Can a worn item that shrouds you with Incognito Presence whenever you wear it be a Persistent Imbued Item? That is, you have Incognito Presence while wearing it but lose that shroud whenever you take it off. Or would that always have to be a Contingent Imbued Item, that needs to be canceled and reactivated?
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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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I think that has to be Contingent, unfortunately, along with the Fate 2 attainment.
Edit: I think there was a discussion on how to make nightvision goggles like this, in the ask a simple question thread. A lot of ideas were thrown around there if I recall.Last edited by TempleBuilder; 12-13-2022, 06:32 PM.
To whomever reads this, I hope you have a good day/night. May you be Happy.
So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.
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Originally posted by Cauthon View PostCan a worn item that shrouds you with Incognito Presence whenever you wear it be a Persistent Imbued Item? That is, you have Incognito Presence while wearing it but lose that shroud whenever you take it off. Or would that always have to be a Contingent Imbued Item, that needs to be canceled and reactivated?
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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Originally posted by KaiserAfini View PostWhat about using a Weaving of Mind and Forces to make an item (and consequently its user) mentally insignificant when a small amount of current runs through it (the spell would probably cost a mana to cast). Then with a Science roll, you can make a mental displacement cloak powered by AA batteries.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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Originally posted by Cauthon View PostWhile interesting, the main problem I see with this is the matter of conversion. What is the spell converting the electricity into? Energy-to-energy, Energy-to-matter, those are pretty straight-forward. Energy-to-... I'm really not sure what it's being Woven into.
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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Originally posted by KaiserAfini View PostIts not being converted, that would be Patterning.
Originally posted by KaiserAfini View PostIts adding a property to it. Think of it like the memory cloth from Batman Begins, it works normally, but behaves differently when a current is run through it. In this case, it dampens its mental presence while conducting current.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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I was thinking it could be an enhancement, rather than an imbuement. Nothing stops it from being made into an imbuement though.
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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Originally posted by KaiserAfini View Post
What about using a Weaving of Mind and Forces to make an item (and consequently its user) mentally insignificant when a small amount of current runs through it (the spell would probably cost a mana to cast). Then with a Science roll, you can make a mental displacement cloak powered by AA batteries.Last edited by TempleBuilder; 12-13-2022, 11:15 PM.
To whomever reads this, I hope you have a good day/night. May you be Happy.
So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.
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Originally posted by KaiserAfini View Post
Its not being converted, that would be Patterning. Its adding a property to it. Think of it like the memory cloth from Batman Begins, it works normally, but behaves differently when a current is run through it. In this case, it dampens its mental presence while conducting current.
Edit: accidentally posted a thing in the wrong thread. Then I accidentally posted a second one. I then edited the questions in. Sorry for the bother!Last edited by TempleBuilder; 12-13-2022, 11:15 PM.
To whomever reads this, I hope you have a good day/night. May you be Happy.
So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.
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Originally posted by TempleBuilder View PostWouldn't adding a Property be Weaving?
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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Really simple Merit idea - the ability to use Hedgespun Items without incuring the 1-die penalty. Operating off the fact that Fabricate Fortune can technically trick supernatural effects like the item's Drawback.
Vagarities of Fate (●)
Prerequisites: Fate ●●
Description:
The Mage has become so innured to the mutable nature of The Hedge that even native items have begun to accept them. The Mage is treated as a Fey by Hedgespun Items.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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What spells would be needed for a Legacy aping Changelings? The gouges caused by Thorns could certainly be tempting Mysteries for a reckless Mage to make something out of. I can repurpose parts of my Hedgemarshals, but they're focused on being bountyhunters. I want someone who's whole shtick is wanting to be a Changeling without most of the downsides.
I assume it would be a Fate-primary Legacy, since Fate seems to be the dominant Arcana over Mind when it comes to Changling-adjascent spells.
Jewelers of the Jade Maze
Nicknames: Courtlings, Hedgewalkers, Thornweavers, Keeperlings (Derogatory), Students of Ash (Derogatory)
Organization: Courtlings congregate in small groups, attaching themselves to whatever Changeling Courts will allow them close. Often fascinated by the Court Bargains, they seek out as much Goodwill as they can accrue. Their relationship with other Mages, as such, tends to be rather rocky. Because they spend so much time focusing on far-flung fae politics and "playing make-believe", it is only the Legacy-groups who have influential Masters at their head that can shake the worst of the stigma.
