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[Homebrew] Benthic Walkers Legacy

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  • [Homebrew] Benthic Walkers Legacy

    Not quite happy with these - it started from the seed-image of a mage wandering the bottom of the ocean in an classic deep-sea diver suit, but the last few Attainments and the background went in a completely different direction. Any suggestions appreciated.

    Benthic Walkers
    A legacy of deep sea divers. They are on the verge of extinction due to solitary behavior, but have daimonomikon scattered widely across the world.

    Nicknames: Abyssal Hunters, Deep Ones, Sea Dragons
    Organization: While solitary in the practice of their Legacy, Deep Ones usually maintain small cadres of surface-side allies. At low levels, this is to ensure that they have crews to man their boats or maintain seaside bases. At high levels, this tends to become twisted into cultish worship amongst the Sleepers and Sleepwalkers.
    Theory: The deep places of the world hold secrets beyond counting. Perhaps, in the darkest depths, the world may grow thin enough to slip beyond.
    Background: Ostensibly born during the 1820s, the Deep Ones were formed in emulation of the early Standard Diving Dress divers. The Legacy spread slowly, practitioners often becoming solitary wanderers spending most of their time beneath the waves. In modern nights they have become almost extinct, with elder practitioners often inexplicably vanishing. Because of this regular vanishing, Adept- and Master-tier Attainments are frequently novel. The Attainments below are those most commonly still encountered.

    Parentage: Mysterium, Free Council, or Adamant Arrow; Thyrsus
    Ruling Arcanum: Forces
    Yantras: Standard Diving Dress (+1); Being submerged in salt water (+1); Being beneath more than two atmospheric pressures (+2); Detritus from benthic zones (+1 for shallow water, +2 for areas normally inaccessible without equipment)
    Oblations: Remaining submerged in a natural body of water; Spending time in a Standard Diving Dress suit; Listening to seashells

    Prerequisites: Forces 2, Life 2, Athletics 2
    Initiation: In an odd twist, daimonomikon of the Initiate through Disciple attainments are very common, and the most frequent method of initiation. Most appear to be strange statues of water-smoothed stone, shaped into pelagic forms.

    Beneath the Waves
    (Forces ●, Life ●) Initiation
    Sinking into a body of water and attuning themselves to the flows, the Deep One enhances their body and senses to better deal with moving through water.
    NOTE: Activated Simultaneously

    Kinetic Efficiency
    Duration = Forces (Reach to Advanced Duration)
    Potency = 1, 2 at Forces 2, 3 at Forces 4
    Range = Self
    Casting Time = Scene

    Heightened Senses
    Duration = Life (Reach to Advanced Duration)
    Potency = 1, 2 at Life 2, 3 at Life 4
    Range = Self
    Casting Time = Scene

    COMMENTARY: Simple and basic - better senses, better movement. Activation can be in either a large artificial body of water -such as reservoirs- or any natural body of water.


    Into the Depths
    (Forces ●●, Life ●●)
    The Deep One’s aquatic attunement is enhanced, allowing them to see even in the darkest depths. Further, they begin to sense every spark in the deep, able to pinpoint living beings within their radius.
    NOTE: Activated Simultaneously, and conjunctively with the Initiate Attainment

    Night Vision
    Duration = Forces (Reach to Advanced Duration)
    Potency = 2, 3 at Forces 3
    Range = Self
    Casting Time = Scene
    NOTE: Reach to "No Overstimulation"

    Web of Life
    Duration = Life (Reach to Advanced Duration)
    Potency = 1
    Scale = Small Warehouse, Large Warehouse at Life 4 (Reach to Advanced Scale)
    Range = Self
    Casting Time = Scene

    COMMENTARY: Plays to my personal fear of the ocean - Night Vision and Web of Life would go a long way towards making deep water less terrifying.


    Prowling the Pit
    (Forces ●●●, Life ●●●) Athletics 3, Legacy Pedagogue
    The last of the Attainments commonly learned by Deep Ones, this ability protects them from the crushing weight of the abyssal zone. Aside from reducing their need for sustenance and respiration, they ignore the detrimental effects of temperature and pressure.
    NOTE: Activated Simultaneously, and conjunctively with the previous Attainments.

    Environmental Shield
    Potency = Prime (Reach to Change Primary Spell Factor)
    Duration = One Day, One Week at Forces 4 (Reach to Advanced Duration)
    Range = Self
    Casting Time = Scene

    Body Control
    Potency = Life (Reach to Change Primary Factor)
    Duration = One Day, One Week at Life 4 (Reach to Advanced Duration)
    Range = Self
    Casting Time = Scene

    COMMENTARY: Interesting point - using this Attainment for its intended purpose (i.e. exploring deep water) acts as a constant casting action. So you’ll never really let it elapse, which is good ‘cause that would probably kill you.


