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  • Cauthon's Homebrew Hub

    I get very bored deskwarming at my job, and that tends to result in middling-quality Legacies. Rather than keep spamming the forums with new threads, I'll just start consolidating them here.

    Discussion, advice, and suggestions are welcome and appreciated.

    WIP Legacies - Not abandoned, but languishing on my back-burner. Updated as of 04Dec22

    Off-Thread Legacies:
    The Hedgemarshals; Fate/Space Mages who act as lawmen for Consillium/Freehold alliances.

    The Elan; Prime/Mind Mages looking to become non-amoral Liches

    The Extraterrestrial Seekers; Forces/Space Mages who explore space

    The Benthic Walkers; Forces/Life Mages exploring the deep sea

    Legacies on this Thread:
    The Frankensteins / The Cyberneticists / The Redeemers; A trio of related Life legacies focused on body modification and spitting in the eye of Death

    Asklepians; Life/Time Mages dedicated to healing

    Shadowbrokers; Mind/Forces Mages who manipulate minds and data to aquire pawns in greater schemes

    Icons; Forces/Prime Mages who want to be superheros

    Stage Maestros; Prime/Spirit Summoners who pose as stage magicians

    Incarnations of Truth; Supernally-Ridden Summoners (Shelved - WIP)

    Chosen of Mars; Space/Fate Mages that destabilize groups

    Shields of Annwyn; Fate/Prime knights errant, wandering the land in search of curses to break and monsters to slay

    Documentarians; Prime/Spirit documentary makers, seeking to record Mysteries for future generations

    Chrononauts; Time/Mind Mages belonging to a Nameless order of the same name, dedicated to maintaining the temporal continuum.

    Dragon Disciples; Life/Forces Mages seeking to emulate the precursors to Atlantis

    Shadow-Wrights; Death/Mind Mages breathing life into shadows

    Order of the Iron Tower; Forces/Space Mages who distain the limitations of the material world
    Also contains The Lords In Iron

    The Etnan Legion; Mind/Prime Mages who have declared war on Death (Or at least it's Aeon)

    Mystery Cults and Magic Items
    Po Mempo - A Persistent Imbued Item of stealth apparel, combining Incognito Presence, Machine Invisibility, and Without A Trace

    Kaleidoscope Keep - A Mystery Cult of pacifist craftsmen. Includes the writeups for several frivilous Imbued Items typically created by the founder's workshop.

    Keepsafe Amulets and Oni-no-Hanzo no Kage - Amulets with a wide Key and assassinaton golems, respectively

    Harmonic Spheres and Bonds of Trust - Astral-Resonance sample jars, and a pair of rings that ensure their wearers are always mutually aware of sincerity
    Last edited by Cauthon; 12-04-2022, 09:30 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
    Frankenstiens
    A legacy of mad scientists, fascinated with subverting Death and the limitations of the human form. Sister Legacy to the Cyberneticists and Redeemers

    Nicknames: Mutationists, Geneticists, Resurrectionists, Madmen (Derogatory)
    Organization: Cabals of Frankenstiens are rare; rather, they tend to ally with members of their sister legacies. This frequently results in unsettlingly unpredictable minions to operate through.
    Theory: The grave is no bar to my call
    Background: The Frankenstien legacy propagates most frequently through daimonomikon, specifically diaries of previous Masters. It’s unknown when the Legacy was first formed, but the earliest known daimonomikon dates back to the early Renaissance.

    Legends within the Legacy, however, tell of one of the first Mages to Awaken in the paleolithic era. Supposedly, this Mage was accidentally subjected to an Imperial spell that excised his ability to die or age. Driven by a desire to see his tribe conquer the land -and eventually, the stars, once he was made aware of other planets- this elder of the Legacy shaped his soul soas to breed the ideal human. Being able to resurrect the dead was just a side-benefit. Of course, given the lack of proof for this story, most Mages dismiss it as unlikely.

    Parentage: Obrimos; Mysterium, Free Council, or Seers of the Throne
    Ruling Arcanum: Life
    Yantras: Medical implements (+1); Medical journals (+1); Personal laboratories (+2); Hospitals or morgues (+2)
    Oblations: Writing scientific papers related to genetics; Conducting medical experiments; Graverobbing

    Prerequisites: Life 2, Medicine 2, Science 2, Occult 2
    Initiation: Even for those inducted via Daimonomikon, there is an element of loss and mania in their induction. Most often, it's triggered by an incurable disease in a loved one, or an untimely death. The teacher or book will offer some boon that can help the inductee, tantalizing them further down the path.

    Butcher's Eye
    (Life ●) Initiation
    It is important to know the quality of your samples before going to work. The Geneticist lays hands on a subject, gaining an invasive understanding of their physical status.
    Analyze Life
    Duration = Life
    Potency = N/A
    Scale = Extra factors go to Scale
    Range = Touch
    Casting Time = Instant (Reach to Instant Casting)

    COMMENTARY: Basic life-scanning. They'd be more useful for the "Look Upon My Works" Attainment if they could afford the "Specific Attribute" Reach effect, but at least you can identify Supernaturals.

    (Death ●)
    You can learn a lot from a body, even in death. By touching a corpse, the Geneticist learns what caused it's death. They also learn the target's physiology in life. Further, it has odd effects on Vampires.
    Forensic Gaze
    Potency = Death
    Duration = N/A
    Scale = Extra factors go to Scale
    Range = Touch
    Casting Time = Instant (Reach to Instant Casting)

    NOTE: Activated simultaneously with the Life portion of the Attainment. If used on a corpse, the caster knows what Analyze Life would have told them when it still lived. Has odd effects with Vampires - it identifies them as Undead, but if they killed to obtain any of their current Vitae, the Mage is also given the Attainment’s information on those victims.

    COMMENTARY: Saves time sorting the quick from the dead. I like the side effect on Vampires - it was random but makes a measure of sense


    Trust Me, I'm A Doctor
    (Life ●●) Medicine 3
    Mundane sickness falls surprisingly easily beneath the ministrations of an enlightened scientist.
    Purge Illness
    Potency = Life
    Duration = N/A
    Scale = Extra factors to Scale
    Range = Touch
    Casting Time = Instant (Reach to Instant Casting)

    NOTE: Used in conjunction with "Sum Of Its Parts" to prevent organ rejection in grafts.

    COMMENTARY: A relatively simple power, saves you having to waste time casting it as a spell. Mostly useful as supplementing later Attainments to prevent organ rejection.

    (Death ●●)
    The Geneticist conjures a trickle of Ectoplasm between their fingers, the deathly goop instantly shaping into a simple medical tool of their choice.
    Ectoplasm
    Duration = Death
    Potency = 2, 3 at Death 4
    Range = Touch
    Casting Time = Instant (Reach to Instant Casting)
    NOTE: Ectoplasm can only be shaped into medical instruments, but grant a bonus of [Potency] on medical rolls

    COMMENTARY: The tools don't last long, but you don't need a scalpel to last longer than the cut.


    Sum Of Its Parts
    (Life ●●●) Occult 3, Science 3
    With careful ministration and knowhow, the Geneticist seals all but the worst wounds. An invaluable aid, in surgery
    Knit
    Potency = Life
    Duration = N/A
    Scale = Extra factors to Scale
    Range = Touch
    Casting Time = Scene

    NOTE: Reach to "Heal Lethal", perform basic medical procedures as the "ritual"

    COMMENTARY: Paradox-free Knit. Actually more useful for keeping the subjects of the Death portion of the Attainment alive during surgery.

    (Death ●●●)
    There's plenty of spare parts to go around, you just need to know where to look. The Geneticist becomes able to graft unliving flesh onto living subjects, providing them with replacement limbs or strange mutations. If the donation is taken from a still-living donor, the change is Lasting.
    "Grafting" [Transform Life]
    Potency = Death
    Duration = One Day, One Week at Death 4 (Reach to Advanced Duration)
    Range = Touch
    Casting Time = Scene
    NOTE: Transform Life, but requires a donor for the adaptations. If transferred directly from a living donor, the effect is Lasting, and can be passed on to offspring. Also allows the curing of Tilts such as Arm and Leg Wrack, by grafting on replacements. Fleshy Supernatural donors count as being in whichever state best resonates at the time - a Vampire would be "dead", but one using Blush of Life at the time would be "alive".

    COMMENTARY: While grafting temporary undead shark jaws and octopus tentacles is neat, the better part of the Attainment is giving Lasting mutations. It's messy, and not particularly efficient, but given enough lead time you can have an army of mutants.


    Look Upon My Works
    (Life ●●●●) Medicine 4
    Mixing together a noxious concoction of "donated" ichor, chemicals, and agar, the Geneticist creates a draught of enhancing elixir. When drunk, the liquid adds one of the "donors" physical attributes to the imbiber's own.
    Honing The Form
    Potency = Life
    Duration = One Day (Reach to Advanced Duration)
    Scale = Remaining extra factors to Scale
    Range = "Touch"
    Casting Time = Scene

    NOTE: Atypical; Extra Reach. Reach to switch Primary Factor, Reach to "Break Mortal Caps". Requires blood (of equivalent) from an entity with as many dots in the desired attribute as will be added to the target. Creating the Brew is the Attainment ritual - doses remain stable for up to 24 hours, and take effect instantly when applied to a valid target

    COMMENTARY: has some extra reach and an odd application process, but I feel the need to find a specific donor is a good limiting factor. One of the extra factors go to Duration, but the rest go to Scale so it can affect even large minions

    (Death ●●●●)
    While supernatural donors are not necessary for good draughts, the best draughts make extensive use of them. The imbiber gains a measure of defensive capabilities of the donor, armouring them in unnatural flesh.
    "Deathless Vigor" [Aegis]
    Potency = Death
    Duration = One Day (Reach to Advanced Duration)
    Scale = Remaining extra factors to Scale
    Range = "Touch"
    Casting Time = Scene

    NOTE: Atypical; Extra Reach. Reach to switch Primary Factor, Reach to "Anti-Armor Piercing". Requires a supplemental donation of ichor, Vitae, or some other Supernatural blood-equivalent.

    COMMENTARY: Same as above. The different donors make for fun customizations - a Ogre or Werewolf is going to give different visuals than a ghost or Vampire, even if the actual in-game effects are identical.


    IT'S ALIVE!
    (Life ●●●●●, Death ●●●●●) Medicine 5, Occult 4, Science 4
    The pinnacle of the Geneticists art, they become able to resurrect the dead. This does have limits - without Time 2, the body must be relatively intact and undecayed. With Time 2, the majority of the corpse or skeleton needs to be present, restoring the body to life as it was moments before death. And, perhaps most importantly, the resurrected body remains Soulless until a new soul is acquired.
    Modeled off of two spells -
    "Secret of Life" [Deny the Reaper] (Atypical. Reach to Lasting, "Resurrect the Dead")
    Quicken Corpse (Reach to Lasting, Reach to "Battle Butler")

    Bottom line - bring the dead back to life. They're Lasting, but Soulless by default. The Death effect allows you to "resurrect" patchwork corpses, whose personalities and fragmented memories are conglomerates of their donors. Ritual is something suitably dramatic - strap the corpse to an operating table, hooked up to lightning rods, for example.
    Supernaturals resurrected in this way, including Mages, lose whatever supernatural templates they had.

    COMMENTARY: So. This is pretty atypical, and represents one of the few borderline "impossible" acts in the gameline. I justified the Deny the Reaper variant's many extra Reach by limiting it to only resurrecting biological creatures. You can't fix objects, you can't use it to repair damage, you can only bring back the dead. Also important to note is that the resurrected has no soul, making for some good characterization opportunities. It's also up to the ST if this is indeed the resurrected, or just something wearing its face. And, most importantly, Supernaturals lose their template. A crushing blow, for former Mages.


    Secrets and Story Hooks
    ● The beloved spouse of a local Councilor has died, and they have been seen consorting with a local Frankenstien. Reaper concerns aside, said Frankenstien is also an "ex" Seer.

    ● Rumors persist of an undersea civilization, amphibious humans created by a Frankenstien in primeval times.

    ● Every once in a while, and rare twice over for requiring a Legacy Master, the final Geneticist Attainment spawns a Promethean rather than the intended resurrection. There is no rhyme or reason to what causes this - both composite-corpses and intact corpses have been known to trigger this effect. Geneticists themselves are fascinated by this, and those aware of Prometheans often hunt them down for study.