On the Changeling side, Courts will often accept individual Courtlings only after significant efforts in aid of the Freehold. The rare Masters who exist are favored for their ability to forge strange Bargains and Contracts, however, and frequently give rise to unusual power dynamics. The even rarer Second-Degree Masters, however, are treated with great suspension. While creating new life from the Hedge is not necessarily unheard of, their method of doing so and insistence on refering to their creations as "Fetchling" earns them little trust.
Theory: Just because magic isn't Supernal, doesn't mean it isn't a route to enlightenment. The Exarchs broke the world to secure their dominion, and it would be foolish to ignore the fragments other than our own.
Background: Few would have called Leigong's fascination with Changelings sane, even before he began ripping out their souls and descended into Rapture. Convinced that the changes wrought by the Thorns are a possible route to enlightenment, the Free Council Mastigos began "innocently" enough. Merely using Mind and Fate to assess the intricacies of Bargains and Mantles, Leigong made great leaps in mastering those Arcana. However, he grew no closer to his goals. Immersing himself in the mysteries of Death, he began to study the intricate gouges on Changeling souls. It was a slip that drove him over the edge, a flash of frustration. In a moment of pique, he ripped the soul from his latest subject, in order to get a better look at a particularly intricate gouge. Already teetering on the edge of Wisdom, the lack of remorse he felt at this violation was the final straw. The descend after that was swift.
Many years later, an ambitious Cabal of Free Councilors came into posession of Leigong's Soulstone. Intending only to study the mechanics of Rapture, the Cabal was surprised to discover a crudely wrought Legacy writ upon the chisel. Though imperfect -indeed, several of the "cuts" overlapped with ruptures of Rapture- the Cabal became obsessed with this unexpected find. Of course, as might be expected of a Legacy learned in madness, all but one went Rapt in turn.
The survivor, Xiaoqing, last of the Lake Serpent Cabal, progressed more cautiously than her peers did. Rather than copy off of the Soulstone wholesale, Xiaoqing emulated only the most stable of the Initation marks. Taking a more introspective path of slow enlightenment, Xiaoqing was able to refine a stable version of the "Courtling" Legacy. Upon inititating her first apprentice, she destroyed Leigong's chisel, hoping to ensure that the Legacy's original sin would not haunt the world.
Parentage: Free Council, Mastigos
Ruling Arcana: Fate
Yantras: Swearing an oath (+1); Negotiating with non-human entities (+1); Using the spell to to uphold an oath (+1); Hedgespinning an effect that resonates with the spell (+2); Being near an entity undergoing an appropriate emotional response (+2)
Oblations: Assisting with Court Bargain rituals; Safely traversing the Hedge; Performing a favor for a Hedge denizen without seeking recompense; Triggering an event that would net Glamour if the Mage were a Changeling
Prerequisites: Fate 2, Keen Periphery 2, Piercing Glance 2
Initiation: There are two common methods of initiation into the Courtlings. The first -and most common- is to closely study the soul of a Changeling, identifying the various cuts and scrapes that have elevated the fairy to something more than human. This is best performed on a willing subject, although that is far from required. The prospective Initiate is then walked through the proper pattern to carve by their mentor, carefully working to avoid the slips that will send the Mage into Rapture.
The second method is to willingly walk into the Thorns of the Hedge, wandering its depths until the briar has gouged out alien geometries upon Gnosis. While the far riskier method, initiates of this method often emerge bearing strange Artifacts, Tokens, or novel Attainments.
The Form Of A Thing
(Fate ●) Initiation
Though their glance cannot see through all illusions, the Courtling is innured enough to the tides of Arcadia to see through Arcadian Masks.
An always-on effect that allows the mage to see through Masks as if they were Fae
Commentary: Eh. Not much to say. Basically a convenience thing, not needing Active Mage Sight up.
(Mind ●)
A strange truth can be found in the surety of iron - that all illusions are as fleeting as the wind. Using cold iron in hand to draw hot iron from their own veins, the Courtling rages against perceived intrusions. Should this lashing out prove accurate, the drawn blood bubbles away as an iridescent smoke.
