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  • #16
    Chosen of Mars
    A legacy of cohesion-destroying, conquering warriors.

    Nicknames: Iconoclasts, Conquerors, Oathtakers, Unravelers (Derogatory)
    Organization: Iconoclasts rarely form any united Legacy organization. Most frequently, powerful “Conquering Kings” will enter a detente with each other, agreeing to rule their own little slices of creation rather than engage in mutually-assured destruction. Inheritors to this branch of the Legacy usually initiate by stealing soulstones to study, although some “lucky” few are occasionally selected as inheritors.

    “Breakers of Bonds” on the other hand are highly independent, preferring to wander and maintain as few ties as possible. Their apprentices are more common than those of their counterparts, but also have a much higher fatality rate.
    Theory: All connections are exploitable - either as a weapon or a tool.
    Background: There is a romanticized view of two champions engaging in battle in place of their armies, as a way to conserve life. This Legacy arose from this symbol, an Awoken champion that could strike away the bonds of unity that bound their enemy together. Disunited, such a foe would fall with minimal fuss. This was a popular Arrow Legacy in those times, contrasted by a few practitioners in the Praetorian Ministry who used their abilities to incite bloody civil wars.

    Though the Legacy saw a drop in membership when war became a sprawling affair of trenches and meat grinders, it saw a resurgence amongst the Seers during the Cold War. With a few well-placed Iconoclasts, the Praetorian or Hegemony could erode a nation that grew too powerful by destroying their unifying symbols.

    In modern nights, the Seer branch of the Legacy has begun to develop a rivalry with the Icon Legacy. The Icons exist to be symbols, uniting people behind ideals and hope for the future. A Legacy dedicated to destroying such bonds is anathema to them, and the few times Icons and Iconoclasts have met have ended violently.

    On the Pentacle's side, the Council of Dragons makes up the majority of the population, primarily "Conquering Kings". A few "Breakers of Bonds" exist in the Crucible faction, and in the Guardians of the Veil.

    Parentage: Acanthus; Adamant Arrow, Guardians of the Veil, Seers of the Throne (Hegemony, Praetorian)
    Ruling Arcanum: Space
    Yantras: Dueling Weapons (+1, +2 if designed for cutting); Banners and iconography of defeated foes (+1); Referring to oneself and others in dehumanizing terms (+1); Diadems and crowns (+1, +2 if taken from defeated foes); Dueling as champions (+2)
    Oblations: Engaging in a duel, Eliminating Sympathetic connections by mundane means, Encouraging sedition

    Prerequisites: Space 2, Shadow Self, Manipulation 2, Weaponry 2 OR Brawl 2 OR Firearms 2
    Initiation: Sever the ties that bind you - such connections only serve as a weakeness for others to exploit. Harm's heart is pure.

    Overwhelming Ferocity
    (Space ●) Initiation
    The Iconoclast surges towards their foe in a blinding burst of speed, throwing them off-kilter.
    Ground Eater
    Potency = Space
    Duration = 1 Turn, 2 Turns at Space 2, 3 Turns at Space 4
    Range = Self
    Casting Time = Instant (Reach to Instant Casting)

    COMMENTARY: Good for an abrupt charge, but also useful for a retreat.

    (Fate ●)
    Sensing the subtle vibrations of Fate to guide their movement, the Iconoclast is able to nudge their actions in defiance of destiny.
    Quantum Flux
    Duration = Fate
    Potency = 1, 2 at Fate 2, 3 at Fate 4
    Range = Self
    Casting Time = Instant (Reach to Instant Casting)

    COMMENTARY: Be better in a fight than your opponent expects you to be.


    Chinks in the Armor
    (Space ●●) Empathy 2, Subterfuge 2
    While known as skilled duelists, the Iconoclast’s true strength lies in their manipulation of interpersonal ties. They know at a glance who a foe holds close to their heart, or what patriotism drives them. And in knowing these ties, the Iconoclast can plan how to break them.
    Correspondence
    Potency = Space
    Duration = 2 Turns, 3 Turns at Space 4
    Range = Sight (Reach to Sensory Casting)
    Casting Time = Instant (Reach to Instant Casting)
    NOTE: Can only target people, and only reveals connections to organizations or other people.

    COMMENTARY: A mostly out-of-combat ability that allows you to figure out where your opponent is vulnerable, but you can also use it in combat to taunt people.

    (Fate ●●)
    The web of social connections are not the only threads that hold a person together. The Iconoclast’s senses become fine-tuned enough to sift out the strands of destiny upon their foe.
    *Correspondence gains any effects that Interconnections would grant, plus Interconnections’ +2 Reach “Specific Destiny” effect*

    COMMENTARY: Allows you to find any Dooms or Conditional Durations you can exploit.


    Under This Sign Shall We Conquer
    (Space ●●●) Imposing Nimbus, Empathy 3 OR Subterfuge 3
    While not yet capable of severing partnerships at will, the Iconoclast can make use of a less delicate tool. With a sharp word they inflict their foe with a crushing sense of inadequacy, an overwhelming sense of societal pressure that drives them towards voluntary isolation.
    Isolation
    Potency = Space
    Duration = One Day, One Week at Space 4 (Reach to Advanced Duration)
    Withstand = Composure
    Range = Sight (Reach to Sensory Casting)
    Casting Time = Instant (Reach to Instant Casting)

    COMMENTARY: The blunt instrument to Cut Thread’s scalpel - force the target to isolate themselves of their own volition.

    (Fate ●●●)
    The Iconoclast rips at the threads of Fate, twisting the subtle designs to their own whims.
    Fabricate Fortune
    Duration = Fate (Reach to Advanced Duration)
    Potency = N/A (1)
    Range =Self/Sight (Reach to Sensory Range)
    Casting Time = Instant (Reach to Instant Casting)

    COMMENTARY: Whom so ever shall draw forth this sword… or, for a more lowbrow take, is the elevator worthy? It’s kind of a roundabout way to pull off Eris' Apple.