    ● Several prominent athletes have vanished, and the local Frankenstein seems awfully physically competent these days… Worse, various Supernatural factions around the city are reporting members vanishing in ways that only a Mage could have accomplished.


    Cybernetisists
    A legacy of mad scientists, fascinated with subverting death and the limitations of the human form. Sister Legacy to the Frankenstiens and Redeemers

    Nicknames: Programmers, Ripperdocs, Resurrectionists, Madmen (Derogatory)
    Organization: Same as the Frankensteins
    Theory: Same as the Frankensteins

    Background: An offshoot of the Frankenstein Legacy, founded in the 1940s when the idea of cybernetics started to take a firmer root in the collective consciousness. The Legacy became heavily entwined with the Pantechion, latching onto the idea of entrapping Sleepers in a technobabble method of money buying longevity for yourself and your loved ones.

    Parentage: Moros; Free Council or Seers of the Throne (Pantechion)
    Ruling Arcanum: Life
    Yantras: Same the Frankensteins, plus Programing equipment (+1) and Metalwork shops (+2)
    Oblations: Writing scientific papers related to cybernetic implants; Conducting medical experiments; Crafting prosthetics

    Prerequisites: Same as Frankensteins.
    Initiation: Same as Frankensteins.

    Butcher's Eye
    (Life ●) Initiation
    NOTE: Same as the Frankensteins attainment

    (Matter ●)
    Focusing on an object -be it some new bit of tech or a foreign object in a patient- the Ripperdoc becomes aware of its chemical makeup
    Discern Composition
    Potency = Matter
    Duration = 1 Turn, 2 Turns at Matter 2, 3 Turns at Matter 4
    Range = Touch
    Casting Time = Instant (Reach to Instant Casting)

    COMMENTARY: Mildly useful - commit industrial espionage just by touching a bit of tech, to better facilitate building cybernetic replacement parts.


    Trust Me, I'm A Doctor
    (Life ●●) Medicine 3
    NOTE: Same as the Frankensteins attainment

    (Matter ●●)
    Meditating on the nature of tools, the Ripperdoc gains an instinctive understanding of any object they study.
    Craftsman's Eye
    Duration = Matter (Mana to Advanced Duration)
    Potency = 2, 3 at Matter 4
    Range = Self
    Cost = 1 Mana
    Casting Time = Scene
    NOTE: "All Possible Uses" Reach Effect, "Permenance" Attainment

    COMMENTARY: A good way to find new tech for integration.


    Sum Of Its Parts
    (Life ●●●) Occult 3, Science 3
    NOTE: Same as the Frankensteins attainment

    (Matter ●●●)
    The flesh is weak, even if the spirit is willing. The Ripperdoc can fix that little flaw right up though. They can temporarily integrate technology into a subject, allowing them to spit bullets or breathe fire. Additionally, the Ripperdoc can add more permanent effects - they can use prosthetics to permanently cure physical Tilts affecting their subject.
    Wonderful Machine
    Potency = Matter
    Duration = One Day, One Week at Matter 4 (Reach to Advanced Duration)
    Range = Touch
    Casting Time = Scene

    NOTE: If grafting a prosthetic whose primary use is replacing a normal biological one (ie a working limb, an organ, etc), the effect is Lasting. Unusual and/or extensive prosthetics, such as mechanical arms that include experimental energy weapons and can be fired through mental commands, are categorized at the discression of the ST

    COMMENTARY: Kind of a hard one to properly convey - if you give someone an articulate mechanical arm, it's Lasting and can be moved as if it was a natural arm. You'd still need to do maintenance on it, unless someone casts Self-Repairing Machine. If you integrate a gun into them, on the other hand, it only lasts for the normal duration of Wonderful Machine


    Look Upon My Works
    (Life ●●●●) Medicine 4
    NOTE: Same as the Frankensteins attainment, except it takes the form of an injection

    (Matter ●●●●)
    While supernatural donors are not necessary for good elixirs, the best ones make extensive use of them. The injection enhanced in this way causes any prosthetics the subject has to expand, engulfing them in an unnatural armor. As such, this effect cannot be used on anyone without some kind of implanted prosthetics, although anything as simple as a hearing aid will do.
    Aegis
    Potency = Matter
    Duration = One Day (Mana to Advanced Duration)
    Scale = Remaining extra factors to Scale
    Range = "Touch"
    Cost = 1 Mana
    Casting Time = Scene

    NOTE: "Permenance" Attainment. Reach to switch Primary Factor, Reach to "Anti-Armor Piercing". Requires a supplemental donation of ichor, Vitae, or some other Supernatural blood-equivalent. Only works on individuals who have implants.

    COMMENTARY: Almost identical to the Frankenstein version, aside from the prosthetic requirement.


    IT'S ALIVE!
    (Life ●●●●●, Matter ●●●●●) Medicine 5, Occult 4, Science 4
    The pinnacle of the Ripperdocs art, they become able to resurrect the dead. This is time- and resource-intensive - the Ripperdoc supplements any catastrophically damaged tissue with artificial replacements. The subject only needs to have 50% of their brain to be a valid target, although damage to that degree will require a massive investure in cybernetic replacements. And, perhaps most importantly, the resurrected body remains Soulless until a new soul is acquired.
    Modeled off of Golem (Reach to Lasting) with the Mind effect

    COMMENTARY: Bottom line - bring the dead back to life. They're Lasting, but Soulless by default. Unlike the Frankensteins, you only need 50% of their brain matter, rather than a whole body, but you also have a much more narrow window of time to pull it off. Ritual is the entire surgical process.
    Supernaturals resurrected in this way, including Mages, lose whatever supernatural templates they had.


    Secrets and Story Hooks
    ● Once resurrected, a Cyborg requires a certain level of physical and psychological therapy to recover. This becomes even worse when there are extensive neurological replacements. A recent resurrection appears to have gone rogue, a Deviant manifesting some occluding power to hide from its creator. It also did not yet have a soul, but appears to have mutated into an animavor to compensate.

    ● Every once in a while, and rare twice over for requiring a Legacy Master, the final Ripperdoc Attainment spawns an Unfleshed Promethean rather than the intended resurrection. There is no rhyme or reason to what causes the effect. Ripperdocs themselves are fascinated by this, and those aware of Prometheans often hunt them down for study.


    Redeemers
    A legacy of mad scientists with a religious bent. Sister Legacy to the Frankenstiens and Cyberneticists

    Nicknames: Preachers, Faith Healers, Resurrectionists, Madmen (Derogatory)
    Organization: Same as the Frankensteins
    Theory: Same as the Frankensteins

    Background: An offshoot of the Frankenstein Legacy, thought to have splintered off early in their history. Though roughly identical in their practices, the Redeemers focus more on magic and its integration into the human form. Particularly pretentious individuals may ape pop-culture Egyptian trappings.

    Parentage: Obrimos; Mystagog or Seers of the Throne (Paternoster)
    Ruling Arcanum: Life
    Yantras: Same the Frankensteins
    Oblations: Same as the Frankensteins

    Prerequisites: Same as Frankensteins.
    Initiation: Same as Frankensteins.

    Butcher's Eye
    (Life ●) Initiation
    NOTE: Same as the Frankensteins attainment

    (Prime ●)
    Meditating long enough to attune themselves to magic, the Redeemer opens their eyes to the flows of Magic around them.
    Supernal Vision
    Potency = Prime
    Duration = Hour, Day at Prime 2, Week at Prime 4
    Range = Self
    Casting Time = Scene

    COMMENTARY: Analyze the world for potential objects to integrate or study.


    Trust Me, I'm A Doctor
    (Life ●●) Medicine 3
    NOTE: Same as the Frankensteins attainment

    (Prime ●●)
    A twist here, a nudge there, and any magical tool bends to your will.
    Words of Command
    Potency = Prime
    Duration = N/A
    Range = Sight (Reach to Sensory Casting)
    Casting Time = Instant (Reach to Instant Casting)
    NOTE: Knowing additional Arcana expands the activation capabilities, as the spell.

    COMMENTARY: Activate items you've found, test their effects for potential integration.


    Sum Of Its Parts
    (Life ●●●) Occult 3, Science 3
    NOTE: Same as the Frankensteins attainment

    (Prime ●●●)
    Where the Frankensteins modify flesh both living and dead, and the Cyberneticists play with their mechanical toys, the Redeemers prefer to deal with the more delicate matters of magic.
    "Joined In Truth" [Wonderful Machine]
    Potency = Prime
    Duration = One Day, One Week at Prime 4 (Reach to Advanced Duration)
    Range = Touch
    Casting Time = Scene
    NOTE: Can graft Artifacts or Imbued Items into the target. If the graft is an Artifact, or an Imbued Item made specifically for the purpose, then the Graft is Lasting. Artifacts will typically reshape themselves somewhat to accommodate this change - a staff may flow to become a wooden arm if used as a prosthetic, for example. The Redeemer may also integrate supernatural items that they can affect with their Words of Command Attainment.

    COMMENTARY: "Lasting, integrated Artifacts are too much of a stretch of Reach" you might say. "Try explaining to the Paternoster why your Sleepwalker now has an Orichalcum hand and the Spear of Ra is missing" I say. Also note that only the fact that the item is integrated is protected by being an Attainment. Any effects the item has will still have to deal with Paradox and Dissonance, and you still have to cough up Mana to keep it charged. Not to mention whatever funky side-effects the ST decides to add for Fetishes or Vampire items getting integrated.


    Look Upon My Works
    (Life ●●●●) Medicine 4
    NOTE: Same as the Frankensteins attainment

    (Prime ●●●●)
    While supernatural donors are not necessary for good elixirs, the best ones make extensive use of them. The draught enhanced in this way girdles the imbiber with a shell of power
    Wards and Signs
    Potency = Prime
    Duration = One Day (Reach to Advanced Duration)
    Scale = Remaining extra factors to Scale
    Range = "Touch"
    Casting Time = Scene

    NOTE: Reach to switch Primary Factor. Requires a supplemental donation of ichor, Vitae, or some other Supernatural blood-equivalent. Awakened blood is the preferred choice, since it both resonates with the Attainment and is readily available to the Redeemer.

    COMMENTARY: Not as powerful in a physical fight as the other two, but it also doesn't break the Reach numbers and covers a completely different avenue.


    IT'S ALIVE!
    (Life ●●●●●, Prime ●●●●●) Medicine 5, Occult 4, Science 4, Fluent High Speech
    Anointing the recently deceased with sacramental oils and symbolic embalming fluids, the Redeemer performs the ultimate redemption - pulling someone back from death. Those who return come back changed, strangely susceptible to High Speech, but also with the scales drawn back from their Sleeper eyes. This does have limits - without Time 2, the body must be relatively intact and undecayed. With Time 2, the majority of the corpse or skeleton needs to be present, restoring the body to life as it was moments before death.
    Modeled off of Deny the Reaper and Stealing Fire.
    Bottom line - bring the dead back to life. They're Lasting but Soulless by default. Supernaturals resurrected in this way, including Mages, lose whatever supernatural templates they had. All individuals resurrected this way are brought back as Sleepwalkers with the High Speech Perception merit. They must obey any command given to them in High Speech, as if affected by Psychic Domination's first Reach effect. These orders can come from anyone, and only the most recent order takes precedent, so caution is advised.

    COMMENTARY: Good way to make obedient Sleepwalkers, I guess? Assuming you can get enough souls… which you could acquire by stealing their souls and before killing them…
    Anyway, the High Speech thing means you can't completely trust these servants, in spite of their obedience.


    Secrets and Story Hooks
    ● One of the Consilium's Sleepwalkers seems to get very jumpy whenever people start talking in High Speech.

    ● Artifacts have been going missing from the Athenaeum, and someone has been running around the city acting like a superhero.

    ● A friendly Redeemer integrated a Werewolf Fetish and a Changeling Token into one of their retainers. Something went wrong, and now they've come to you looking for help putting down the monstrosity that has resulted.