Emulates the Epiphany Stone merit, but cuts themself with a piece of iron rather than utilizes a Soul Stone. This deals one point of Resistant Bashing Damage.
Commentary: an... odd effect, suggested by TempleBuilder. Could replace it with giving the Mage a Glamour pool... although the closest equivalent would be Mana Battery, which is Disciple level.
The Intangibles
(Fate ●●) Piercing Glance 4
The Wyrd is not quite the threads of Fate, and not quite the bonds of Sympathy, yet there is a kinship there nonetheless. The marks the Courtling etched into themself blur the distinctions between those gossamer weavings.
Interconnections
Potency = Fate
Duration = N/A (Lasting)
Scale = N/A
Range = Self
Casting Time = N/A (Lasting)
Commentary: Spot them tricksy oathbreakers. Always on, spend turns studying people.
(Mind ●●)
Something in the scouring that shapes Changelings opens them to the currents of emotion in other entities. Carefully trimming at the edges of their Gnosis in imitation, the Courtling is able to glean similar details.
Mental Scan
Potency = Mind
Duration = Two Turns
Scale = 1 Subject, 2 Subjects at Mind 4
Withstand = Composure
Range = Sight
Casting Time = Instant (Reach to Instant Casting)
NOTE: Prioritizes emotional state, then psychosis, then desires, then Mage's choice.
Commentary: Not exactly mind-reading, but still useful.
Between What You Can Touch
(Fate ●●●) It's Only A Weave 2, Astral Adept 3
Though creating new Hedge Irises requires Mastery of Fate, an experienced Courtling can leverage their understanding of the superficially-similar Astral to rip open pre-existing Hedgeways with but a flicker of will.
Open Hedgegate
Duration = Fate
Potency = N/A (2, 3 at Fate 4)
Range = Touch
Casting Time = Instant (Reach to Instant Casting)
Commentary: Spotting Hedgegates might be a bit tricky, but you can sure as heck guarentee they'll open to you.
(Mind ●●●)
While not quite as mutable as the Astral, the Hedge has a plasticity that responds nicely to Awakened will. A Courtling hones this control to a knife-fine edge, albeit one that requires constant attention.
Malleable Thorns
Potency = Mind
Duration = Two Turns, Three Turns at Mind 4
Range = Self/Touch
Casting Time = Instant (Reach to Instant Casting) NOTE: Reach to Paradigm Shift. Mage can now purchase Hedgespinning-related Merits.
Commentary: Powerful and spam-able, but you'll need to act fast.
And What You Can't
(Fate ●●●●) Supernal Taxonomy 2, Vagaries Of Fate 1, Occult 4
There is a faction within the Adamant Arrow who believe that any oath -even those not backed by some form of magic- contains a spark of the Supernal. While the Courtlings cannot speak to mundane oaths, they can certainly attest to the power of oaths sworn beneath the aegis of the Wyrd. They have studied the nature of such pacts so closely that a reflection has taken root within them.
Wyrd-backed Oath
Duration = Lasting
Potency = N/A (3)
Range = Self
Casting Time = N/A (Scene)
NOTE: Gives bonus benefit of being able to buy Court Goodwill dots as if the Mage was a Changeling. When this Attainment is first learned, any dots of the Ally merit relating to Changeling Courts that the Mage possesses are automatically converted into the equivalent number of Court Goodwill dots. Court Goodwill also expands the Courtling's Legacy Oblations to include Court-based methods of Glamour harvest based on their Court Goodwill.
Commentary: Not hugely useful as an Attainment, especially an Adept-level one, but it saves on casting and the Mantle bit can be a nice bit of flavor.
(Mind ●●●●)
The Courtlings willingly step into a realm woven of barely-contained madness, sculpt their soul in emulation of the wounds that realm can inflict, and engage in rituals that border on manias. To engage in such hubris and emerge at least sane enough to continue functioning, the Courtling's mind raises a bulwark of pure will.
Mental Shield
Duration = Lasting (Reach to Advanced Duration)
Potency = N/A (3)
Range = Self
Casting Time = N/A (Reach to Instant Casting)
NOTES: "Goetia's Physical Attacks" Reach Effect
Commentary: Simple. Basic. Actually, pretty powerful. Clashing a whole category of things is nothing to sniff at.