    Ties Undone
    (Space ●●●●) Empathy 4 OR Subterfuge 4
    Just as their blades cleave flesh, the Iconoclast’s will severs the ties that bind. Striking their foe in some deliberate manner -a punch, a challenging slap, a sword thrust, or even a “friendly” slap on the shoulder- causes the victim’s bonds of sympathy to snap.
    Cut Threads
    Potency = Space
    Duration = N/A
    Withstand = Connection Strength
    Scale = All extra factors to Scale (Mana to Advanced Scale)
    Range = Touch
    Cost = 1 Mana
    Casting Time = Instant (Reach to Instant Casting)
    NOTE: "Everywhere" Attainment. Can only affect Connections that could be detected by the Apprentice Attainment.

    COMMENTARY: Destroy a person’s bonds to people and organizations - aside from eroding organizational unity, it makes for a great way to knock heroes off their pedestals.

    (Fate ●●●●)
    Torn strands of Fate trail the Iconoclast’s hands, spitting sparks like downed power cables. With a flick of their wrist, the Iconoclast sears their foe with these volatile vestiges of destiny.
    Grave Misfortune
    Potency = Fate
    Duration = 3 Turns
    Range =Sight (Reach to Sensory Range)
    Casting Time = Instant (Reach to Instant Casting)

    COMMENTARY: Strike them down. A narrow window, but not hard to spam.


    Divided You Fall
    (Space ●●●●●)
    More than mere social isolation, the Iconoclast shuts their foe off from the world. Few survive these opaque bubbles, isolated from all that sustains them.
    Ban
    Duration = Space (Reach to Advanced Duration)
    Potency = N/A
    Scale = All extra factors to Scale
    Range = Sight (Reach to Sensory Casting)
    Casting Time = Instant (Reach to Instant Casting)

    COMMENTARY: Unless they can teleport, oxygen will very quickly become a problem in a skin-tight Ban. Even then, they’ll need to pass a Clash of Wills.

    (Fate ●●●●●)
    Here the practices of the Legacy stand are divided. The Iconoclast’s personal philosophy determines which version of the Attainment they choose to learn:
    “Conquering King”
    The Iconoclast pummels their foe into submission -by word or by blade- and offers them their life in exchange for service.
    Sworn Oaths
    Duration = Fate (Reach to Advanced Duration)
    Potency = 3
    Range = Sight (Reach to Sensory Casting)
    Casting Time = Instant (Reach to Instant Casting)

    COMMENTARY: Not quite “Keep what you kill”, but certainly in line with “To the victor the spoils”.

    OR

    “Breaker of Bonds”
    The Iconoclast shatters the bonds of Fate, finally casting their foe adrift from any anchors.
    Sever Oaths
    Duration = Lasting
    Potency = 3
    Range = Touch
    Casting Time = Instant (Reach to Instant Casting)
    NOTE: Reach to “Lasting”

    COMMENTARY: Pariah would work better, but for it to be viable it would need at minimum 2 reach - Instant Casting and Advanced Duration. Sight casting would also be preferable.
    Last edited by Cauthon; 08-22-2022, 04:41 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


    • #17
      Shields of Annwyn
      A legacy of wandering knights.

      Nicknames: Knights Errant, Heirs of Rhodes, Questers
      Organization: The Shields of Annwyn are one of the few Legacies with a dedicated headquarters - a well-appointed castle within a large Pocket Dimension named Annwyn. Though rarely unified behind a single cause, Questers agree on the sacrosanct neutrality of Annwyn, and return annually to feast amongst comrades and boast of their deeds. All, even the few Seers in their ranks, accept orders given by Anoeth as a holy commandment, and will fight side by side without reservation should the entity demand it. This has occurred only three times in the records of the Legacy - each time, the Legacy drove back a major Abyssal incursion at great cost.

      Potential Questers are mentored by a senior member of the Legacy before being inducted, surreptitiously given tests of character that gauge the candidate’s suitability. Should they be deemed worthy, the mentor brings the candidate to Annwyn, for presentation to Anoeth. Anoeth is the final arbiter of suitability - though rejections are rare, it has on occasion cast a candidate out without explanation. Those who pass muster are allowed to approach the throne and study Anoeth’s shield, a Daiknonomia scribed with what appear to be Invisible Runes. Each subsequent level of initiation will take place in a similar manner; at the annual feast, those who believe themselves ready may petition Anoeth to again study the shield. The entity generally demands a recounting of the Questers worthy deeds since their last study, and will gently but firmly turn away any it judges to be yet unready.

      New Questers will stay with their mentors for a short while, usually going their separate ways upon learning the Apprentice Attainment. Mentors and students will often swear an oath of friendship, mutually applying the Apprentice Attainment upon each other and renewing it at the annual feast.

      Theory: We shield those who cannot protect themselves, for the terrible radiance of the Mysteries is coldly indifferent to their plight.
      Background: The first of the modern lineage of Questers was an orderless mage named Dian Cecht, who stumbled upon the Iris to Annwyn after returning home from years of crusading in the Holy Land. How he passed through the gateway is lost to time, for the Key that currently holds the gate bars any not escorted by a current Quester. Dian Cecht found himself standing before the gates of a castle, carved of obsidian spires and vast multi-hued glass panes and standing amidst a picturesque sea of greenery. Finding it well-appointed but abandoned, Dain Cecht set about exploring the fortress. Upon the castle’s throne sat a seemingly empty suit of armor - closer inspection under Mage Sight revealed it to be the anchor of a Supernal Entity, though whether it is a Cherubim or a Moirae is impossible to determine even to this day. Though this entity -who calls itself Anoeth- could not move from its anchor, it greeted Dian Cecht warmly and invited him to stay and talk a while.

      Dian Cecht told Anoeth of the world at large, of his time serving alongside the Knights Hospitaller, and of the legends of his childhood. He remained for months, until finally he felt drawn to return to the world beyond the castle’s walls. Anoeth despaired to lose the only company it had enjoyed for untold years, and offered Dian Cecht a bargain. If he would return once each year, and regale Anoeth with new tales of great deeds, it would bestow a blessing upon him to aid his journey. Dian Cecht accepted, and was told to study the blazing runes etched upon the shield leaning against Anoeth’s seat.