    ● Every once in a while, and rare twice over for requiring a Legacy Master, the final Redeemer Attainment spawns a Promethean rather than the intended resurrection. There is no rhyme or reason to what causes the effect. Redeemers themselves are fascinated by this, and those aware of Prometheans often hunt them down for study.
    Last edited by Cauthon; 08-22-2022, 05:54 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


    • #3
      How do the Cybernetisists view the Austere, who take a different approach to integrating machinery into themselves ? How do they feel about complete mechanical beings like the GM, Angels, Demons and the Gadgets they create ? Have they ever considered utilizing a brain chip to create lesser recreations of a patient, such as what Desty Nova does in the Battle Angel Alita mangas and how Joker returns in the Batman Beyond movie ?

      How do the Redeemers feel about the Myrmidons being subjected to similar effects via the Oath-Tongue ? How does the Paternoster react when sacred Exarchial Artifacts from their reliquiaries are used in such creations ? Do they consider it a blasphemy ? Would the subjects be considered saints ? Would they be chosen by a traditional process and indoctrinated into certain sacred roles, similar to Azrael in the Batman comics ?
      Last edited by KaiserAfini; 08-14-2022, 12:32 AM.


      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


      • #4
        Originally posted by KaiserAfini View Post
        How do the Cybernetisists view the Austere, who take a different approach to integrsting machinery into themselves ? How do they feel about complete mechanical beings like the GM, Angels, Demons and the Gadgets they create ? Have they ever considered utilizing a brain chip to creare lesser recreations of a patient, such as what Desty Nova does in the Battle Angel Alita mangas and how Joker returns in the Batman Beyond movie ?
        The Ripperdocs find the Austere fascinating, but think of them in the same way a modern singularian would view the Adeptus Mechanicus.

        GM and Angels? Mildly horrified. These things are machines so complex that they cannot be intergrated. They're no longer tools, they're threats.

        Brain chips are one method of restoring Cyborgs or creating Lasting prosthetics for the Disciple attainment. Very useful for conditioning a new servant.

        Originally posted by KaiserAfini View Post
        How do the Redeemers feel about the Myrmidons being subjected to similar effects via the Oath-Tongue ? How does the Paternoster react when sacred Exarchial Artifacts from their reliquiaries are used in such creations ? Do they consider it a blasphemy ? Would the subjects be considered saints ? Would they be chosen by a traditional process and indoctrinated into certain sacred roles, similar to Azrael in the Batman comics ?
        Myrmidons are interesting in the possible connection, but have gotten Redeemers in trouble for dissecting a few Myrmidons in the pursuit of that Mystery. Especially because the few times they've gone in prepared and resurrected -and re-souled- the Myrmidon afterwards, the Myrmidon has come back without the Proximus template.

        The Paternoster and Mysterium generally doesn't condone Artifacts being implanted into Sleepwalkers or other lesser servants, but grudgingly allows it on a case-by-case basis for Mages. Especially when the Mage receiving an intergration is the one giving the permission. Some are set up as saints in specific cults, with the intergration done for that specific purpose. More commonly, the Paternoster Redeemer uses the "specifically created Imbued Item" clause, which is considered more of a benediction for useful servants.



        Asklepians
        A legacy of doctors and medics, dedicated to healing others.

        Nicknames: Medics, Docs, Trauma Teams
        Organization: Medics are very social, and maintain close and regular contact with any other Asklepian they meet. Individual Asklepians are usually spread out among cabals, ensuring that they can assist as many people as possible. Rarely, dedicated cabals of Asklepians called “Trauma Teams” form to handle emergencies at a moments notice. Trauma Teams are often mobile, with a Space specialist providing them transport to the latest hotspot.

        In the Sleeper world, Asklepians are usually involved in medical endeavors and charitable programs, honing their skills in free clinics and aid organizations. A surprising amount take vows of poverty, or occupy non-descript jobs such as hospital janitors that allow free movement but little attention. Quite a few bind spirits of healing as Familiars, giving them snake bodies if opting for physical forms.
        Theory: A death does more than kill the victim. It kills everything they could become.
        Background: A very old Legacy, thought to have been founded by a student or contemporary of Hippocrates. Asklepians are not particularly flashy, and their life is not glamorous, but their skill and utility has kept their line alive and respected though the ages. Even Seers see the occasional Medic in their ranks, although the emphasis on selfless service has generally clashed with the teachings of the Ministries.

        Parentage: Acanthus; Silver Ladder, Free Council, or Adamant Arrow
        Ruling Arcanum: Life
        Yantras: Medical implements (+1); Medical journals (+1); A log of all patients cured and their affliction (+1, +2 if recording more than a century of treatments); Asklepian rods (+1, +2 if crafted from materials of appropriate cultural symbolism to the Medic); Nonvenemous snakes (+1, +2 if the Mage's Familiar); Charity facilities (+2); Hospitals (+2)
        Oblations: Ministering to the sick, Preventing injuries before they happen, Researching new techniques, Successfully using a patient's dreams to treat their afflictions

        Prerequisites: Life 2, Medicine 2, Professional Training (Medical Professional) 1
        Initiation: The Asklepian initiaition is surprisingly simple: swear to prioritize healing and non-violence over Gordian solutions. Most teachers are Acanthus, meaning they can enforce these oaths with Fate magic. Some Asklepians specifically take Vows of Pacifism to this effect, but most acknowledge that sometimes a dagger in the heart of a foe can be as much of a balm as cutting out a cancer.

        Triage
        (Life ●) Initiation
        Quickly assessing the vitals of a patient, the Asklepian checks them over for anything that needs immediate attention.
        Analyze Life
        Duration = Life
        Potency = N/A
        Scale = Extra factors go to Scale
        Range = Touch
        Casting Time = Instant (Reach to Instant Casting)

        COMMENTARY: Basic life-scanning. This ends up being my mainstay for Life Legacies - it’s pretty much the only Life Initiate spell that isn’t hobbled by Attainment Reach rules.

        (Time ●)
        Disconnecting themselves slightly from the normal flow of time, the Asklepian models the potential immediate future and assesses how they should proceed.
        Divination
        Potency = Time
        Duration = N/A
        Range = Self
        Casting Time = Instant (Reach to Instant Casting)

        NOTE: Atypical. Can be activated simultaneously with the Life portion of the Attainment. When used in that way, the Asklepian can ask more specific questions about how to treat the subject. This replicates the Divination Reach effect, but only when used on someone the Asklepian is about to perform treatment on.

        COMMENTARY: Use the questions to assess who you need to prioritize, and what treatments will have the best immediate effect. I originally had Perfect Timing here, but the fact that it doesn’t apply to Extended Actions reduces the utility for a surgeon.


        Sterilize and Prioritize
        (Life ●●) Medicine 3, Professional Training 2
        Oftentimes, the body can repair itself if given the opportunity. The Asklepian forcefully purges the patient’s body of hostile foreign substances and organisms, supporting that natural human tenacity.
        Purge Illness + Cleanse the Body
        Potency = Life
        Duration = N/A
        Scale = Extra factors to Scale
        Range = Touch
        Casting Time = Instant (Reach to Instant Casting)
        NOTE: Reach to Cleanse the Body’s “Immediate Roll” Reach effect

        COMMENTARY: Ok, two spells in one Attainment is a bit excessive, but hear me out. Neither spell is particularly powerful on its own, and they have very similar effects purging foreign agents from the body. They even have the same Primary Factors.

        (Time ●●)
        Expanding on their temporal foresight, the Medic dodges more mistakes that would harm their patients.
        Choose the Thread
        Duration = N/A
        Potency = N/A
        Range = Self
        Casting Time = Instant (Reach to Instant Casting)

        COMMENTARY: Look ahead a fews seconds, potentially avoiding some slip-ups


        Life Support
        (Life ●●●) Professional Training 3
        Sometimes the flesh is too badly damaged to recover on its own, or there isn’t enough time to let it do so. The Asklepian performs routine and almost symbolic assessment and treatment of the patient. Under their ministrations, flesh knits together at impossible speeds.
        Got two potential spells: Knit, and a Creative Thaumaturgy spell.

        Knit
        Potency = Life
        Duration = N/A
        Scale = Extra factors to Scale
        Range = Touch
        Casting Time = Scene
        NOTE: Reach to "Heal Lethal", perform basic medical procedures as the "ritual"

        COMMENTARY: Paradox-free Knit. Simple, and a bit boring, but it’s in-line with the theme

        -Or-

        *Custom Spell* Flesh Like Clay
        Potency = Life
        Duration = N/A
        Range = Touch
        Casting Time = Instant (Reach to Instant Casting)
        DESCRIPTION: Decrease [Potency] wounds by one level.

        COMMENTARY: Not a listed spell, but it’s a good way to give them their own feel. I’m iffy on the details though. Credit to KaiserAfini for the idea.

        (Time ●●●)
        The Asklepian weaves a protective bubble of time around their patient, inhibiting their natural healing but also keeping them from growing worse.
        Veil of Moments
        Duration = Time (Reach to Advanced Duration)
        Potency = N/A
        Range = Touch
        Casting Time = Instant (Reach to Instant Casting)
        NOTE: Can be ended at-will

        COMMENTARY: Best activated immediately before beginning the rituals for their other Attainments, giving you time to work. End it once treatment is complete, so the subject can heal naturally.


        Stubborn Persistence
        (Life ●●●●) Medicine 4, Professional Training 4
        Forcing a surge of Supernal strength through the patient, the Asklepian gives them the strength necessary to overcome their current trials.
        Honing The Form
        Duration = Life (Reach to Advanced Duration)
        Potency = 3
        Range = Touch
        Casting Time = Instant (Reach to Instant Casting)

        COMMENTARY: You can certainly boost someone’s combat stats, but the Legacy intended it to be used to boost the subject’s resistance stat

        (Time ●●●●)
        Forcing a pulse of Supernal power through themselves, the Asklepian jumps back a short length of time.
        Shifting Sands
        Potency = N/A (Time)
        Duration = N/A (3 Turns)
        Range = Self
        Cost = 1 Mana
        Casting Time = Instant (Reach to Instant Casting)
        NOTE: Reach to "Scene Rewind".

        COMMENTARY: If you botch a surgery, just rewind and try again. Less scrupulous Asklepions use this Attainment to experiment with new techniques.


        Hand of God
        (Life ●●●●●) Medicine 5, Professional Training 5
        Calling down a near miraculous level of medical understanding, the Asklepian coaxes the body to recover from nominally irreparable wounds.
        Regeneration
        Potency = Life
        Duration = Lasting
        Range = Touch
        Casting Time = Scene
        NOTE: Atypical. Reach to switch Primary Factor

        COMMENTARY: Ok, this obviously goes over Reach and has an explicitly Lasting effect. Keep in mind that it’s a Legacy capstone. Very few Mages will reach this level.

        (Time ●●●●●)
        Time compresses around the Asklepian, allowing them to accomplish in seconds what would take a lesser doctor hours or even days.
        Blink Of An Eye
        Potency = Time
        Duration = N/A (3 Turns)
        Range = Self
        Casting Time = Instant (Reach to Instant Casting)

        COMMENTARY: While likely exhausting, this means you can spam your way through even the most hectic of meatball surgery.


        Variants: A variant of the Legacy, which claims to be the original, uses Fate rather than Time magic. These "Dream Serpents" place a heavy emphasis on interpreting the dreams of their patients beforehand.
        Dream Serpents require the Dream Merit at each level of initiation - a Disciple requires having Dream 3, for example, while a Master would have Dream 5. The rituals for all Fate Attainments are to interpret the dreams of their patients before beginning their work, and can be activated simultaniously to one-another.

        Initiate:
        Allows the Medic to substitute their one of their Skills on a roll related to the medical procedure
        Serendipity
        Potency = Fate
        Duration = N/A
        Range = Self
        Casting Time = Scene
        NOTE: Reach to "Skill Group Switch"
        COMMENTARY: You've probably got a higher Medicine score than anything else, but you never know when it might come in handy.

        Apprentice:
        Gains Potency in dice bonus on medical actions
        Exceptional Luck
        Potency = Fate
        Duration = One Day, One Week at Fate 4 (Reach to Advanced Duration)
        Range = Self
        Casting Time = Scene
        COMMENTARY: Professional Training already gives you 9-again - throw more dice at the problem!