It's The Nature Of A Thing
(Fate ●●●●●) Hob Kin 1, Occult 5
A Courtling Master has blurred the line between Mage and Changeling, and knows on a fundamental level that it is not the form of a thing that matters, but it's nature. All things are symbols, you simply need the proper cypher to interface with foreign symbols. Drawing deep on this understanding, the Courtling weaves strange new bonds between the writhing fragments of the Fallen World.
Masking the False Fae
Duration = Indefinite (Two Reach to Indefinite Duration)
Potency = 3
Range = Touch
Withstand = Resolve
Cost = 1 Mana
Casting Time = Scene
NOTE: Conditional Duration [Entity attacks -or is attacked by- a petitioner]. If the Mage reaches the Adept level of understanding in Mind, Spirit, or Death, entities that fall under the auspices of that Arcana become valid targets.
Commentary: Not very impressive for a Master slot on the face of it, but holy heck they'd be in demand to broker contracts.
(Mind ●●●●●)
The Courtling rummages through the Hedge, snatching up sticks, stones, scaps, and dross. Cobbling together an artistic representation of a creature as fantastical as they please, they infuse their "Effegy" with a flicker of Glamour-flavored Mana to give it life. The Mana draws substance from the fabric of the Hedge, creating a life-sized entity in emulation of the Effegy. These "Fetchlings" are Hobs for all intents and purposes, albeit Hobs who feel an instinctive loyalty towards the Courtling. Fetchlings will last for as long as their Effegy remains intact, and as such become very protective of them.
Create Fetchling [Golem]
Potency = Mind
Duration = Indefinite (Two Reach to Indefinite Duration)
Scale = Up to Size 5
Range = Touch
Cost = 1 Mana
Casting Time = Scene
NOTE: Conditional Duration [The Fetchling's Effegy is destroyed]. Can only be activated in the Hedge. Effegies can be a sculpture, drawing, painting, carving, or the like, but must be a visual representation and no smaller than a handspan.
Commentary: Make li'l minions. Whether they can teach Goblin Contracts is another matter.
It's Only A Weave (●●)
Prerequisites: Fate ●●, Mind ●●
Description:
The Mage has become an expert at traversing The Hedge, and can navigate it as if they were a Changeling. The Mage substitutes Gnosis for Wyrd where appropriate, and Wisdom for Clarity
Changling-adjascent spells
1. Break Boundary
2. Dream Reaching
3. Interconnections
4. Correspondence
5. Sworn Oaths
6. Malleable Thorns
7. Open Hedgegate
8. Create Hedgegate
9. Channel Glamour
10. Harvest Glamour
11. Wyrd-backed Oath
12. Masking the False Fae
13. Sleep of the Just
14. Mend Clarity
15. Knit Clarity
16. Fabricate Fortune
17. Alter Mental Pattern
18. Emotional Urging
19. Clear Thoughts
Last edited by Cauthon; 09-18-2023, 05:03 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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For an Attainment creating a Hob (Fetchling?), what would be a good clause for a Conditional Duration? Using Golem as a model-base, I can push it to Indefinite Duration with the Conditional Duration, as long as Reach is only being spent there.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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Originally posted by Cauthon View PostWhat spells would be needed for a Legacy aping Changelings? The gouges caused by Thorns could certainly be tempting Mysteries for a reckless Mage to make something out of. I can repurpose parts of my Hedgemarshals, but they're focused on being bountryhunters. I want someone who's whole shtick is wanting to be a Changeling without most of the downsides.
I assume it would be a Fate-primary Legacy, since Fate seems to be the dominant Arcana over Mind when it comes to Changling-adjascent spells.
Fate/Mind
Initiate
Fate - An always-on effect that allows the mage to see through Masks as if they were Fae
???
Apprentice
Fate - Interconnections at Instant and Sight, to see Oathbreakers
Mind - Mental Scan at Instant and Sight, activates simultaneously with the Fate Attainment. Prioritizes emotional state, then psychosis, then desires, then Mage's choice
Disciple
Fate - Open Hedgegate with Instant Casting
Mind - Malleable Thorns, Instant Casting and Paradigm Shift
Adept
Fate - Wyrd-backed Oath at Lasting Duration. Gives bonus benefit of being able to buy Mantle/Court Goodwill dots. Must choose one Court to be their primary Mantle? Can only buy Court Goodwill?