    Apex Predator
    (Forces ●●●●) Athletics 4
    Already able to move through water more effectively than most terrestrial creatures, the Deep One’s mastery over Forces allows them to accelerate their movement speed. While very useful underwater, this becomes somewhat inconvenient on land
    Velocity Control
    Potency = Forces
    Duration = One Week (Reach to Advanced Duration)
    Range = Self
    Casting Time = Instant (Reach to Instant Casting)

    COMMENTARY: Jet around the deep like Aquaman! It could technically be used above the waves, but at this point most Deep Ones are probably disinterested in the land.

    (Life ●●●●)
    Until this point, most Deep Ones will have been using the Transform Life spell to gain gills. Upon reaching this Attainment, they assimilate the change into themselves.
    Transform Life
    Potency = Life
    Duration = One Week (Reach to Advanced Duration)
    Range = Self
    Casting Time = Instant (Reach to Instant Casting)
    NOTE: The first trait gained is always Gills. The rest may be chosen by the player at each activation

    COMMENTARY: Rather far down the chain to give you water breathing, but it’s the best band-to-buck ratio for Reach.


    Lord of the Deep
    (Forces ●●●●●) Athletics 5
    This Attainment represents the novel branch developed by one of the only known living Masters of the Legacy. It was supposedly developed as a way to disable predators in the deep, and incapacitate a Seer Cabal that had been regularly hunting them in a submarine.
    Electromagnetic Pulse
    Potency = Forces
    Duration = N/A
    Scale = Up to 4 Targets / Size 7 Target
    Range = Sensory (Reach to Sensory Range)
    Casting Time = Instant (Reach to Instant Casting)

    COMMENTARY: Direct damage spell that can also disable electronics. The Master who developed this strain of the Legacy became very territorial of his stretch of ocean.

    (Life ●●●●●)
    This Attainment represents the novel branch developed by one of the only known living Masters of the Legacy. Said Master elected to take the form of some massive, serpentine creature. When enraged, they add all manner of squamous defenses through use of the Adept Attainment.
    Shapechange
    Duration = Life (Advanced Duration)
    Potency = 1
    Scale = Size 15 (Advanced Scale)
    Range = Self
    Casting Time = Instant (Reach to Instant Casting)
    NOTE: “Gear Merge” Reach Effect. Limited to only transforming into one chosen aquatic form. Use of the Adept Attainment does not require Potency to be spent on Gills when used on this form.

    COMMENTARY: Become Cthulhu. Or Watatsumi. Atypical in the amount of extra Reach and the Gear Merge not needing Matter. Mildly balanced by only having one form


    Secrets and Story Hooks
    There’s a reason Benthic Walkers become more reclusive as they grow in power - The Song. All elder Deep Ones speak something calling them from the deep - a call that grows more insistent as they progress. Ignoring it becomes painful, and it subsides only when dwelling beneath the waves. The Song is also what drives them to scribe a new Daimonomikon upon passing the Disciple level.

    A Daimonomikon has been discovered, believed to have been created by the original Benthic Walker. All five levels of the original Legacy are supposedly scribed into the antique diving suit, and the local Deep One is determined to retrieve it from Seer custody.

    The Ganges Fan is off-limits to Mages, and the few Deep Ones that are known to have gone to India vanished. The local Consiliums firmly write it off as them running afoul of a particularly tenacious local Hunter compact, but the Councils seem genuinely terrified of something out there.

    Much like passing beyond the atmosphere, traveling too far under the waves means you leave the protection of Luna and Helios. Spirits lurk in the deep, mostly natural. The few Magath that form, however… well, pollution and kaiju are rarely a healthy combination.

    A Deep One claims to have discovered a Vampire Court dwelling in a local body of water. The next night, his acquaintances begin turning up drained of blood.
    Last edited by Cauthon; 08-08-2022, 03:00 AM.


    Monkish Asexual.

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

  • #2
    I feel like the game Iron Lung is the result of an apprentice being sent to investigate a Mystery as part of the initiation, which then goes horribly wrong.

    I would like to offer 2 story hook ideas as well:

    1- The nickname Abyssal Hunters is more than an affectation, this Legacy has a uncanny affinity for uncovering Aberrances to verges of The Deluge, the twisted inversion of the Aether. With the frequency of these Irises increasing, research suggest something is waking up and preparing to cross over into our world. The only hope to banish it is to uncover fragments of lost Scelestus lore scattered within them, a blasphemy that must be kept from the Consilium. With many lost during missions and their numbers dwindling, they turn to the cabal for help. Will the players be able to help them without losing themselves to the maddening secrets or will the Deep Ones that succumbed pull them to a watery grave ?

    2- A crew of vanished Deep Ones was reported to reliably show up during Abyssal Environmental Effects involving water, such as heavy rains or flooding. They offer to take anyone willing into their submarine to survive the storm, which vanishes with the effect. When a friend of the cabal disappears in such a rescue, they journey to the submarine to find its a Supernal Verge and their friend now a Proximi who needs a dive suit to regulate the Curse. Who made this submarine, how can it traverse the Abyss and why have the crew not returned home ? This can be used to lay the groundwork for players to get involved with the Imperial Mysteries.
    Last edited by KaiserAfini; 08-07-2022, 12:12 PM.