        Disciple:
        Turn Potency medical dice rolls into Rote actions
        Superlative Luck
        Duration = One Day, One Week at Fate 4 (Reach to Advanced Duration)
        Potency = 2, 3 at Fate 4
        Range = Self
        Cost = 1 Mana
        Casting Time = Scene
        COMMENTARY: You have 9-agains, a bunch of extra dice, and now Rote actions. No malady can stand against you!

        Adept:
        Give a designated medical tool Potency dice in Equipment bonus.
        Monkey’s Paw
        Potency = Fate
        Duration = One Day, One Week at Fate 4 (Reach to Advanced Duration)
        Range = Touch
        Cost = 1 Mana
        Casting Time = Scene
        NOTE: Reach to “Mana to Break Equipment Cap”
        COMMENTARY: This is the scalpel that shall split the heavens!

        Master:
        Spend Intercession points during the Duration to affect the patient
        Miracle
        Potency = Fate
        Duration = One Day, One Week at Fate 4 (Reach to Advanced Duration)
        Range = Self
        Casting Time = Scene
        COMMENTARY: Probability bows to your will.



        Secrets and Story Hooks
        ● An Asklepian has been accused of conducting horrific experiments on their patients, then undoing the damage with their Time Adept Attainment. All of the Cabal have gone under the knife recently, and now the question has come up; do they want to know if they were victims?

        ● The local Asklepian is Orderless, and sworn to non-violence and indiscriminate service. They’ve declared their home to be neutral ground, and occasionally service Seers and even Scelesci. Will the Cabal honor this neutrality, or abuse it to eliminate their enemies? What about said enemies, who are likely asking themselves the same question?

        ● As an ancient Legacy of doctors, some Mages wonder if the Asklepians are the originator of the Frankenstein Legacy. There are more than a few similarities in skill and ability, if not in ethics.

        ● Going against the grain of selflessness that most Askleipans practice, a local Medic has begun selling their physical enhancement ability to the highest bidder.
        Last edited by Cauthon; 08-14-2022, 04:11 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.

        Comment


        • #5
          Wouldn't changing the primary factor limit what can be regenerated due to low Potency ?

          Some additional yantras for consideration, based on the temples of Asclepius:

          * A log of all patients cured and their affliction (based on the one in the temple of Epidaurus)
          * A reproduction of the rod of Asclepius, more valuable if carved by the mage from a medicinal tree
          * Facilities modeled based on Asclepieia (healing temples)
          * Nonvenomous snakes (symbols of the god)

          Another oblations could be interpreting dreams of patients for omens of a cure, since it was a common practice by medics of the tradition. It could also be interesting if Time could grant the Dream merit to patients or the doctor. That way when a cure was beyond normal magic, it would tell them where to search.

          The last optional Attainment would not necessarily exhaust the mage, since they can use the third optional Attainment on themselves to pull off shifts as long as they need, never losing focus, speed, precision or damaging their own health, even when they are constantly rushing in the most calamitous emergencies.
          Last edited by KaiserAfini; 08-14-2022, 12:46 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


          • #6
            Originally posted by KaiserAfini View Post
            Wouldn't changing the primary factor limit what can be regenerated due to low Potency ?
            Regenerate's normal Primary Factor is Duration. I do the necessary switches when I write the Attainments up. Current Attainment can do internal organs and limbs, or any lesser injury, but can't handle regrowing all of a person's skin, or parts of their brain.

            Originally posted by KaiserAfini View Post
            Some additional yantras for consideration, based on the temples of Asclepius:

            * A log of all patients cured and their affliction (based on the one in the temple of Epidaurus)
            * A reproduction of the rod of Asclepius, more valuable if carved by the mage from a medicinal tree
            * Facilities modeled based on Asclepieia (healing temples)
            * Nonvenomous snakes (symbols of the god)

            Another oblations could be interpreting dreams of patients for omens of a cure, since it was a common practice by medics of the tradition.
            Yoinked, thanks!

            Originally posted by KaiserAfini View Post
            It could also be interesting if Time could grant the Dream merit to patients or the doctor. That way when a cure was beyond normal magic, it would tell them where to search.
            Sounds like a good Fate variant. I may spin that up.


            Originally posted by KaiserAfini View Post
            The last optional Attainment would not necessarily exhaust the mage, since they can use the third optional Attainment on themselves to pull off shifts as long as they need, never losing focus, speed, precision or damaging their own health, even when they are constantly rushing in the most calamitous emergencies.
            True. Time is a fun Arcana.


            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


            • #7
              Shadowbrokers
              Elusive fixers and puppet masters.

              Nicknames: Eyes, Controllers (Derogatory), Schemers (Derogatory), Lurkers (Derogatory)
              Organization: Controllers are tainted by their Master Attainment; every recorded Master has abused it in some way. While low-ranking Eyes have their uses to the Pentacle as covert operatives, most keep their affiliations hidden. Eyes often end up coordinating mixed cabals of fully Left Handed Legacies, avoiding regular contact with their own to keep from being identified. Eyes among the Seers are mistrusted, but no more so than any other Seer.

              It should be noted that despite their disreputable stigma -and borderline Lefthanded status- most young Shadowbrokers are idealists who just want to help. They are most often knowledge-brokers, and only truely slip into the "ends justify the means" stereotype of their Legacy in their twilight years.
              Theory: Archmages work through pawns, why shouldn't we?
              Background: While often derided as being sociopaths who spent too long watching superhero cartoons as kids -and identifying too much with the villains, at that- the Eyes originally formed as a convergent evolution of Legacies of viziers and kingmakers. Their precursor forms used Time or Spirit for optional Attainments, but the advent of the technological age -and, admittedly, superhero villains- led to a shift in focus towards Forces magic.

              The precursor Legacies trace their history back to the Middle East and Italy, to a wide array of cultures in which religious leaders could make or break rulers. Time-based versions mostly skimmed the possible futures to plan Xanatos Gambits, while Spirit-based variants played on animist or omen-based signs and portents to sway their pawns. While cabals of these individuals were rare, cooperation between the two variants was often devastating.

              The modern incarnation has a disputed origin, with every First-world Country -Cold War Superpowers especially- having a reasonable claim to the dubious honor. MK-Ultra is frequently thrown out by conspiracy theorists, though it’s usually more as a buzzword than actual understanding. Eyes are somewhat unclear on their own history, as they are often limited to only knowing any students they take and their own mentor.


              Parentage: Obrimos; Free Council, Guardians of the Veil, Seers of the Throne
              Ruling Arcanum: Mind
              Yantras: Communication devices (+1); Acting through a proxy (+1); Dossiers on the spell's target (+1 for a page or two of information, +2 for extensive records); Observing through Drones or Familiars (+2)
              Oblations: Building a string theory display; Performing maintenance on surveillance equipment; Building dossiers on potential or existing pawns

              Prerequisites: Shadow Name 1, Trained Observer 3
              Initiation: Execute a convoluted scheme that furthers your goals whether it succeeds or fails, while maintaining your anonymity.

              This Has Potential…
              (Mind ●) Initiation
              Everything you encounter in life has a use, as long as you remember they exist
              Perfect Recall
              Potency = Mind
              Duration = 1 Turn, 2 Turns at Mind 2, 3 Turns at Mind 4
              Range = Self
              Casting Time = Instant (Reach to Instant Casting)

              COMMENTARY:Straightforward recall of information. Good for remembering random minute to add to your store of plans and schemes

              (Forces ●)
              The Eye's senses sharpen as they study their current plan, slight paranoia setting in as they study the complexity of their grand game.
              Receiver
              Duration = Forces (Advanced Duration)
              Potency = 1, 2 at Forces 2, 3 at Forces 4
              Range = Self
              Casting Time = Scene

              COMMENTARY: Not many good published Forces spells for low-level Attainments that focus on information gathering… Still, you can’t go wrong with having good hearing, all the better to listen around corners with.


              Who Is Kaiser Souzai?
              (Mind ●●) Hidden High Speech, Occultation 1
              The Eye is difficult to identify as the source of their own schemes, even in at their lowest levels. As part of their planning, they craft a mental mask to hide behind. Even dedicated mind-readers can be lead astray when trying to assess them.

              Alter Mental Pattern
              Potency = Mind
              Duration = One Day, One Week at Mind 4 (Reach to Advanced Duration)
              Range = Self
              Casting Time = Scene

              COMMENTARY: Alter Mental Patterns fits well into the idea of a false friend playing the long con, or even just of a villain who’s used to dealing with telepaths. You can even potentially be tricking the telepath into trusting you! Harkens back to the Ticktock Men, actually.
              I considered two alternatives for this slot; Memory Hole and Mind Shield.
              • Memory Hole is one I could have a lot of fun with - even if a telepath scans you, your memories can’t betray you. Heck, you yourself don’t even know how long the Memory Hole will last, so even if they notice it, they can’t know how long to hold you for.
              • Mind Shield is just the generic “Brute Force Protection” spell. Unsubtle, if useful.

              (Forces ●●)
              Eyes are often glued to their phones or computers, coordinating pawns and surveillance. With practice, the Eye can shuck the need for such base tools.
              Tune In
              Duration = N/A (All Reach to Lasting)
              Potency = N/A (2, 3 at Forces 4)
              Range = N/A (Self)
              Casting Time = N/A (Scene)

              NOTE: Atypical. It's always on, and translates received information into an augmented reality overlay.

              COMMENTARY: Oddly, where the seed of the Legacy came from. Well, along with Transmission. Having an always-on, built-in HUD that you can use to pilot a swarm of spy drones. While it has elements of Shadowrun Riggers in it, I will fully admit that most of this Legacy has come from me rewatching superhero cartoons like Young Justice.


              Parallel Planning
              (Mind ●●●) Shadow Name 2, Fluent High Speech
              Juggling plans and gathering information grows easier when you can focus on more than one thing at a time.
              One Mind Two Thoughts
              Duration = Mind (Reach to Advanced Duration)
              Potency = N/A (2, 3 at Mind 4)
              Range = Self
              Casting Time = Instant (Reach to Instant Casting)
              NOTE: "Instant Tasks" Reach effect

              COMMENTARY: Multiple thought-tracks, a mainstay of a think-y Mage. Mostly there to synergize with the Forces attainment though.

              (Forces ●●●)
              When receiving data has become child's play, sending it becomes a logical leap.
              Transmission
              Duration = Forces
              Potency = N/A (2, 3 at Forces 4)
              Range = Self?
              Casting Time = Instant (Instant Casting)
              NOTE: "Encryption" Reach effect. Can use Advanced Duration if they dedicate one thought-track to it. This means you can engage in two separate long-term Transmissions with no issue.

              COMMENTARY: Transmission! Fun, especially if you have a drone or two! Now you can send High Speech-encrypted signals wherever you want, so long as there’s wifi.


              I Already Know.
              (Mind ●●●●) Shadow Name 3, Fast Spells, Empathy 3
              With a glance, the Eye gets a glimpse of their target's inner thoughts.
              Read the Depths
              Potency = Mind
              Duration = 3 Turns
              Range = Sight (Reach to Sensory Range)
              Casting Time = Instant (Reach to Instant Casting)

              NOTE: The first Mind Attainment can now be used on "Touch" targets, forcing them to perfectly recall memories for the Eye to view and unearthing repressed memories

              COMMENTARY: Rip the information you need out of a target’s mind. If they’re on hand, you can now force them to show you things even they’d naturally forgotten. Not a way to circumvent Bearers or Logophages, of course, but good for catching details your pawns overlooked.

              (Forces ●●●●)
              The Eye's tools need to keep up with their schemes, and so they impart a spark of Supernal perfection into any digital device they interface with.
              Data Hog
              Duration = Forces
              Potency = 3
              Range = "Sensory" (Reach to Sensory Range)
              Casting Time = Instant (Reach to Instant Casting)
              NOTE: "Sensory" includes devices interfaced with through Tune In and Transmission

              COMMENTARY: Originally had Turn Momentum here, relying on the "paranoid agent" aspect to keep it on-theme. Decided to change it out for Data Hog for two reasons; I've used Turn Momentumin too many Legacies so far, and Data Hog makes more sense for a intel-and-schemes Legacy. You'll have to keep activating it every few turns, but being able to use it at range makes up for it a bit.