Mind - Mental Shield at Instant, Advanced Duration, and Potency to Primary
Master
Fate - Masking the False Fae at Instant and Advanced, and gains the conjunctive effects for any of the Subtle Arcana the Mage reaches Adept in. Not very impressive for a Master slot on the face of it, but holy heck they'd be in demand to broker contracts.
Mind - Create Fetchling with Indefinite Duration [via Conditional Duration]. Mimicking Golem rather than Psychic Genesis, but can only be performed in the Hedge and requires the expenditure of either a point of Mana or a point of Glamour
The Fair Ones
This story is true: Five hundred years ago, one of the Gentry fell in love with a mortal woman and as she gave birth to his child, she Awakened, finding herself touched by both watchtower and fairy.
This story is true: Once the Devil, Death, the Old Man, Merlin and a Mastigos played a game of poker. Nobody is quite sure what happened, but by the end of it the Devil and Merlin weren’t speaking to each other anymore, Death and the Old Man were making out in a corner and the unnamed Mastigos had become the first of the Fair Ones.
This story is true: At the turn of the 18th century a powerful mage became obsessed with children’s tales. She chased her Obsession way beyond the pale and became one of the Rapt. A group of guardians set out to catch and destroy her. By the time they returned successfully they had developed the first Attainments of the Fair Ones.
This story is true: Once upon a time... ok, screw this. It's all lies. Nobody knows where the Fair Ones came from. Or rather everybody knows, but nobody knows what is true anymore. Maybe they've just always been around. Maybe some stupid mage won the secrets to illusion magic from a fairy in a card game or maybe one of them quested through temenotic stories for so long that she lost all sense of what is real but retained a strong love for fiction. Nobody knows for sure and it's driving the Mysterium kinda crazy.
Here's what we do know: They are liars. Tricksters, as they prefer to call it. They're not crazy, they know what is real and what is not and to be completely honest they are often the only ones who does after spending a few minutes in the same room with others. They're illusionists. They lie to the universe and the universe just kind of goes along with it. It's still just illusions... unless you run into the good ones. When you do, stuff gets real crazy.
What they're after? Some of them are just petty con artists. Or the awakened version thereof anyway. The more dangerous ones are skilled thieves or gatherers of secrets. The most dangerous of them hide secrets. Either way whatever you do, you don't want to fall victim to their illusions, so take this charm with you. It's cold iron, invested with magics that pierce illusion. Yeah cold iron fucks up their illusions real good, maybe there's something to that fae heritage after all... What you've got an Artifact you think they're after? Yeah sure you came to the right man. I can make sure they'll never find it, just show it to me.
Origins
Parentage: Mastigos, Guardians of the Veil, Mysterium
Nickname: Tricksters, Deceivers, Fae-Kin
Background: Most mages that join the Fair Ones have a history as conmen, thieves, salesmen or actors. Rarely one of the Fair Ones comes from a scientific field such as physics or psychology.
Appearances: Whatever they want to look like right now. To predict the Fair Ones is often impossible. That said they do tend to favor strong colors.
In the Orders: Many Fair Ones are Apostates or Nameless. Those that want to put their powers of illusion and deception to use for a cause find ready acceptance in both Mysterium and the Guardians of the Veil. The former values their aptitude to turn Athenea into mazes for the uninvited and their skills as Censors and Reclaimers. The latter find manifold use for their powers in both the labyrinth and espionage. The Adamantine Arrow has use for the abilities of the Fair Ones, but most of them find little to love in the Arrow. The Free Council serves as a haven for those Fair Ones that want to have the ready access to rotes and support the orders provide, but don't feel overly convinced by any of their creeds. The Silver Ladder lastly has little to offer to the Tricksters.
Among the Paths: The Mastigos and Obrimos path find easiest purchase on the legacy due to its Arcana. In reality Obrimos come in third among the legacy’s number after the Acanthus. Mastigos tricksters use deception and illusion to ruthlessly but elegantly obtain their goals. Acanthi in the legacy often draw heavily on its (entirely fake) fae ties.