      Dian Cecht then went forth, his soul shaped with the first two Attainments of the Knights Errant. Girdled with this blessing, he traveled the breadth of the land seeking out horrors to slay and wrongs to put right. He upheld his bargain in the centuries preceding his death, eventually bringing new postulants to Annwyn so that Anoeth would not be solely reliant on him for company. The Knights have continued to expand ever since, assimilating into the Black Tower faction of the Adamant Arrow and, surprisingly, the Paternoster.

      In recent nights, Questers have begun to notice a phenomenon known to the Awakened as a whole as "Supernal Watchers". These entities appear to be lesser versions of Anoeth, each one warped to the Path themes of the mage thay attach themselves to. Anoeth has expressed great curiosity towards them, and seems to be more likely to accept or promote Questers that have them.

      Parentage: Obrimos; Adamant Arrow (Black Tower), Seers of the Throne (Paternoster)
      Ruling Arcanum: Fate
      Yantras: "Knightly" weapons and armor, including modern armaments, scribed with High Speech oaths of valor (+1); Pennants and personal sigils (+1); Stained glass jewlery, especially pendents (+1); Shields (+1); Defending the helpless (+2); Assisting a “Fair Maiden” *gender irrelevant* (+2); Wooing a “Fair Maiden” *gender irrelevant* (+2)
      Oblations: Listening to the plights and confessions of unAwakened, Providing mundane services to the less fortunate, Traveling to a new town, Feasting in celebration of a significant accomplishment, Boasting at length to a willing audience

      Prerequisites: Fate 2, Weaponry 2, Occult 2, Supernal Watcher 2
      Initiation: Pass the test of your Quester mentor, and be allowed to study the inscription upon Anoeth’s shield.

      Confessional
      (Fate ●) Initiation
      The Knight Errant casts their gaze around each new town they encounter, picking out oathbreakers, accursed, and Destined to aid.
      Interconnections
      Potency = Fate
      Duration = One Turn
      Scale = Extra factors to Scale
      Withstand = Composure
      Range = Touch/Aimed
      Casting Time = Instant (Reach to Instant Casting)

      COMMENTARY: Detects oathbreakers, curses, and Destinies. Pretty straightforward.

      (Prime ●)
      The Knight often listens to confessions as if they were a catholic priest, judging whether the cursed, doomed, and harried they discover deserve their fate. Their ear becomes practiced at shearing away dross of lies and half-truths, their eye sharp enough to pierce the guises of demons and devils.
      Pierce Deception
      Duration = Prime
      Potency = 1, 2 at Prime 2, 3 at Prime 4
      Range = Self
      Casting Time = Instant (Reach to Instant Casting)

      COMMENTARY: Sift out the liars from the truly worthy, so you can devote your time to honorable quests.


      Commandments and Absolution
      (Fate ●●) Weaponry 3, Occult 3
      Clasping the petitioner’s forearm or laying a hand on their head, the Knight Errant presides over a covenant. So long as it persists, the Knight can track any participants unerringly.
      Oaths Fulfilled
      Duration = Fate (Reach to Advanced Duration)
      Potency = N/A
      Scale = Extra factors to Scale
      Range = Touch
      Casting Time = Scene
      NOTE; "Tracking" Reach effect

      COMMENTARY: A good way to make sworn brotherhoods of Questers - they’ll reswear the oath as necessary, and be able to locate their allies so long as they still live.

      (Prime ●●)
      The Knight Errant often encounters twisted magics and terrible curses levied against unworthy victims, and so is obligated to cleanse them. Though the exact details change according to the religious beliefs of the Knight, they engage in a brief ritual of cleansing that culminates in laying hands upon the afflicted. At their touch, all but the most insidious of magic falls away.
      Dispel Magic
      Potency = Prime
      Duration = Lasting
      Scale = Extra factors to Scale
      Withstand: Arcanum rating of the subject spell’s caster
      Range = Touch
      Cost = 1 Mana
      Casting Time = Scene
      NOTE: Two Reach to "Lasting" Reach effect, Fate optional effect

      COMMENTARY: Agnostics like me can just pour water over the recipient, Buddhists can cleanse it with incense and prayer, etc. The Knight will be very good at eliminating Prime and Fate effects, but will need to spend a lot of XP for universal utility.


      Bulwark of the Anointed
      (Fate ●●●) Supernal Watcher 4
      The Knight Errant grips something solid, such as a religious icon or the hilt of their blade. The unyielding material lends them strength, layering their will with a girdle of Fate.
      Warding Gesture
      Duration = Fate (Reach to Advanced Duration)
      Potency = 2, 3 at Fate 4
      Range = Self
      Casting Time = Instant (Reach to Instant Casting)

      COMMENTARY: DnD Paladin ability to avoid mental compulsion, mostly.

      (Prime ●●●)
      The Knight’s will is bolstered by an aegis of supernal fire, shielding them from hostile spells.
      Wards and Signs
      Duration = Prime (Reach to Advanced Duration)
      Potency = 2, 3 at Prime 4
      Range = Self
      Casting Time = Instant (Reach to Instant Casting)
      NOTE: Activated simultaneously with the Fate portion of the Attainment

      COMMENTARY: While the Potency isn’t great, it’s good to cover any weak points in your defenses.


      Supernal Candle
      (Fate ●●●●) Weaponry 4, Occult 4
      The Knight Errant occasionally encounters repentant monsters. Should they feel merciful, the Knight can offer these wretches a parole, an oath sworn and sealed to Fate.
      Divine Intervention
      Potency = Fate
      Duration = One Week (Reach to Advanced Duration)
      Withstand = Resolve
      Range = Touch
      Casting Time = Scene
      NOTE: Can only be activated simultaneously with the Apprentice Attainment, augmenting it. Can spend 1 point of Mana to refresh the Duration when it would normally expire, regardless of proximity.

      COMMENTARY: Combined with the Apprentice Attainment to represent the Knights being willing to offer mercy, but only to those who want to try and change.