              That Wasn't A Request.
              (Mind ●●●●●) Shadow Self, Pusher
              With a word, the Controller initiates their endgame.
              Psychic Domination
              Potency = Mind
              Duration = 3 Turns
              Range = Sight (Reach to Sensory Range)
              Withstand = Resolve
              Cost = 1 Mana
              Casting Time = Instant (Reach to Instant Casting)
              NOTE: "Any Order" Reach effect

              COMMENTARY: To my mind, this is the tip of what would scare other Mages about the Legacy. This person, regardless of how much you trust them, could turn to you one day and say “Take this gun and kill yourself with it. Now.” And unless you have an inhuman Resolve or a ton of Mind defenses up all the time, you’d obey. Sure, it’s a Gnosis 8 Mind Master, they probably have more dread methods at their disposal. But those are at least magic, you have a chance of spotting and countering them. This is shifting the course of history with a single breath.

              (Forces ●●●●●)
              Possibly the point that makes the Controllers as distrusted as they are, a Master of Forces can give their final order over any electronic medium they have access to.
              Forces effect not modeled by a spell - Psychic Domination and Read the Depths Attainments can be used through tech mediums. The Controller becomes very dangerous as long as they have access to cameras and speakers. Which is "always", so long as wireless technology is involved. They need a live feed visual of the target for either effect, but for Psychic Domination the target must also perceive the order. Text or audio for works for standard targets, but lip reading also works, and is ideal for deaf targets.

              COMMENTARY: The more terrifying part of the Legacy. Anyone with a phone, earpiece, or in sight of a screen could become a threat without warning. The Controller doesn't even need Sympathy. “Overload the reactor” “Unlock the door” “Force a system reboot” “Launch the missiles” “Kill the prime minister of Malaysia”. The effect itself is very similar to the Basilisk from Signs of Sorcery.


              Variants:
              Spirit-Talkers
              One of the two progenitor Legacies of the Shadowbrokers. The Spirit-Talkers intergrated Spirit for their purposes, identifying ephemeral pawns that they then used to generate signs and portents. Or to spy on their enemies, or drive key individuals in specific directions.
              Exorcist’s Eye
              Duration = Spirit (Reach to Advanced Duration)
              Potency = N/A
              Range = Self
              Casting Time = Scene
              COMMENTARY: Find a Spirit pawn


              Know Spirit
              Potency = Spirit
              Duration = 1 Turn, 2 Turns at Spirit 2, 3 Turns at Spirit 4
              Range = Sight (Reach to Sensory Range)
              Casting Time = Instant (Reach to Instant Casting)
              COMMENTARY: Know the pawn


              Shadow Walk
              Duration = Spirit (Reach to Advanced Duration)
              Potency = 2, 3 at Spirit 4
              Range = Self/Touch
              Casting Time = Instant (Reach to Instant Casting)
              COMMENTARY: Hide the pawn


              Twilight Body
              Duration = Spirit
              Potency = 3
              Range = Self/Touch
              Casting Time = Instant (Reach to Instant Casting)
              COMMENTARY: Jump into Twilight for a moment to avoid things


              Essence Fountain
              Potency = Spirit
              Duration = N/A
              Range = Self/Touch
              Casting Time = Instant (Reach to Instant Casting)
              COMMENTARY: Spirit bribery!



              Architects
              One of the two progenitor Legacies of the Shadowbrokers. The Architects deal primarily with Time, using the Arcana to plot grand Xanatos Gambits and intricate plans.
              Perfect Timing
              Duration = Time (Reach to Advanced Duration)
              Potency = 1, 2 at Time 2, 3 at Time 4
              Range = Self
              Casting Time = Scene
              COMMENTARY: Do your oblation, and you're just "in the zone".

              Divination
              Potency = Time
              Duration = N/A
              Range = Self
              Casting Time = Instant (Reach to Instant Casting)
              NOTE: “Detailed Answers” Reach effect
              COMMENTARY: Basic prophecy stuff - "Is this a good choice? Will I ever find my keys?"

              Shield of Chronos
              Duration = Time (Reach to Advanced Duration)
              Potency = 2, 3 at Time 4
              Range = Self
              Casting Time = Scene
              NOTE: “Fabricated Timeline” Reach effect
              COMMENTARY: Cover up your past so it's harder for others to disprove your timelines. Which can be very useful if you encourage the authorities to confirm your story through Postcognition.

              Past as Present
              Potency = Time
              Duration = One Week (Reach to Advanced Duration)
              Range = Self
              Cost = 1 Mana
              Casting Time = Scene
              COMMENTARY: Time's hold is loosening on you.

              Expert Planner
              Duration = Time (Reach to Advanced Duration)
              Potency = 3
              Scale = 5 (Reach to Advanced Scale)
              Range = Self/Touch
              Casting Time = Scene
              NOTE: “Good Time Management” Reach effect
              COMMENTARY: "Sooner or later, eveyone sees the Light". Makes it very easy to have competent teams executing your plans.


              Drone Cages
              A modern splinter-group who focus more on the Forces aspect of their power. Very common among the Free Council, especially those who've encountered the Digital Grimoire. Attainments are identical to base, but replace the Capstones with this one:

              Purity and Supremacy
              (Mind ●●●●●, Forces ●●●●●) Shadow Self, Computers 4
              The Drone Cage knows that the mind is little different from the code they regularly interact with. Leveraging that understanding, the Drone Cage compiles a servant out of raw data and Supernal Forces known as a "Codex".

              Psychic Genesis + Forces
              Duration = Mind (Reach to Advanced Duration)
              Potency = N/A (3)
              Range = Touch
              Cost = 1 Mana
              Casting Time = Scene

              NOTE: Atypical, extra Reach. Reach to "Rank 2" effect. Creator can expend a point of mana to "recompile" an instance when the duration would normally elapse. Casting ritual is coding the general parameters of the entity in an High Speech-derived programing language.
              The resulting intelligence;
              • Is effectively an AI, existing in digital mediums rather than Twilight
              • Can Materialize as an entity made of electicity and solidified data, treating areas with technology as having Open conditions
              • Can download/upload information on bioelectric mediums.
              • Has a Bane of "Water", and a Ban of "Ignoring Programing"
              COMMENTARY: I justify the extra Reach by not having an Optional Attainment. Plus, for a Capstone, Rank 1 spirits are pretty weak. Credit to KaiserAfini for the idea; it's basically the Codex from X-Com. I figure this branch of the Legacy are more neutral on the antiheroes and villains scale their peers fall on, and operate like the Drone Cages from Civilization: Beyond Earth.



              Associated Tools:
              Watchers
              Description: Actually several Imbued Items assembled into a greater whole, Watchers are the -very expensive- favored tools of the Shadowbroker Legacy. Watchers usually appear as propeller drones, to protect their active spells for as long as possible, but variants that look straight out of science fiction are common among the Free Council factions. Shadowbrokers typically control Watchers with their Tune In and Transmission Attainments, and can trigger any necessary Imbuements as long as they do so. Truly rich Shadowbrokers make their Watchers out of Perfected Metals and Alloys, or make them large enough to mount weapons on. Young Shadowbrokers generally start out with only one or two gimmicks in their drones, upgrading them as they aquire resources and allies.

              Abilities: While individual units may vary, common upgrades for a Watcher are:
              • A power source Imbued with a persistent Perpetual Motion
              • A camera Imbued with a persistent Pierce Deception (Optional “Highlighted Truth” Reach effect), Supernal Vision (Optional "Other Supernaturals" Reach Effect) and Camera Obscura (“Lasting Recordings” Reach Effect)
              • A section of it -usually the chassis or the “wing” assembly- Imbued with a persistent Levitate (Fluid movement Reach Effect). This supplants the need for normal locomotion, although propeller drones will usually keep their propellers moving to avoid Dissonance.
              • A small Imbued device that can trigger Invisibility or Incognito Presence on command
              • A transmitter/receiver in the control unit, Imbued with a persistent Co-Location variant. This sends their signal directly to a paired unit at the user's end, preventing interception, time-delay, or interference
              Some variants also include an Open condition for Familiars to possess and pilot the Watcher when their master is otherwise occupied. Watchers with integrated weapons will often have Endless Bounty added in, to give them limitless ammunition.

              COMMENTARY: Every Shadowbroker wants to be a Tech Hero to some degree, although the rich and goal-oriented usually turn into Lex Luthors rather than Batmen.



              Secrets and Storyhooks
              A member of the cabal in law enforcement has discovered a Daikonomikon buried in the agency’s files - a dossier on a long-dead Shadowbroker Master that contains all five levels of initiation within the various mundane descriptions of their known activities. No-one in the office is sure how the file became a Daikonomikon - even the greybeard Mages on the force who were involved in taking the Shadowbroker down are positive that the file was ordinary the last time they saw it. Is the Shadowbroker significantly less dead than the greybeards thought? And what will they do with the Daikonomikon?

              Someone has been leaking extremely sensitive secrets about the local Pantechion Seers to the Pentacle - no-one is quite sure who this “Oracle '' is, but they’ve been spot on the money with all of their intel. Everyone would believe it was a Guardian operation, if it wasn’t for the fact that all intel is being fed straight to random members of the Assembly. Is this part of a long con? Some deep-cover scheme that the President and Strategos have kept from the Voters?

              A fresh-faced Mastigos has come to the cabal’s Prime expert looking to purchase a large quantity of Imbued items. Supernal cameras, limitless power sources, cloaking devices… The first thought is that they’ve fallen into the Superhero trap that many young Mages eventually grow out of. Then the matter of payment comes up, and the Mastigos offers up a bundle of valuable and sensitive information that will place a very large target on the cabal’s back. Suddenly their extracurricular activities are looking much more suspicious.

              ● A Drone Cage's Codex has gone rogue, seemingly having become independent and self-sustaining after numerous recompiles. While this would normally just be an irritating -if somewhat fascinating- nuisance, the Codex contains all it's creators information on Consilium members. Where they live, who their families are, everything. And It's put the information up for sale, to the highest bidder.
              Last edited by Cauthon; 08-28-2022, 09:15 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


              • #8

                Icons
                A legacy of wanna-be superheroes.

                Nicknames: Capes, Supers, Justice Friends
                Organization: While Legacies that give you “superpowers” are a dime a dozen, few Mages elect to operate like a comic book superhero. This Legacy thus had no competition cornering that market. While not all Capes like one-another, all acknowledge a common goal of “bringing justice”, and will usually cooperate towards that end. In major emergencies, the entire Legacy can be called to battle, although the relative youth of the group places hard limits on the power they can bring to bear.

                Capes operate in small teams that don’t generally exceed five people, and often treat these affiliations as separate from any cabal they maintain in day-to-day life. When possible, they induct Mages from other Legacies into these teams to broaden their skill-sets.

                Apprentice Capes are usually mentored by a senior Cape, and will often take on a Cabal Theme together. Unless teacher and student suffer a major falling out, they maintain close ties even once the mentee “graduates”.

                Individual Capes will usually designate their “Mission”; this frequently lines up with one of their Aspirations or Obsessions, but translates into the cause they believe they fight for. Sometimes it’s simple, like “Keep my neighborhood safe”. Other times it’s broad, like “Truth, Justice, and the American Way”. Capes may not agree with another’s Mission, but when push comes to shove they’re expected to either help or get out of the way.
                Theory: If the Exarchs are symbols of Tyranny, then we need to become symbols of their opposition.
                Background: A very young Legacy, born out of the wide-eyed idealism of comic book fans around 1985. The Nameless and Free Councilors that founded the Legacy were few in number, often rebellious apprentices of Blank Badges and Quiescent. These apprentices struck out on their own, becoming a cabal of vigilantes who used their great powers to strike back against injustice rather than just whining about “The Man” or hiding themselves away.

                They didn’t last long. As individuals, they were greater than the common thug, but as soon as Supernatural attention was drawn they were swiftly wiped out. Magic can only substitute for so much skill, before being out of shape gets you eaten by a hungry vampire. The survivors didn’t give up though, merely adapting their methods and recruiting some Arrows to give them and their apprentices proper combat training. Though still a small Legacy, their numbers are growing, and novel branches of the Legacy are not uncommon. They’ve even managed to seduce some of the Adamant Arrow to their cause, playing on the honor of protecting the downtrodden.