Doctrine
Prerequisites: Forces 2, Subterfuge 2, two dots in one of the following Skills; Empathy, Expression, Persuasion, Socialize or Stealth
Initiation: Those initiated into the Fair Ones are subjected to a terrible game. Their mentor will pull increasingly involved pranks and deception on them, sometimes going as far as pulling of a regular Truman show for the initiate. To successfully become a Fair One herself, the initiate must overcome the illusions and somehow turn the tables on her mentor.
Organization: There is little to no organization between legacy members. Mentors and their students, lovers or good friends sometimes work as dynamic duos, but most Fair Ones fend for themselves.
Theory: The world is an illusion, a lie. Every mage saw it upon Awakening, but the Fair Ones take it to its logical conclusion. Just as the phenomenal world around us is an illusion created by the Exarchs, the Fair Ones add illusions of their own to further snare and deceive anyone else. To do so the Fair Ones don't lie to a person, they lie to the world itself, which then sells the lie as truth to everyone else.
Practice: The Fair Ones give lies the appearance of truth and utilize any tool that lends itself to this purpose. They often utilize lenses, mirrors and reflective surfaces in their rituals to draw upon their ability to bend and reflect light. The ability to spin lies and stories along with their illusions is likewise high in course. Often spells are designed as tales and referred to as such by the Tricksters. Some Tricksters draw heavily on feary symbolism, especially those of the Acanthus path, sometimes going so far as to steal and don titles of the Gentry. While this has
proven to work very well other Fair Ones are wary of such methods. Being able to utilize the tools and names of the True Fae as a Yantra is good, but some worry that by taking the deception too far the Lie may treat them as one of their kind. And who needs an iron allergy?
Magic
Ruling Arcanum: Forces
Yantras: Spinning the spell as part of a greater narrative (+2), making a successful Subterfuge roll (+1), furthering the same goal as the spell; mirrors, lenses and other reflective surfaces (+1); Spell acts in accordance to the nature of a donned title (+3)
Oblations: Deceive another resulting in gain of something valuable to yourself; Entertain an audience with a story; Research optical illusions; Get away with a crime without being caught
Rote Skill: Subterfuge
Attainments
1 – See Through the Lie
Prerequisites: Initiation Any Trickster worth her salt needs to be able to see through the petty deceptions life throws at her before she can spin lies of her own. Any optical illusion the Trickster comes across will have to succeed in a Clash of Wills in order to affect her. She is always aware that a Clash happened, even if the illusion wins.
Optional: Mind 1
The effects of the main Attainment extend to mental illusions.
2 – Parlor Tricks
Prerequisites: Forces 2, Subterfuge 3
With a touch the Deceiver weaves a minor illusion. She may change the color of an object for the rest of the scene. This does not allow for complex changes (such as turning a playing card into a police badge or appearing as another person yourself) but can be used for a variety of minor tricks (turning a queen of hearts into one of diamonds, changing the color scheme of your outfit to more effectively disappear into a crowd).
Optional: Mind 2
One of the more powerful tricks in the arsenal of the Fair Ones is the suspension of disbelief they can cause in others. With a touch or through short vocal conversation the Trickster suspends critical thinking in her mark when it comes to her illusions for the rest of the Scene, allowing her to get away even with outlandish hallucinations. For this Attainment to work the Trickster's Mind dots need to exceed the target's Composure.
3 – Mistaken Identity
Prerequisite: Forces 3, and the Trickster must increase the other Skill she used to meet the requirements of the Legacy to 3, or must attain two dots in a second skill from the list of possible requirements.
Expanding upon the powers of illusion gained through the former Attainment, the Trickster can now change the appearance of an object or person completely as long as she stays within the boundaries of its Size.
Optional: Mind 3
If the Trickster is using the main Attainment to impersonate someone, she can broadcast minor illusions into the mind of everyone around her that details like smell, tone of voice, etc. This only works on targets whose Composure is lower than the Trickster's Mind dots.
4 – A World of Lies
Prerequisite: Forces 4, Subterfuge 4
The lies woven by the Fair One become so convincing that they seem to take on a life of their own. Gathering bits of light, heat and kinetic energy the Fair One creates a tangible illusion out of thin air that moves like a puppet on her strings. The Illusion persists for the rest of the scene, it can explicitly be used to create illusory people or animals. Treat such beings as providing a level of Retainer equal to the Trickster's Forces dots.