      (Prime ●●●●)
      Taking some item of importance to them -usually a worn religious symbol- the Knight intones a droning prayer that infuses the object with the ability to hold Mana. These flasks of supernal succor provide hope even in the darkest hours.
      Mana Battery
      Potency = Prime
      Duration = One Week (Reach to Advanced Duration)
      Range = Touch
      Casting Time = Scene
      NOTE: Reach to switch Primary Factor to Potency. Reactivating this attainment on an existing vessel before that iteration expires refreshes the duration without allowing any stored mana to escape.

      COMMENTARY: While not a super Mana-heavy Legacy, the Knight will still be well-served by keeping a few vessels on-hand and topped up.


      Questor Errant
      (Fate ●●●●●) Weaponry 5, Occult 5
      In a moment of compassion, the Knight Errant can swear themselves to the salvation of another. They pledge to undertake an appropriate quest or penance in the name of a cursed individual, shattering said curse if they succeed. Should the beneficiary betray the Knight for any reason, this chance at attonement irrevocably shatters. This undertaken can also be taken on behalf of ghosts and other unfortunates in need of honor - a Ghost may be allowed to pass on, low Wisdom Mages can recant their hubris without it being their Obsession, for example.
      Atonement
      Potency = Fate
      Duration = One Year (Reach to Advanced Duration, Conditional Duration: Don't betray the Knight)
      Range = Touch
      Casting Time = Scene
      NOTE: "Undertaken for Another" Reach effect, the Knight is the one who takes the task.

      COMMENTARY: Nice and thematic - the Knight swears to slay the Shadow horror that cursed the princess, freeing her with the killing blow. "Betrayal" here refers to something the individual Knight would consider a betrayal; showing favor to their sworn enemy, for example. For Mages looking to regain lost Wisdom, the quest should be appropriate to one of the acts that caused them to lose it - making a grave for a Create Life organism whose duration they allowed to end, for example.

      (Prime ●●●●●)
      The Knight Errant strikes against foes distant and dark. With a flare of will they wreath their weapon -blade, mace, projectile, or even fists and feet- with heatless flames of wrath, casting their foe’s ruin upon the mountainside. This is a very visually obvious effect - their weapon gains a burning aura of golden flames and glowing runes, and glows like a torch for the duration.
      Ephemeral Enchantment
      Duration = Prime
      Potency = N/A (3)
      Range = Self/Touch
      Casting Time = Instant (Reach to Instant Casting)
      NOTE: "Designated Bane" Reach effect

      COMMENTARY: Tied in with the Fate portion, to make the Knight better-equipped to fight ephemeral horrors capable of cursing people.


      Secrets and Storyhooks
      ● Annwyn and Anoeth contain an anachronistic stew of elements from the British Isles - most prominently names and themes out of Arthurian myth mingling with references to the Tuatha De Danann. Most simply chalk it up to the perceptions and misconceptions of Legacy members shaping the impressionable substance of the place, but some are less sure. Those who’ve spoken with the Mysterium note that Archmasters of Time and Fate are known to do odd things to history, pointing to the semi-parable of Merlin’s Fate-bound kingdom. And no-one actually knows where Annwyn came from…

      ● The Pocket Dimension that is Annwyn is very obviously the creation of a spell - even the matter that makes it up appears to have been created whole-cloth when studied by magic. Like the spell a Master of Space can cast, the realm lacks the standard flow of Time, although it does allow for natural healing, the recovery of Mana and Willpower, and has a Twilight capable of supporting Goetia and Ghosts. The Iris, however, is protected by an effect similar to Secret Door and seems to wander of its own volition. The few attempts by enemies of the Legacy to dispel or even enter the realm have been rebuffed as if trying to affect an Attainment. Anoeth claims to be merely steward of this place, and not its creator, but refuses to elaborate.

      ● The Castle of Annwyn has no firm layout - only the courtyard at the main gate, and the feasting hall-throne room where Anoeth sits can be mapped with any certainty. Outside of those areas, the floorplan seems to shift and shuffle according to whomever currently walks the halls. Likewise, the woods and grassland are different with every visit, each picturesque but utterly unmappable.

      ● There is now a small population of Sleepwalker servants who tend the halls of Annwyn, refugees and grateful beneficiaries of quests. They’ve formed a close-knit clan, marrying in new members that Questers introduce. None want to leave - aside from not aging so long as they remain there, almost all chose Annwyn because they had nothing left in the Fallen World. They are, however, at something of a population disparity. The current “High Steward” has approached the cabal’s Quester, requesting that they either accompany a few of the younger stewards to search for Sleepwalker spouses, or else bring new genetic stock to Annwyn. Ethical and security concerns aside, none seem to have considered the possibility that any children birthed in Annwyn might be trapped in childhood so long as they remain.

      ● Only one door amongst the shifting rooms of the castle is permanently locked - a single door of Perfected wood banded by Orichalcum and Lunargent. Every Quester encounters it at least once, but is always drawn away before they can properly study it. Anoeth has been asked about it on occasion, but each time claims to have never heard of such a thing.

      ● The shield beside Anoeth's throne is the Daikonomikon that the Legacy trains from, but on the opposite side hangs a sheathed sword. Though no one has been able to draw the blade, a persistent rumor among young Questers is that it is scribed with a Daikonomikon that embodies their antithesis.

      ● Annwyn's wandering Iris is a mystery all its own. For those skilled in Space, they find that it is as easy to move to the Iris' immediate area as it would be to a Connected sympathetic object. Though mostly confining itself to the the Isles, the archway of multihued glass erratically appears in other parts of the world, and remains in each location for no less than a month before shifting again. This has mostly brought a slow trickle of cultural diversity to the Legacy, but canny Knights have noticed that questing wherever the Iris has anchored itself is always more rewarding that simply going on walkabout.