                Parentage: Acanthus; Free Council, or Adamant Arrow
                Ruling Arcanum: Forces
                Yantras: Domino masks (+1); Using a Catchphrase (+1); Distress calls (+1, +2 if called via personalized "Bat Signals"); Saving a life (+1, +2 if doing so risks your own life); Entering or exiting a scene unseen (+1, +2 if a location that is difficult to access by normal means); A villain monologuing (+2)
                Oblations: Surveying their territory from a high perch, Listening to police scanners, Maintaining a “Secret Identity”

                Prerequisites: Forces 2, Shadow Self, Athletics 2, Brawl 2, Streetwise 2
                Initiation: Help your mentor Cape strike a blow against evil. Often, this comes in the form of a standoff between them and their “Arch-Nemesis”.

                Faster Than A Speeding Bullet
                (Forces ●) Initiation
                The Cape meditates on the nature of their Mission, aligning the Forces coursing through their body
                Kinetic Efficiency
                Duration = Forces (Reach to Advanced Duration)
                Potency = 1, 2 at Forces 2, 3 at Forces 4
                Range = Self
                Casting Time = Scene
                NOTE: Ritual activation is meditating on their Mission - analyzing it for flaws, considering alterations to their code, and pondering the steps they need to take to succeed in it.

                COMMENTARY: Basic Forces Attainment. Makes you faster and more enduring, perfect for chasing down villainous scum.

                (Prime ●)
                The Cape's mission is important, a part of them that permeates their very being.
                Supernal Signature
                Potency = Prime
                Duration = One Hour, One Day at Prime 2, One Week at Prime 4 (Reach to Advanced Duration)
                Range = Self
                Casting Time = Scene
                NOTE: Triggers automatically whenever the Cape activates their primary Attainment or completes their Legacy Oblation. This is not optional.

                COMMENTARY: I like the theme in this one - your character is so dedicated to their “mission” that they seem to embody it. Good for swaying the local Guardians who are investigating you for Veil breaches; they use Mage Sight on you and start to respect you more, if not necessarily like you more. “He’s a loose cannon, but he means well!”


                No Evil Shall Escape My Sight
                (Forces ●●) Supernal Taxonomy, Street Fighting 2 OR Martial Arts 2 OR Unarmed Defense 2
                The Cape's mission takes them into the darkest corners of the world. They must be prepared to drive back the shadows.
                Nightvision
                Duration = Forces (Reach to Advanced Duration)
                Potency = 1, 2 at Forces 2, 3 at Forces 4
                Range = Self
                Casting Time = Scene
                NOTE: "Compensate" Reach effect. Activated simultaneously with their Forces Initiate Attainment

                COMMENTARY: Good for vigilanties running around dark cities in the night.

                (Prime ●●)
                The Cape looks deeper, sifting the weevils from the wheat
                Supernal Vision
                Potency = Prime
                Duration = One Day, One Week at Prime 4 (Reach to Advanced Duration)
                Range = Self
                Casting Time = Scene
                NOTE: "Supernatural Detection" Reach effect. Activated simultaneously with their Prime Initiate Attainment

                COMMENTARY: Is profiling a Supernatural racist? I mean, you can’t really go wrong assuming a Vampire is a murderous parasite, but Werewolves and Changelings are a mixed bag. Prometheans are mostly just… different. Mummies are inscrutable. And Deviants… Well, most Deviants are probably a little ax-crazy.


                More Powerful Than A Locomotive
                (Forces ●●●) Fast Spells, Iron Skin 4, Street Fighting 3 OR Martial Arts 3 OR Unarmed Defense 3
                The Cape's blows strike true, allowing them to down even the toughest of foes without resorting to base weaponry.
                Kinetic Blow
                Duration = Forces (Reach to Advanced Duration)
                Potency = 2, 3 at Forces 4
                Range = Self
                Casting Time = Scene
                NOTE: "Stunned" Reach effect. Activated simultaneously with their Forces Initiate Attainment

                COMMENTARY: Sure, the Potency is a bit low, but you can stun enemies, and if you used Street Fighting as the prerequisite you can simultaneously inflict Knock Down at this level.

                (Prime ●●●)
                The Cape gathers raw power into their hands, unleashing it in a bolt of force that batters their foes.
                Aetheric Winds
                Potency = Prime
                Duration = N/A
                Range = Aimed/Touch
                Casting Time = Instant (Reach to Instant Casting)

                COMMENTARY: I picture these as hand-bolts made of light, but you could fluff them to Superman’s heat-vision or even batarangs if you wanted. They’re only Bashing damage, but a superhero shouldn’t be maiming and killing by default anyway.


                You Can't Kill A Symbol
                (Forces ●●●●) Street Fighting 4 OR Martial Arts 4 OR Unarmed Defense 4
                The Cape can take a surprising amount of abuse, and has grown adept at redirecting attacks.
                Turn Momentum
                Potency = Forces
                Duration = One Week (Reach to Advanced Duration)
                Range = Self
                Casting Time = Scene
                NOTE: "Reflexive Action" Reach effect, Time effect. Activated simultaneously with their Forces Initiate Attainment

                COMMENTARY: Redirect bullets and falling debris, shielding allies and bystanders with your own body. Very heroic.

                (Prime ●●●●)
                The Cape's bolts have reached such potency that they can even blast magic back across the Abyss, so long as they understand the basic principles of the spell.
                Dispel Magic
                Potency = Prime
                Duration = N/A
                Withstand = Arcanum rating of the subject spell’s caster
                Scale = All extra factors to Scale (Reach to Advanced Scale)
                Range = Aimed/Touch
                Casting Time = Instant (Reach to Instant Casting)
                NOTE: Two Reach to "Lasting Dispellation" effect. Same dispellation limitations as the spell, except that purely "Abyssal" magic counts as being under the Prime Arcana.

                COMMENTARY: Modification on the energy bolts they can throw at the Disciple level - now they can also blast spells away. The Attainment name is unintentionally ironic now.


                It’s a Bird! It’s a Plane!
                (Forces ●●●●●) Imposing Nimbus, Street Fighting 5 OR Martial Arts 5 OR Unarmed Defense 5
                The Cape lifts off the ground, gravity's pull irrelevant beside the weight of their Mission.
                Levitation
                Duration = Forces (Reach to Advanced Duration)
                Potency = 3
                Range = Self
                Casting Time = Scene

                NOTE: "Fluid Flight" Reach effect. Activated simultaneously with their Forces Initiate Attainment. Loses one effective point of speed for every load they carry above their own mass. For example, carrying two people, each with roughly the same mass as the Cape, would reduce the effective speed by 2. When effective speed is reduced to zero, they can no longer move “away” from the nearest gravity well. When effective speed is reduced to below zero, they begin to sink towards the nearest gravity well at a speed equal to the “negative speed” they’ve accrued.

                COMMENTARY: Zip through the sky without fear of Dissonance. By the time they’ve reached this point they’ll have an air speed of 11, meaning they can carry ten times their own mass before they’re immobilized! Getting a good grip might be a problem though…

                (Prime ●●●●●)
                The Cape's crusade is not one of mere action, but of inspiration. They take on sidekicks; less than apprentices, but more than the downtrodden they protect, these ex-Sleepers internalize the Cape's Mission and fight beside them. Well-trained sidekicks often graduate into allied Hunters, and some exceptional individuals are even able to Awaken.
                Forge Purpose
                Duration = Prime (Reach to Advanced Duration)
                Potency = 3
                Range = Touch
                Casting Time = Scene

                NOTE: The granted Obsession should roughly mirror the Cape's Mission. Ritual activation is training the subject in the Cape's methods. The "sidekick" can and must spend their Arcane XP on the Sleepwalker merit at the earliest opportunity, if they weren't one already. They may buy the following merits with normal and/or Arcane XP: Sleepwalker, Shadow Name, Shadow Self, Cabal Theme, or any Sleepwalker merit. They can also buy the Newly Awakened Mage template at the flat cost of 16 Arcane XP - if an NPC, the ST decides if they successfully Awaken, and to which Watchtower. These listed instances are explicit exceptions to the normal rules for Sleepers spending Arcane XP.

                COMMENTARY: A bit late down the chain, but it's neat. I think of the Shadowbrokers as being closer to Batman, but this is a good Attainment to build the Batfamily. Debated combining this with Stealing Fire, but it seems more appropriate to have them risk their sanity like a Hunter for a bit.


                Secrets and Storyhooks:

                ● A cabal of Capes has joined forces with a cabal of Shadowbrokers to clean up their city. Long abandoned by both the Pentacle and the Seers as irrelevant, Awakened opposition within the metropolis was non-existent. The cabals called in some help on occasion for threats outside of their wheelhouses, but mostly it’s been a campaign of inspiration and intimidation. They’re actually doing a great job - crime is down, murders are at an all-time low, corrupt politicians have been exposed and ousted (or at least blackmailed), and even corporate scumminess has been scrubbed back somewhat. Of course, their activities have not gone unnoticed by Seers, Vampires, Slashers, or Hunters. The Guardians have managed to discredit or downplay reports of “real life superheroes”, but sooner or later someone is going to be called to account.
                The Justice League - Mystery Cult

                ● Character gain the Investigate (Crime) specialty

                ●● Character gains the Library (Streetwise) merit, representing non-sensitive League files

                ●●●Character gains two dots in the Library (Streetwise) merit, representing sensitive League files

                ●●●●Character gains the Safe Place 3 merit, representing the League’s communal Pocket Dimension base

                ●●●●●Character gains the Allies 3 merit, representing other members of the League and their influences


                ● Two of the Legacy's founders are still around and very active - "Mandrake the Magician" and "The Phantom". At least, everyone assumes they're still around - even among mages, the two vigorously hid their "secret identities". It's wholey possible that both kicked the bucket or moved on long ago, and the current incarnations are simply apprentices who took on the mantles. Now one of their old foes has seemingly risen from the dead, and it's up to the Cabal to learn what dirt the old Icons may have to help fight them.
                Last edited by Cauthon; 08-22-2022, 06:53 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.

                Comment


                • #9
                  Some possible yantras could be personalized gadgets, using their catch phrase appropriately, working to answer a call for distress (+2 for callers using a personalized signal, like a hunting horn or batsignal), acting to save lives, adhering to a superhero code (yantra bonus subjected to the same rules as an Oath), facing a Rube Goldberg trap, monologuing enemy, dramatic entrace or stealth hi/bye.

                  I think perhaps what the fourth Prime Attainment is trying to do would be a custom spell using elements of Stored Spell and Energize Object, perhaps using a mana so the spell activates when someone speaks a keyphrase, pushes against the secret marker or steps upon the magical trap.

                  I think it would also be interesting if one of their Attainments had use a Supernal Summoning to get a sidekick, examples of such Attainments can be found on the Legacy convertion thread.

                  Regarding names, I think the Masked Vigilantes could work. I think it would also be interesting if the founders were called The Phantom and Mandrake the Magician (both were the first known comic heroes of the Golden Age). The current Phantom is the inheritor of the first's Oath, using high tech gadgets together with his martial training (because The Phantom 2040 was a very fun show).
                  Last edited by KaiserAfini; 08-17-2022, 11:46 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


                  • #10
                    Originally posted by KaiserAfini View Post
                    I think it would also be interesting if one of their Attainments had use a Supernal Summoning to get a sidekick, examples of such Attainments can be found on the http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/mage-the-awakening/1051456-even-more-legacies-updated-to-2e?p=1139611#post1139611"]Legacy convertion thread[/URL].
                    I think a better (if more boring) way of generating a sidekick would be Stealing Fire. Sidekicks should generally be lesser versions of the hero, characters who can develop as time goes on, or be used to develop their mentor. It'd build off the "weirdness magnet" tropes of the Superhero genre too, with one super-powered individual causing a domino effect of other anomalies.

                    Have it be an investure of some kind - maybe they can buy Occultation and are treated as being a valid partner for Cabal Theme? Maybe a mix of Stealing Fire and Forge Purpose?

                    Actually, I might just make Stealing Fire+Forge Purpose the Master Attainment, and put Dispel Magic into the Adept slot. If the sidekick -or support staff, I suppose- gets enough Arcane XP to buy the Awakened template, they immediately get called to the trial.

