legacy whose entire symbolism and premise was to stretch Legacy Wisdom to all-encompassing extremes. Legacy Attainments can shed some limits if they resonate well with the Theory and by abandoning the Practices you can make strange Attainments that conforms closely with whatever the Theory is, or at least that is how I understand it.
This Legacy is the experiment of a Thearch who figured that by making Legacy Attainments that passively alter how the mind and soul respond to transgressions he can remove all Acts of Hubris from the mage through immunity. Problem? He didn't really believe shame has any value. He also dismissed the arguments of others that the supernatural races deserve better then servitude to humanity, or the questions of if humanity should rule so absolutely over a universe of other sentient beings, or if placing so much power in the hands of billions won't tear the universe apart again over petty disputes. That mindset devised a Legacy that makes one behave like the Rapt, so the Silver Ladder denounced him as Enraptured so as not to do any soul-searching.
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