      ● The cabal keeps running into an odd couple - a half-mad but well-meaning Ogre and their Knight Errant companion. The Knight wants desprately to restore the poor Ogre's Clarity, but is only freshly annointed and has no skill in Mind magic.
      Last edited by Cauthon; 03-18-2023, 07:40 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


      • #18
        The theme and story are really well put together and flavorful. I think the yantras could add "knightly apparel" (swords, guns, kevlar suit, etc) inscribed with a High Speech part of their oath it helps them uphold. Additional oblations could include training worthy knights and feasting after a triumph or in celebration to complting especially difficult training or trials.

        I wonder how they interact with the Cwn Annwn Legacy, since both have related mythological roots.

        I think having slower aging and perhaps even a fixed season would suit Annwyn, because it allows temporal fish out of water to decide to quest in a world that has changed much, and does not create a problem with overpopulation. I see their base as similar to Avalon from Gargoyles, and think it could be a good reference for plot hooks. In particular, I like the idea that you exit the keep where you are meant to be, which allows this to be great for globetrotting adventures.

        I think Atonement could be worded in a bit broader sense to include aiding the subject in "regaining their honor". A ghost obtaining closure, a mage seeking to return to the path of Wisdom, a werewolf redeeming themselves for violating the Oath of the Moon, etc.

        Apart from that, the Attainments feel pretty discrete, good to create a questing journey and enduring tribulations. The only thing I feel missing is some kind of ability to envelop a weapon in silver Aetherial flames and glowing High Speech runes, delivering a bit of stylistic flare (pun intended) when smiting the horrors from the Abyss' foulest pits.

        An additional plot hook idea is to have a mage of this Legacy act as the traveling companion of a well meaning, but low Clarity changeling, a modern Don Quixote. Have the cabal run into them from time to time when traveling or have them arrive in town for their latest adventure, adding a bit of spice to things while providing subtle clues that there is more to their journeys than people realize.


        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


        • #19
          Originally posted by KaiserAfini View Post
          The theme and story are really well put together and flavorful.
          Thanks! I'm never confident giving Legacies proper backrounds.

          Originally posted by KaiserAfini View Post
          I think the yantras could add "knightly apparel" (swords, guns, kevlar suit, etc) inscribed with a High Speech part of their oath it helps them uphold. Additional oblations could include training worthy knights and feasting after a triumph or in celebration to complting especially difficult training or trials.
          The High Speech Runes seems like a good influence to have come from the Paternoster side.

          Originally posted by KaiserAfini View Post
          I wonder how they interact with the Cwn Annwn Legacy, since both have related mythological roots.
          They honestly sound like something the Questers would abhore; using a "demon" to destroy reality piece by piece and shackle the echoes. Which is hardly a unique take, but the Questers would probably double down on the umbrage for the Cwn Annwn slandering the Annwyn name.

          "Its Annwyn with a y, don't compare us to those demoniac knaves!"

          Originally posted by KaiserAfini View Post
          I think having slower aging and perhaps even a fixed season would suit Annwyn, because it allows temporal fish out of water to decide to quest in a world that has changed much, and does not create a problem with overpopulation. I see their base as similar to Avalon from Gargoyles, and think it could be a good reference for plot hooks. In particular, I like the idea that you exit the keep where you are meant to be, which allows this to be great for globetrotting adventures.
          Got the temporal bit covered -at least in part- in regards to the current crop of stewards. Current writeup has Annwyn basically being a Pocket Dimension at maximum Scale, with the Death and Mind expansions, and the Time flow affected as if covered by Veil of Moments with the "heal damage, regain mana, and regain willpower" reaches.

          Originally posted by KaiserAfini View Post
          I think Atonement could be worded in a bit broader sense to include aiding the subject in "regaining their honor". A ghost obtaining closure, a mage seeking to return to the path of Wisdom, a werewolf redeeming themselves for violating the Oath of the Moon, etc.
          Ghosts I can understand - complete a quest for them to help them pass on. How were you thinking of the Mage and Werewolf parts? I don't know a lot about how violating the Oath of the Moon affects a character, but for Wisdom would it be complete the quest to allow them to purchase Wisdom without having "regain Wisdom" as an Obsession?

          Originally posted by KaiserAfini View Post
          Apart from that, the Attainments feel pretty discrete, good to create a questing journey and enduring tribulations. The only thing I feel missing is some kind of ability to envelop a weapon in silver Aetherial flames and glowing High Speech runes, delivering a bit of stylistic flare (pun intended) when smiting the horrors from the Abyss' foulest pits.
          The Prime Master Attainment does that in part, it's ideal for Gulmoth. The flavor text was meant to imply the designated weapon becoming flame-wreathed, I can reword it to be more clear.
          Last edited by Cauthon; 08-21-2022, 05:46 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


          • #20
            Yep, quest to be able to mend the damage from their actions and learn from it, allowing them to repurchase Wisdom.

            Violating the Oath of the Moon means they are breaking with the sacred commandments of redemption Luna gave the Foresaken. Which can lead to dishonor in the eyes of her agents (Lunes), other werewolves and agents of the sun (who still resents them for killing Father Wolf). This would tell them how to regain their honor in their eyes.


            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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            • #21
              Feinberg’s Heirs
              A legacy of efficiency-minded Mages, looking to make the most of their lifetimes.

              Nicknames: Speedsters, Superluminals, Flitters (Derogatory)
              Organization: Superluminals usually gravitate towards professions that require good time-management or hectic schedules, and as such are often found in the financial sector. Their interactions with other Legacy members is often tinted by this fact, assessing them as potential assets and contacts rather than allies or friends. There is also a low-key level of disdain for most other people, since the average person -sleeper or mage- just can’t keep up with them.

              Those not involved in business tend to gravitate towards all-consuming goals - the stereotype of an absentminded professor who devotes all of their time to their research is incredibly accurate. The few Adamant Arrows who’ve managed to worm their way into the Legacy have been known to play superhero on occasion, using their enhanced speed and reflexes to save lives.
              Theory: Our time on this earth is too short to waste
              Background: When Gerald Fienberg coined the term “tachyon” in the 1960s, science-minded Mages took notice. Here was a potential loophole in the laws of physics, a mundane exploit that could be used against the limits of the Soul Cage. Was FTL possible, and could mankind use it to spread across the galaxy, beyond the plausible reach of the Seers? Finding ways to apply this potential particle -if, indeed, it existed- consumed their attention, but a few Mages looked at more than mundane applications. The first Superluminals were a Nameless cabal, who saw the potential in being able to move faster than light as a way to accomplish more in their short lifetime than they’d ever dreamed.