                    For a summoner-superhero, I'll see about writing up a stage magician-themed Legacy. Got a nice seed-image of a mage pulling a Totem out of a rune-rimmed hat to huck at a foe.


                    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


                    • #11
                      Stage Maestros
                      A legacy of Summoner-Stage Magicians.

                      Nicknames: Magicians, Illusionists, Hat-Tricks
                      Organization: Magicians are very close-knit, sharing their rotes and knowledge amongst themselves with no regard for Order lines. Correspondence is a regular thing, mostly occurring through Imbued items and dedicated web forums. It’s not unreasonable to say that every Magician has at least met every other member of the Legacy, if not necessarily gotten well-acquainted with them.They maintain an unexpected distance from mages outside the Legacy, since they want to inspire greatness and innovation in others rather than lead them by the hand.
                      Theory: Wonder and hope go hand in hand.
                      Background: Something of a black-sheep Legacy, the Conjurers are an offshoot from older hermetic traditions such as the Thrice-Great. While they still truck with Spirits and raw magic, the founder of the Conjurers was an unusually humble théarch. The Conjurers prefer to entertain and surprise, believing that even the Awakened need moments of wonder and delight. Given that most Mages neglect their Spirit Arcana, the Conjurers have gotten a great deal of mileage out of even minor Numina and Influences

                      Conjurers often have multiple familiars, favoring incorporeal Spirits and Goetia but occasionally taking in Ghosts. Sleepers note that the Conjurer’s presence heralds strange happenings - surges of emotion, synesthesia, and playful whispers at the edge of perception. Among Awakened circles, they’re best known for their inexplicable ability to pull Supernal support out of their hats at a moment’s notice - granted, that support isn’t always relevant to the situation at hand.

                      Parentage: Acanthus; Free Council, Silver Ladder, Mysterium
                      Ruling Arcanum: Prime
                      Yantras: Stage magician costumes (+1); Stage magician props (+1); Sleight of hand (+1); Stage illusion (+1, +2 if the act has tangible risks)
                      Oblations: Performing maintenance on props and equipment for your mundane act, Teaching others sleight of hand, Performing a stage show

                      Prerequisites: Prime 2, Larceny 2, Broad Dedication, Professional Training (Stage Magician) 1
                      Initiation: Successfully inspire an audience using only mundane sleight of hand (I.E. achieve a Exceptional Success and give the Inspired condition)

                      Abracadabra!
                      (Prime ●) Initiation
                      The Magician is a virtuoso of sleight of hand, creating acts that defy all expectations.
                      Words of Command
                      Potency = Prime
                      Duration = N/A (1)
                      Scale = All extra factors to Scale
                      Range = Touch
                      Casting Time = Instant
                      NOTE: Gains the “Add Arcana” effect, as the spell

                      COMMENTARY: Great for acquiring all kinds of “magic wands” that you can pull out for different acts.

                      (Spirit ●)
                      Even when not using magic, the Magician has a certain amount of prestidigitation at their disposal
                      Coaxing the Spirits
                      Potency = Spirit
                      Duration = 1 Turn, 2 Turns at Spirit 2, 3 Turns at Spirit 4
                      Range = Touch
                      Casting Time = Instant (Reach to Instant Casting)

                      COMMENTARY: Aids in mundane sleight of hand, although you can pull off simple things like popping a lock or hotwiring a car.


                      Alakazam!
                      (Prime ●●) Fluent High Speech, Professional Training (Stage Magician) 2
                      The Magician traces out runes of occult significance with their finger, swirling nacreous light into magic circles that can only be seen beneath Mage Sight. These runes invariably form closed shapes, normally circles.
                      Invisible Runes
                      Duration = Prime (Reach to Advanced Duration)
                      Potency = N/A (1)
                      Scale = All extra factors to Scale
                      Range = Touch
                      Casting Time = Scene

                      NOTE: Creates a "magic circle". Other Attainments will key off of this. Can be used as Rune Yantras for spells that open Irises or define boundaries, so long as said spell adheres to the dimensions of the circle.

                      COMMENTARY: The basis for a lot of the other Attainments. I like to think that most Magicians use it on the rim of their hats, to better facilitate pulling Invisible Entities out of. Most of the Attainments that make use of this one have Instant Casting, to compensate for having to spend the ritual scene drawing the runes.

                      (Spirit ●●)
                      The Magician is a practiced hand at working the crowd, and knows how to spot a troublemaker a mile off. Not going to accept that volunteer from the audience, no sir!
                      Know Spirit
                      Potency = Spirit
                      Duration = N/A (1)
                      Withstand = Rank
                      Scale = All extra factors to Scale
                      Range = Sight (Reach to Sensory Casting)
                      Casting Time = Instant (Reach to Instant Casting)

                      COMMENTARY: More of a pragmatic choice than anything else - the Magician will likely deal with a lot of spirits, so it’s best to know which ones would be a danger to their audience


                      Open Sesame!
                      (Prime ●●●) Larceny 3, Potent Resonance, Professional Training (Stage Magician) 3
                      The Magician packs away a scrap of their Nimbus into the space behind their magic circles, creating a comfortable little pocket of the Supernal. Can’t have the tiger starving before the show now can you?
                      *Custom effect, not modeled by a spell - can "store" a summoned Supernal Entity (with a rank equal to or lower than half their Gnosis rounded down) within spaces marked by the Apprentice Attainment. This only works if the marked area is an opening to a self-contained area - the brim of a hat, the lip of a pocket, a coffin, etc. The Mage must pass their trial as normal, but upon a successful summoning the entity vanishes into the designated space. Until the Mage "retrieves" them, the entity's summoning duration is suspended, with no ill effects. Mundane observation of the space reveals no sign of the occupant, although Mage Sight may provide hints. Retrieval generally takes the form of reaching into the seemingly empty space, then suddenly yanking the entity out. Retrieval ignores nominally impossible dimensions, if the Entity would not normally be able to fit through the opening. The Mage can have no more than (Gnosis) Ranks worth of Entities stored at one time.*

                      COMMENTARY: I’m not particularly experienced with Supernal Entities, so I’m not sure how useful this is. Still, I love the mental image of a Magician pulling a Beast, Angel, or Demon out of their hat and hucking it at a foe.

                      (Spirit ●●●)
                      The Magician drapes a cloth over a volunteer, and a moment later the cloth drops to the ground. Another swirl of silk, and the volunteer is visible for all to see.
                      “Shadow Door” [Modified “Reaching”]
                      Potency = Spirit
                      Duration = 2 Turns, 3 at Spirit 4
                      Withstand = Gauntlet Strength
                      Range = Touch
                      Casting Time = Instant (Reach to Instant Casting)

                      DESCRIPTION: Opens an Iris within any opening marked by the Apprentice Attainment, or on one side of a sheet of cloth marked with the same.

                      COMMENTARY: Ok, not how the Reaching spell is supposed to work, but now with a swirl of your hat you can shift things though the Gauntlet.


                      Nothing Up My Sleeves!
                      (Prime ●●●●) Larceny 4, Professional Training (Stage Magician) 4
                      No-one really believes the stage act is magic - everyone knows it’s just an illusion. Might as well capitalize on it, right?
                      Supernal Veil
                      Duration = Prime (Reach to Advanced Duration)
                      Potency = 3
                      Range = Sight (Reach to Sensory Range)
                      Casting Time = Instant (Reach to Instant Casting)

                      NOTE: Automatically activated when an Invisible Entity is summoned or created using a magic circle created by the Apprentice Attainment. For the duration, Spirits, Goetia, and Ghosts are protected from Dissonance as if they were the product of an Attainment. This protection extends to any spells that affect their ability to Manifest that were present on them at the time of summoning. Supernal Entities on the other hand do not suffer damage from exposure to Sleepers, and are treated as being within a summoning circle for the duration. Invisible Entities protected by this Attainment become visually distorted, taking on aesthetic aspects of the Magician's act.

                      COMMENTARY: Might be overpowered. Eh. It’s meant to keep your minions from melting under Dissonance.

                      (Spirit ●●●●)
                      It’s all smoke and mirrors… Except when it isn’t. The Magician beckons to a spirit, calling them to the stage.
                      Spirit Summons
                      Duration = Spirit (Reach to Advanced Duration)
                      Potency = 3
                      Range = Self
                      Casting Time = Instant (Reach to Instant Casting)

                      NOTE: The entity emerges from one of the Magician's magic circles. The Mage's Familiar can be summoned this way even if not a Spirit, and teleport complete with any corporeal bodies they may possess or Possess.

                      COMMENTARY: Utility will vary greatly depending on how well you know the local Courts and how many Familiars you have.


                      Presto!
                      (Prime ●●●●●, Spirit ●●●●●) Larceny 5, Professional Training (Stage Magician) 5
                      The Magician’s magic circles have become exquisite works of art, finely tuned focusing lenses that refine their supernatural assistants.
                      Bolster Spirit
                      Potency = Prime
                      Duration = One Week (Reach to Advanced Duration)
                      Range = Sight (Reach to Sensory Range)
                      Casting Time = Instant (Reach to Instant Casting)

                      NOTE: Atypical, extra Reach. Reach to "Increase Rank" effect. Can only affect entities summoned or created using the Magician's magic circles at the time of said creation/summoning. If used on a Supernal Entity, the increased rank does not count against the storage limit of Open Sesame!

                      COMMENTARY: Boosts, and can technically heal if you’re summoning an injured entity. Justifying the extra Reach by requiring a magic circle to work, no Optional Attainment, and not being able to heal Spirits on the fly


                      Secrets and Storyhooks
                      ● Not everyone has the same view of wonder and whimsy - one man's magical realm is another's horror show. The "Circus of the Disquieting" is a travelling show that has been popping up all across the world, their acts using more abrasive methods to try and wake Sleepers. They leave disarrayed Spirit Courts in their wake, often having created new Magrath, Hosts, and Ridden. Werewolf attacks see a sharp upswing after their passing, the Forsaken clearly agitated by the incursions. The circus has now come to the cabal's town - will they be attending the show?

                      ●[WIP]
                      Last edited by Cauthon; 08-19-2022, 04:32 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


                      • #12
                        Shelved for now.
                        Debating about optional Attainments - I think this is powerful enough to not warrant them. If not... Spirit? Death? Novel for every Avatar?

                        Incarnations of Truth
                        A legacy of Summoners who invite Supernal Entities into their bodies.

                        Nicknames: Avatars, The Diademed, The Anointed, The Possessed (Derogatory)
                        Organization: Avatars come in small clades called “Pantheons”, and forge contracts with Supernal Entities that match the Pantheon’s theme. Said theme usually resonates with an existing religion or mythology, although some will create new deities up wholesale. These Pantheons most often become the Avatar’s cabal, with other Mages being insufficiently dedicated to the cause of the Supernal for their tastes.
                        Background: A distant cousin of the Choir of Hashmallim, the Incarnations of Truth were born of a Thyrsus who was fascinated by Spirit-Ridden and Hosts. In an attempt to cure these accursed individuals, she grew desperate enough to bargain with a Supernal Entity. Her master had been in the Choir, and taught her much of the arts of summoning. While the entity she contacted could not give her the solutions she sought, their experiments bore a kind of warped fruit - she and her apprentices learned to bind their Supernal mentors to themselves in much the same way they would a Familiar. As this bond grew in strength, they began to merge with these “watchers”, until it was all but impossible to distinguish one from the other.

                        Eventually, the direction of the Thyrsus changed. No more was she dedicated to studying the Spirits and overcoming their corruption. Now she sought to enact the will of the Supernal upon the Fallen World, bringing order to the Shadow because it was the will of the Totem within her. The Legacy that formed from this union is tenuous - it could be said to have more in common with Endymion’s Legacy than, say, the Choir.

                        Parentage: Thyrsus; Guardians of the Veil or Silver Ladder
                        Ruling Arcanum: Prime
                        Yantras:
                        Oblations: Speak in “tongues” by allowing your Watcher to control your vocalizations, Construct shrines or other environments that ape Supernal symbolism, Engage in acts that fulfill your Watcher’s Vice or Virtue.

                        Prerequisites: Prime 2, Supernal Watcher 2, Fluent High Speech
                        Initiation: Summon and strike a bargain with a Supernal Entity, in order to gain a Watcher.