Optional: Mind 4
As she can create moving illusions in the real world, the Trickster learns to fill the mind with lies as well. With a touch or conversation, she can seed hallucinations in her target’s head. These Illusions are not tangible, but otherwise seem perfectly real to the target. This Attainment only works on targets whose Composure is lower than the Trickster's Mind dots.
5 – Living Lie
Prerequisite: Forces 5, the Trickster must increase the other Skill she used to meet the requirements of the Legacy to 4, or must attain three dots in a second skill from the list of possible requirements, or two dots in a third Skill from the list.
At the apex of their power Tricksters learn to grant truth and thus life to the lies they spin. By paying a point of Willpower and Mana the Trickster can endow one of her illusions with permanence, increasing its duration to indefinite length. She can maintain a number of illusions up to her Forces dots this way.
Optional: Mind 5
As she turns her creations permanent the Trickster may also endow them with sentience. Upon using the fifth Attainment upon an illusion created by the fourth, she may endow it with a mind of its own alongside with a longer lifetime.
Merits
Master Illusionist (• to •••••)
Prerequisite: Fair One, Prime 2
Effect: After endless hours spent lying to the world, the Trickster develops hones her Attainments with skill to further hone her craft.
Silver Tongue (•): Lies come as easily to the Trickster’s mind as the truth. She gains 9-Again on any attempt to lie.
Soft Touch (••): Honing her subtlety, the Trickster renders her legacy Attainments undetectable to Peripheral Mage Sight.
Fake it ‘til you make it (•••): When scoring an exceptional success on a Social roll, the Trickster can spend one point of Mana to draw on Merit dots she does not possess. She could promise another person money (and he’d feel no inclination to verify her fortunes), or insist she possesses friends or a station she does not have.
Durable Lies (••••): When spending Willpower to increase her dice pool in a Clash of Wills using one of her legacy Attainments, add the Trickster’s dot rating in this Merit to her dice pool instead of three.
Master Manipulator (•••••): Decrease the Composure of everyone trying to Withstand her legacy Attainments by one for the purpose of calculating Withstand only.
Stolen Title (•••)
Prerequisite: Fair One
Effect: The Mage has stolen a Title from one of the Gentry and imbued it into a mundane object (often a mask). When she dons the Title (by donning the object) she can use it as a Yantra on spells that fit the title granting +3 dice on the spellcasting roll. Drawback: Stealing a Title is never without consequences. Aside from a pissed Fae the mage also has to contend with any other weirdness it may incur, though the ability to store it in an object may isolate her from much while she does not don it.
Plothooks
Living a Lie: The characters happen upon a strange person. She has no soul, nor does she seem to be technically alive. Who is this person? A stray illusion left behind by a long dead mage? Or bait? And if so, for whom?
It's a Crazy World: Aliens are coming to steal an Artifact your cabal owns. Quickly! Strip and rub this ointment made of pig's blood, cornstarch and beer over your skin, it'll protect you from their powers. Bonus points if the Fair One manages to pull that one off without using her Attainments.
RAWification:
1 – Forces Unveiling spell to discern optical illusions, Reach for Advanced Duration. Optional: Mind Unveiling spell to discern mental illusions, Reach for Advanced Duration.
2 – "Control Light" (changing the color of an object) with Reach for Advanced Duration. Optional: Mind Ruling spell to suppress disbelief with reach for Advanced Duration. Activated by one scene worth of conversation. Potency primary factor, duration secondary, Withstood by Composure.
3 – Forces Weaving spell to change the appearance of something as an optical illusion, Reach for Advanced Duration. Optional: "Impostor" with Reach for Advanced Duration. Potency secondary factor.
4 – Forces Pattering spell, a Forces version of "Golem". Reach for Advanced Duration, potency secondary factor. Optional: "Hallucination" with Reach for Advanced Duration, Potency secondary factor.
5 – Apply a second reach to the fourth Attainment to make it indefinite. Optional: "Psychic Genesis" with Reach for Advanced Duration, tied to the "Golem" of the fourth Attainment.
Bye.
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Originally posted by GibberingEloquence View PostI know a fan-made Legacy that has fey-related origins and focuses on illusions. I did not write this one, just so you know, and I don't remember who did, it's just in a PDF in my Mage folder.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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