              Surprisingly for a Legacy based around science, the original founders were investment bankers and businessmen. They had already been using Time magic to pack more into their days than the competition could, and were fairly involved in R&D enterprises, so the spark in the techno-sorcerous community infected them more readily than their peers. They recruited several experimentally-minded Free Councilors to their project, who did the actual legwork of theory and planning while the cabal assimilated the alpha-test versions. This partnership eventually led to the Legacy integrating into the Pentacle as a whole, although Nameless practitioners are far from uncommon.

              While popular among the Arrow for the combat potential, Superluminals have a somewhat disdainful attitude towards bloodshed, and frequently shun prospective apprentices to the Legacy if they display open intent to use it for violence.


              Parentage: Obrimos, Free Council or Silver Ladder
              Ruling Arcanum: Time
              Yantras: Running shoes (+1); Mathematical proofs of temporal or superluminal mechanics (+1), Organizational planners (+1); Particle accelerators (+2)
              Oblations: Kinesthetic training, Catching up on current theories in physics, Completing a project faster than expected

              Prerequisites: Time 2, Athletics 2, Science 2 OR Academics 2
              Initiation: Complete an assigned task faster than normally possible, whether using inhuman skill, careful planning, or blatant magic. Different Superluminals have different criteria for the tasks they assign, and for what they consider to be “cheating”

              Precisely Calibrated
              (Time ●) Initiation
              The Superluminal plots out potential routes in their mind, assessing them for hazards and obstacles that will slow their journey.
              Red Light, Green Light
              Duration = Time (Reach to Advanced Duration)
              Potency = N/A (2, 3 at Time 4)
              Range = Self
              Casting Time = Scene

              COMMENTARY: Simple effect, the lucky breaks of Red Light Green Light are coming from you taking a moment to plan a proper route. Think Rowan Atkinson in Johnny English Reborn.

              (Forces ●)
              Inefficiency is wasteful, and the Superluminal has no time to waste. By spending the time now to calibrate their motions, they ensure they can operate at peak performance for longer than expected.
              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 performing kinesthetic exercises to properly calibrate your motions

              COMMENTARY: The only one of these that isn’t Instant, to my displeasure. Still, exercises to keep yourself fit through optimized movement seems in-line with the theme.


              Faster Than The Human Eye
              (Time ●●) Between Ticks
              The Superluminal’s ability to plan ahead expands, functioning just slightly out of sync with the rest of the world. By taking the time to consider all the possibilities of an action, they can select the optimal course.
              Perfect Timing
              Duration = Time (Reach to Advanced Duration)
              Potency = 1, 2 at Time 2, 3 at Time 4
              Range = Self
              Casting Time = Instant Casting (Reach to Instant Casting)

              COMMENTARY: Only good for instant actions, so it’s perfect for a junior member of the Legacy. Spend a turn planning, and you’re just that much better than a normal person would be.

              (Forces ●●)
              The Superluminal can, with effort, momentarily move out of sync with light. This gives the illusion of invisibility, shifting themselves to a “vibrational wavelength” that allows light to pass right through them.
              Invisibility
              Duration = Forces
              Potency = N/A (2, 3 at Forces 4)
              Range = Self
              Casting Time = Instant (Reach to Instant Casting)

              COMMENTARY: Of all these, it’s the Attainment that fits with the “move fast” theme, but doesn’t add to the “be more efficient” theme. Might have made more sense going after they get their proper speed boost, but
              a) I don’t have a good replacement, since Kinetic Efficiency doesn't have a replacement
              b) Being able to momentarily blip out of sight seems like a good low-rank power


              Kineto-Temporal Sheath
              (Time ●●●) Athletics 3, Science 3 OR Academics 3
              The Superluminal’s disjunction with time has more benefits than planning and accelerated action; revisions to history have a harder time finding purchase on their tachyon sheath.
              Constant Presence
              Duration = Time (Reach to Advanced Duration)
              Potency = N/A (2, 3 at Mind 4)
              Range = Self
              Casting Time = Instant (Reach to Instant Casting)

              COMMENTARY: Debated using Veil of Moments, since the Master Attainment is going to chew up their lifespan if they use it too often, but not being able to heal, regain mana, or recover willpower put the kibosh on that. Now they’re protected against timeline revision, which falls under the auspices of the “I account for all eventualities” aspect of efficiency. They can’t necessarily stop the revision, but they can still retain their knowledge and skills in defiance of the alterations.

              (Forces ●●●)
              In addition to avoiding temporal hazards, the Superluminal’s particle sheath allows them to avoid undirected environmental hazards.
              Environmental Shield
              Duration = Forces (Reach to Advanced Duration)
              Potency = 2, 3 at Forces 4
              Range = Self
              Casting Time = Instant (Reach to Instant Casting)
              NOTE: Activated simultaneously with the Time portion of the Attainment, and can only be activated in said way.

              COMMENTARY: Reduces the effects of weather and other environmental concerns when you're running through them, effectively becoming a Required Secondary Power


              Back In A Flash
              (Time ●●●●) Athletics 4, Science 4 OR Academics 3
              Pulling themselves even further out of the currents of the timestream, the Superluminal becomes able to achieve more before breakfast than most people can in a whole day.
              Accelerate
              Potency = Time
              Duration = One Week (Reach to Advanced Duration)
              Range = Self
              Cost = 1 Mana
              Casting Time = Instant (Mana to Instant Casting)
              NOTE: “Time in a Bottle” Attainment. “Divide Extended Action Interval” Reach effect

              COMMENTARY: The meat of the Legacy, sadly only coming at the Adept level. Thought about giving them the Rote Dodges rather than the Divide Intervals effect, but this is supposed to be a “doer” Legacy over a “combat” Legacy. Plus that frees up the Master slot for Temporal Pocket rather than Blink of an Eye.