                        Glimpses of the Future
                        (Prime ●) Initiation
                        The Avatar momentarily brings themself into alignment with the Supernal, catching glimpses of the tools and locations they can use to further their Watcher’s goals.
                        Supernal Vision
                        Potency = Prime
                        Duration = 1 Turn, 2 Turns at Prime 2, 3 at Prime 3
                        Range = Self
                        Casting Time = Instant

                        COMMENTARY: Apprentice Attainments are haaaard. There isn’t a lot of Reach to use, and published spells are kind of limited without them. And I'm not usually creative enough to make something neat.


                        Holy Accord
                        (Prime ●●) Profligate Dedication, Second-Person High Speech
                        The Avatar and their Watcher finalize their bargain, striking an agreement of cooperation so binding that it molds the Mage’s very soul and the Watcher’s being.
                        *Custom effect not modeled adequately by a spell. Designate a Dedicated Tool as a vessel for the Mage’s Supernal Watcher. The Watcher becomes bound to the Vessel- they are no longer on a time limit for how long they can remain in the Fallen World, and are not adversely affected by Sleepers or Paradox, but cannot leave the Vessel unless the Vessel is destroyed. If the Vessel is destroyed, the Watcher loses this protection. The Vessel counts as a +2 Path Tool Yantra, so long as the Mage has it at hand. The Vessel can be replaced with a scene long ritual, conducted within a Verge or Demesne of the appropriate Path. Such a replacement only functions if the Watcher agrees to continue the bargain - if not, the Avatar must form a contract with a new entity.

                        If another being besides the Avatar “uses” the Vessel (Puts on the helmet, wields the sword, etc), then the Watcher can initiate a Clash of Wills to possess their body. This possession lasts until the Watcher can be convinced to relinquish it, or the Vessel is taken away from the host body. The host is aware of what is happening at all times, and can communicate with the Watcher, but cannot act. Mages may re-roll the Clash of Wills once per day, and any host may reroll the Clash of Wills if the Watcher uses their body to commit acts that run counter to the host’s Virtue.

                        Finally, because the Vessel is so tightly tied to the Avatar's soul, it is treated as a Daikonomion. This persists even after the death of the mage, should the Vessel survive.*

                        COMMENTARY: I’d recommend worn items over held items - it’s easier to be disarmed of a sword than a helmet.


                        Might Beyond Reckoning
                        (Prime ●●●) Supernal Watcher 4
                        The Watcher’s essence has begun to permeate the Avatar; armed with their Vessel, they are more than a mere mortal.
                        *Custom effect not modeled adequately by a spell. As long as the Vessel is to hand, the Mage can substitute the Watcher's Attributes if they would be better than the Mage's. This explicitly may break the Mage’s Gnosis-derived limits. While using the Vessel this way, the Mage gains a Ban that is roughly equivalent to the Watcher's.*

                        COMMENTARY: Punch above your weight class. Literally.


                        Secrets Beyond Comprehension
                        (Prime ●●●●)
                        More of the Watcher mingles with the Avatar’s soul, widening the conduit of their Gnosis in unusual ways.
                        *Custom effect not modeled adequately by a spell. As above, but the Mage now also adds the Watcher's Arcana rating to their own when determining a spell's free Reach. This only applies to Arcana the Watcher and Mage both know, but can reach an effective Arcana rank above 5. However, the Mage also gains the Watcher's Bane.*

                        COMMENTARY: Not sure if this is underpowered or overpowered for an Adept Attainment. It doesn't add any dice, but extra Reach on spells is never something to be sniffed at.


                        Flesh Made Gods
                        (Prime ●●●●●) Potent Nimbus, Potent Soul
                        The Avatar has become the incarnation of more than just their Watcher - they are solid conduit to the Supernal.
                        *Custom effect not modeled adequately by a spell. As long as the Vessel is at hand, the Mage is treated as the focal point of a Demesne made of (Gnosis/2, rounded down) Soul Stones. This effect moves with them, and cannot be suppressed by Sleepers. If the Mage violates their Ban, they enter a Clash of Wills with the Watcher. If the Watcher wins, they take control until the vessel as outlined in the Apprentice Attainment.*

                        COMMENTARY: Again, not sure if this is underpowered or overpowered for a Master Attainment.


                        Secrets and Storyhooks
                        ● No-one’s sure what would happen if one Avatar were to try to use the Vessel of another, especially one of a different Path. No-one’s been that dumb. Yet.

                        ● A Vessel-ridden has arrived on the cabal’s doorstep, demanding assistance in hunting down its wayward contractor. Apparently the Avatar had second thoughts, and tried to hide the Vessel away before immigrating to the cabal’s Consilium. How will the Cabal deal with this nominally holy entity?
                        Last edited by Cauthon; 08-19-2022, 08:00 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.

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                        • #13
                          The last Legacy could end up warping its members into something resembling the Bound. Or Temple Guardians. And they feel a lot like a Seer Legacy…


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

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                          • #14
                            Mechanically speaking, the Attainments beyond the first don't check out.

                            The Vessel is effectively possessed by the entity and has to be of high quality and anchors them to the Fallen World. So its a specialized targeted summoning, which means its the 3 dot Attainment rather than 2.

                            The Clash of Wills is based on the Helm of Naboo, correct ? But it mechanically doesn't make sense, since it is bypassing the process designed to frame possesion as something gradual. This is normally done by spells like Haunted Grimmoire (Signs of Sorcery page 86), which requires conjunctional Spirit 4 and active decision to use the supernatural properties. Prime alone can't account for it.

                            Might Beyond Reckoning requires Spirit or Death alongside conjunctional Mind or Life, all at 4 dots, to allow the mage to use the entity's attributes.

                            Secrets Beyond Comprehension doesn't seem possible. Arcana beyond 5 is archmage tier, and they get unlimited Reach on every spell a regular mage can cast, so I am not sure what that means mechanically for someone who didn't undergo the Threshold Seeking. In addition, pushing your Arcana beyond 5 is something only possible via the Autorictas Arcanum, which is a single use boon from the Aeons. It can allow you to push Arcana beyond 5 and thus use archmage tier magic, but that involves somehow figuring out the Quintessence needed (a herculean task) and negotiating with the Aeons themselves. It's significant enough to be chronicle defining and, depending on what you are doing, make the Exarchs dedicated their personal attention to murdering the mage horribly. A Legacy simply cannot give the same power as the Rank 8 embodiments of the Arcana themselves. Especially since Supernal Watcher is up to Rank 2 at best and can still comfortably manifest in the merit owner's Active Mage Sight.

                            Looking at rules for Demesne, page 243 of the core book states: "A Verge (or Demesne) offers a +2 die Yantra bonus to spells that utilize its Ruling Arcana. Furthermore, as long as a spell that qualifies for the bonus doesn’t leave the Verge, it doesn’t risk Paradox unless a Sleeper is present at some point during the spell’s duration." It's way too powerful for granting a mobile Demesne of [Gnosis/2] soul stones with no setup, upkeep and with a critical weakness that can be very small. Because otherwise the tactic is to have the mages in the cabal over Reach, then bring in some Sleepers and have the Paradox backlash subject them to a fate worst than death, whilst simultaneously creating an Abyssal incursion. I think an aswer would be to make up to [Prime] soul stones that, when employed in a Demesne, could create a Verge keyed to the theme of the Watcher. That way it takes a ritual to setup and the effect can be cancelled by destroying them, but the mage can just replace them.

                            Its never mentioned what happens to a Watcher once they die before the Vessel can be replaced. Are they consumed by the Abyss ? If so, this could be considered Left-Handed due to the sheer risk it creates for Supernal beings. If that is not the case, its worth mentioning they safely return to the Supernal on death.
                            Last edited by KaiserAfini; 08-19-2022, 02:17 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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                            • #15
                              Originally posted by 21C Hermit View Post
                              The last Legacy could end up warping its members into something resembling the Bound. Or Temple Guardians. And they feel a lot like a Seer Legacy…
                              Thats a good point, they are really close to being Seers. How's I miss that...

                              Originally posted by KaiserAfini View Post
                              Mechanically speaking, the Attainments beyond the first don't check out.
                              Yeah, I was afraid of that.

                              Originally posted by KaiserAfini View Post
                              The Vessel is effectively possessed by the entity and has to be of high quality and anchors them to the Fallen World. So its a specialized targeted summoning, which means its the 3 dot Attainment rather than 2.
                              The original plan was to put it as the Disciple Attainment, with Matter providing the optional Attainments. That way the Vessel could be made of Perfected materials. I just couldn't think of Matter attainments I was happy with.

                              Originally posted by KaiserAfini View Post
                              The Clash of Wills is based on the Helm of Naboo, correct ? But it mechanically doesn't make sense, since it is bypassing the process designed to frame possesion as something gradual. This is normally done by spells like Haunted Grimmoire (Signs of Sorcery page 86), which requires conjunctional Spirit 4 and active decision to use the supernatural properties. Prime alone can't account for it.
                              Yup, It started as a version of Naboo. Although you could make a decent argument for The One Ring. The gradual transformation was meant to be an -admittedly heavyhanded- implication that the process is steadily turning them into the supernal equivelant of a spirit-ridden, but I executed it poorly.

                              Originally posted by KaiserAfini View Post
                              Secrets Beyond Comprehension doesn't seem possible. Arcana beyond 5 is archmage tier, and they get unlimited Reach on every spell a regular mage can cast, so I am not sure what that means mechanically for someone who didn't undergo the Threshold Seeking. In addition, pushing your Arcana beyond 5 is something only possible via the Autorictas Arcanum, which is a single use boon from the Aeons. It can allow you to push Arcana beyond 5 and thus use archmage tier magic, but that involves somehow figuring out the Quintessence needed (a herculean task) and negotiating with the Aeons themselves. It's significant enough to be chronicle defining and, depending on what you are doing, make the Exarchs dedicated their personal attention to murdering the mage horribly. A Legacy simply cannot give the same power as the Rank 8 embodiments of the Arcana themselves. Especially since Supernal Watcher is up to Rank 2 at best and can still comfortably manifest in the merit owner's Active Mage Sight.
                              So my logic on that Attainment was that summoned Supernal Entities get unlimited Reach. Giving unlimited Reach as an Attainment was, as you point out, not an option. Giving some extra Reach in your Watcher's Arcana seemed like a compromise on it, albeit a tenuous one.

                              Originally posted by KaiserAfini View Post
                              Looking at rules for Demesne, page 243 of the core book states: "A Verge (or Demesne) offers a +2 die Yantra bonus to spells that utilize its Ruling Arcana. Furthermore, as long as a spell that qualifies for the bonus doesn’t leave the Verge, it doesn’t risk Paradox unless a Sleeper is present at some point during the spell’s duration." It's way too powerful for granting a mobile Demesne of [Gnosis/2] soul stones with no setup, upkeep and with a critical weakness that can be very small. Because otherwise the tactic is to have the mages in the cabal over Reach, then bring in some Sleepers and have the Paradox backlash subject them to a fate worst than death, whilst simultaneously creating an Abyssal incursion. I think an aswer would be to make up to [Prime] soul stones that, when employed in a Demesne, could create a Verge keyed to the theme of the Watcher. That way it takes a ritual to setup and the effect can be cancelled by destroying them, but the mage can just replace them.
                              While I agree that the Attainment I've got written up doesn't work, I'd have qualms about using soulstone creation as an Attainment. Losing dots of Gnosis would neutralize the Attainment, and as useful as a Verge can be, it doesn't seem worth it. Unless those [Prime] Soulstones are effectively "free", and don't impact your Gnosis.

                              Originally posted by KaiserAfini View Post
                              Its never mentioned what happens to a Watcher once they die before the Vessel can be replaced. Are they consumed by the Abyss ? If so, this could be considered Left-Handed due to the sheer risk it creates for Supernal beings. If that is not the case, its worth mentioning they safely return to the Supernal on death.
                              If the Vessel is destroyed, the Watcher is treated as having reached the end of their "safe summoning" period. They'd need to get to a Verge or Demense. Still a huge risk, so Left-Handed would be totally reasonable. If I keep this one, I'll adjust the wording so both points are specified.
                              Last edited by Cauthon; 08-19-2022, 05:12 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

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