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

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

    Comment


    • #3
      Originally posted by KaiserAfini View Post
      1- The nickname Abyssal Hunters is more than an affectation, this Legacy has a uncanny affinity for uncovering Aberrances to verges of The Deluge, the twisted inversion of the Aether. With the frequency of these Irises increasing, research suggest something is waking up and preparing to cross over into our world. The only hope to banish it is to uncover fragments of lost Scelestus lore scattered within them, a blasphemy that must be kept from the Consilium. With many lost during missions and their numbers dwindling, they turn to the cabal for help. Will the players be able to help them without losing themselves to the maddening secrets or will the Deep Ones that succumbed pull them to a watery grave ?
      Ooo, road trip!

      Originally posted by KaiserAfini View Post
      2- A crew of vanished Deep Ones was reported to reliably show up during Abyssal Environmental Effects involving water, such as heavy rains or flooding. They offer to take anyone willing into their submarine to survive the storm, which vanishes with the effect. When a friend of the cabal disappears in such a rescue, they journey to the submarine to find its a Supernal Verge and their friend now a Proximi who needs a dive suit to regulate the Curse. Who made this submarine, how can it traverse the Abyss and why have the crew not returned home ? This can be used to lay the groundwork for players to get involved with the Imperial Mysteries.
      Heh, if that's a reference to what I think it is, I'm glad.


      Monkish Asexual.

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

      Comment


      • #4
        I cannot confirm or deny anything, mainly because disclosing any information of the Wintersheimer Expedition without the permission of a Mysterium researcher of Keter clearance or above triggers automatic administration of amnestic spells by Guardian agents.

        A small note on formatting, when there are combined spells, it might be a good idea to separate them via a new paragraph. I think it might also be helpful to place the spell names in Italic, that way it draws the reader's eyes for quick reference.

        Which Attainments are you not happy with ? Right now it seems like this Legacy could be even older than presented, having developed these adaptations to explore the sea before we had the technology. The adaptations to resist pressure and lack of air would be an intuitive solution that would have allowed them to surpass even the most well trained and athletic divers, incorporating modern technology to let them explore the depths beyond what their current progress would allow.

        Because of their ability to incorporate the characteristics of multiple animals, I can see some of them looking like mindflayers or kua toa, depending on the needs of the expedition, which probably terrifies any unaware supernaturals they meet and likely lead to more than a few misunderstandings. But when these adaptations are combined with the ease of exploring deep sea ruins and contacting root peoples of undersea kingdoms, I can also see the Mysterium being heavily invested in them, because they provide a powerful toolkit to explore the sunken city part of the Atlantean myth. The fact they sometimes encounter weird stuff, like a the Arcadian Verge of Numenor, is just a sign they are headed in the right direction. So thematically speaking, they appear to be solid.
        Last edited by KaiserAfini; 08-07-2022, 05:20 PM.


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

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

        Comment


        • #5
          Originally posted by KaiserAfini View Post
          A small note on formatting, when there are combined spells, it might be a good idea to separate them via a new paragraph. I think it might also be helpful to place the spell names in Italic, that way it draws the reader's eyes for quick reference.
          Updated. Copy-pasting does all kinds of screwy things to the formating I do in the draft...

          Originally posted by KaiserAfini View Post
          Which Attainments are you not happy with ? Right now it seems like this Legacy could be even older than presented, having developed these adaptations to explore the sea before we had the technology. The adaptations to resist pressure and lack of air would be an intuitive solution that would have allowed them to surpass even the most well trained and athletic divers, incorporating modern technology to let them explore the depths beyond what their current progress would allow.
          It's mostly the last two that I feel went in a sharply different direction. Which is why I inserted the bit about the Legacy not having common Adept or Master Attainments, the daimonomikons, and leaned a bit more heavily into elder Deep Ones vanishing. It makes them more horror-esque, and gives a broader variety of individual themes that can be pursued, but it feels... off. I was going for pulp-action deep-sea explorers as predecessors of the Extraterrestrial Seekers, but ended up with oceanic corruption more in line with Shadow over Innsmouth

          Originally posted by KaiserAfini View Post
          Because of their ability to incorporate the characteristics of multiple animals, I can see some of them looking like mindflayers or kua toa, depending on the needs of the expedition, which probably terrifies any unaware supernaturals they meet and likely lead to more than a few misunderstandings. But when these adaptations are combined with the ease of exploring deep sea ruins and contacting root peoples of undersea kingdoms, I can also see the Mysterium being heavily invested in them, because they provide a powerful toolkit to explore the sunken city part of the Atlantean myth. The fact they sometimes encounter weird stuff, like a the Arcadian Verge of Numenor, is just a sign they are headed in the right direction. So thematically speaking, they appear to be solid.
          Adding the Mysterium to their possible parentage.
          Last edited by Cauthon; 08-07-2022, 06:08 PM.


          Monkish Asexual.

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

          Comment


          • #6
            Root peoples of Undersea Kingdoms! That is quite exciting.

            Comment

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