              (Forces ●●●●)
              Moving faster than gravity and friction can properly compensate for, the Superluminal is able to traverse nominally uncooperative surfaces such as ice or water. They can even move up walls and across ceilings, so long as there is a surface to traverse
              Pilgrim’s Balance
              Duration = Forces (Reach to Advanced Duration)
              Potency = N/A (3)
              Range = Self
              Cost = 1 Mana
              Casting Time = Instant (Mana to Instant Casting)
              NOTE: “Time in a Bottle” Attainment. Two Reach to “Unstable Surfaces and Defying Gravity” effect. Activated simultaneously with the Time portion of the Attainment, and can only be activated in said way.

              COMMENTARY: I think you could achieve the “run on walls” bit with Control Gravity, and you definitely can with Alter Direction, but this is the only way I’ve seen to also be able to run on water.


              Fastest Thing Alive
              (Time ●●●●●) Athletics 5, Science 5 OR Academics 5
              Superluminals at the peak of their abilities can fully remove themselves from the timestream, allowing them to move around the frozen world and observe the time-bound. While they cannot directly interact with the world -manually opening doors or picking up an object will bring them back into sync, for example- this does allow them to move impossible distances or execute extended actions without distraction. Canny Superluminals can bring objects or people with them, although they are limited in the scale they can bring.
              Temporal Pocket
              Duration = Time (Reach to Advanced Duration)
              Potency = N/A (1)
              Scale = Extra factors to Scale
              Range = Self
              Cost = 1 Mana
              Casting Time = Instant (Mana to Instant Casting)
              NOTE: “Time in a Bottle” Attainment. Can be ended at-will

              COMMENTARY: So, the limits of physical interaction means that you’ll have to reactivate it if you, say, open a door. But, if you have even a dot of Space, you can just Break Boundary your way through doors and windows. Conversely, thanks to the Scale, they can bring things with them. For the door bit, you could activate the Pocket while touching a means of egress, and leave that way. But you could grab a stack of books and read through them before the librarian notices you in the restricted section, or pull someone out of the battlefield so you can get them patched up. Overuse of this ability will very quickly chew up your lifespan, of course, so it may behoove you to cast Veil of Moments once the Temporal Pocket is up.

              (Forces ●●●●●)
              When you can move fast enough to see the bullet trails, it becomes childsplay to redirect them. At this level, a Superluminal can gently nudge projectiles off course, usually aiming them so that they miss bystanders as well.
              Turn Momentum
              Potency = Forces
              Duration = One Week (Reach to Advanced Duration)
              Range = Self
              Cost = 1 Mana
              Casting Time = Instant (Mana to Instant Casting)
              NOTE: “Time in a Bottle” Attainment. "Reflexive Action" Reach effect, Time effect.

              COMMENTARY: A bit off from the doer-over-combat thing, but it does let you control a battlefield a bit more efficiently. Someone’s shooting at you? Redirect it to their allies.



              Secrets and Storyhooks
              ● There's rumors that the founder of TELM is a Superluminal, though why he'd hide it if he is detracts credibility.

              ● A Superluminal crashes through the Cabal's front door, babbling nearly incoherently about how the timeline has been royally screwed. Though they've never met the mage before, the Superluminal insists the cabal were his closest allies before someone rewrote history into this... this... world of darkness! He wants help bringing back his earth, to restore the proper timeline.

              ● A normal person moving as rapidly as a Superluminal does would have a ridiculous caloric intake. The Legacy, on the other hand, has an overactive metabolism for Mana by Mage standards. This is especially true for the "superhero" types, whether making heavy use of Imbued Items or their Master Attainment. When mana batteries and tass start going missing across the Consillium, a local Master Speedster is the first suspect.
              Last edited by Cauthon; 03-10-2023, 06:50 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


              • #22
                Why not move Kinetic Efficiency to the second optional Attainment? Then leverage the fact Forces has purview of movement and Time to make a first optional Attainment that divines the fastest route to a destination:

                "I know this star sea is a pandimensional gateway and a wonder of magic. But last time we stopped to smell the roses, we were chased by an angry mob of origami fractal golems all across the manifold forest. So this time we are not sticking around until some kind of sideral narwhal decides we are an exotic entree. The drifting continent is that way, so let's move while we still can"

                I don't quite understand how Pilgrim's Balance, Environmental Shield and Turn Momentum have to do with efficiency. The origin seems to suggest an initial focus on space exploration, but the ideas were further refined by the businessmen. Considering their interests sounded more earthbound, it's likely it would influence how it is shaped. The theory, which should define the core pillars of their philosophy, seems to reflect that. But that creates dissonance with those Attainments themselves.


                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


                • #23
                  Originally posted by KaiserAfini View Post
                  Why not move Kinetic Efficiency to the second optional Attainment? Then leverage the fact Forces has purview of movement and Time to make a first optional Attainment that divines the fastest route to a destination:

                  "I know this star sea is a pandimensional gateway and a wonder of magic. But last time we stopped to smell the roses, we were chased by an angry mob of origami fractal golems all across the manifold forest. So this time we are not sticking around until some kind of sideral narwhal decides we are an exotic entree. The drifting continent is that way, so let's move while we still can"
                  I would move Kinetic Efficiency up, but I really don't know what to replace it with. the "Influence X" spells don't really add much that would be on-theme, and Tune In, Receiver, and Nightvision have the double whamy of not being on-theme and kinda gimped without more Reach.

                  Making an "optimal path" is already pretty well covered by Red Light, Green Light. It also doesn't have a whole lot to do with Forces - Forces is the Arcana of movement, but movement without direction beyond basic physical laws. It would tell you the shortest distance to a target point, maybe, but the problems I'd see would be
                  a) It would need to be Sight or Sympathetically cast, in which case it is a scene-long activation. Or you could put it as "any point within Scale", in which case you need to put it at Advanced Scale to be useful.
                  b) It only tells you the fastest path that a specific medium of energy could travel. Light and electricity are able to move in ways the human body cannot.

                  Maybe have it tell you which way is north? Basically give you the Directional Sense merit? But it's cheaper to just buy the merit.


                  Originally posted by KaiserAfini View Post
                  I don't quite understand how Pilgrim's Balance, Environmental Shield and Turn Momentum have to do with efficiency. The origin seems to suggest an initial focus on space exploration, but the ideas were further refined by the businessmen. Considering their interests sounded more earthbound, it's likely it would influence how it is shaped. The theory, which should define the core pillars of their philosophy, seems to reflect that. But that creates dissonance with those Attainments themselves.
                  I may need to rewrite the background a bit. It started one way, then veered another. The intent was that most science-mages looked at the Tachyon and imediately jumped to FTL, where as this lot looked at it and thought "How can I exploit this symbolically?". Tachyons may have been a poor route to go down.

                  In any event, Pilgrims Balance and Environmental Shield allows them move along paths that would otherwise be impossible to traverse, either because of hazards or simple physical layout. It's more tenuous, but the equivelant of someone wanting to take the stairs over the elevator so they can get their workout in. Or taking the shortest possible route to save time. Or they can use it as an intimidation tactic, wearing a full buisness suit even in searing heat to make an impression by not sweating a drop. Plus, not needing to bring equipment for different climates, and not slipping when walking, is pretty efficient in a general sense.

                  Turn Momentum is there mostly because I have NO idea what else to put there. Most of the Forces spells published aren't really applicable to the "cast on self, improve efficiency" idea. Maybe Zoom In, but it doesn't quite fit. Can't use Control Gravity, since the speed doesn't stack. Telekinesis gets enough Reach at Master to be somewhat useful, but doesn't gel with the "speed" aspect of the Legacy. Levitate might fit, but there's enough mundane mobility in the other Attainments that it detracts from them more than it adds overall.


                  Documentarians
                  A legacy of recorders, dedicated to preserving Mysteries for posterity.

                  Nicknames: Camera Crews, Lenses, Shutterbugs, Paparazzi (Derogatory)
                  Organization: Documentarians tend to group into cabals called “Camera Crews”, usually composed of several Shutterbugs and one or two charismatic mages to be the host of their recordings. While not a governing body, there is an overarching Committee of senior Shutterbugs who host an expo and film festival each year. The location changes annually, but it’s an opportunity for all Camera Crews to network and present their works for test screenings.

                  Additionally, the Committee provides peer-review and distribution services for junior members. There have been occasions in the past of Masters stealing works presented by junior members, but given the small size of Mage communities these instances rarely go unnoticed or unchallenged.

                  Shutterbugs often fall on Order lines when it comes to whom they socialize with, often unintentionally labeling the “other side” as “posers”. Camera Crews that contain both Free Council and Mysterium members are rare, but often produce the most thorough and sought-after works.
                  Theory: Just because we solved a mystery doesn't mean others wouldn’t benefit from studying it. Keeping as many records of these wonders as possible, and making them readily accessable, only serves to enrich new generations of Mages. If the Eyes of Ain Sof are the Teslas and Da Vinchis of the world, then we're the Niel deGrasse Tysons.
                  Background: Born at the turn of the 20th century, the Documentarians were founded by a globetrotting Herald named Wiyohiyanpa that latched onto the early Kodak cameras. While she could bring sights and experiences back to her home Consilium easily enough with a little Mind magic, there was no substitute for experiencing a Mystery first-hand. Wanting desperately to share her experiences with her friends and family, her Kodak became nearly glued to her whenever she traveled. Eventually, her constant use of the same series of spell, especially Camera Obscura, unintentionally birthed the Documentarian Legacy.

                  The Legacy has undergone several branchings and reforms since it was passed to Wiyohiyanpa’s apprentices. While the majority remain documentary makers and film students, some have taken to using tape recorders and other means of data recording. There is always some contention amongst the Committee as to whether such products have a place in the expos, but this prejudice is dying in recent nights.

                  There is also a branch within the Guardians of the Veil and the Adamant Arrow that specializes in forensics, using their Attainments to obtain ephemeral testimonials and seek out clues their mundane counterparts would miss. Their presentations at expos are more sparsely attended due to the ofttimes gruesome nature and blandly technical delivery, but are always highly informative.

                  Parentage: Obrimos; Free Council, Mysterium
                  Ruling Arcanum: Prime
                  Yantras: Polaroids and other hard-copy visual media (+1); Cameras, tape recorders, and other recording devices (+1); Support staff (+1, +2 if Supernatural entities related to the subject or who have a purview related to recording); Custom-made and/or artisianal recording equipment (+2); Antique recording equipment (+2)
                  Oblations: Editing video for distribution, Scouting for potential recording opportunities, Giving a presentation on an investigation’s findings

                  Prerequisites: Prime 2, Investigation 2, Supernal Taxonomy
                  Initiation: Locate and record a new Mystery without contaminating it, then present your findings to the Committee for review. Young Mages often forget that it isn’t the depth of the Mystery that matters when it comes to Initiation, but rather how they treat the Mystery.

                  Amassing a Toolbox
                  (Prime ●) Initiation
                  The Shutterbugs generally know that they aren't omni-disciplinarians. Sometimes you need to get help from specialists and experts.
                  *Borrowed Goggles* [Custom Spell]
                  Duration = Prime [Reach to Advanced Duration]
                  Potency = 1, 2 at Prime 2, 3 at Prime 3
                  Range = Touch
                  Casting Time = Scene

                  (Spirit ●)
                  The Shutterbug applies a few filters to their perception, allowing them to spot interesting sights that they’d have otherwise missed.
                  Exorcist’s Eye
                  Duration = Spirit
                  Potency = 1, 2 at Spirit 2, 3 at Spirit 4
                  Range = Self
                  Casting Time = Instant (Reach to Instant Casting)
                  NOTE: Gains the Mind and Death expansions upon initiation into those Arcana.


                  Autofocus
                  (Prime ●●) Keen Periphery
                  The Shutterbug’s eyes are like their cameras, vital tools for spotting Mysteries. By properly aligning and treating these lenses, they increase the long-term durability of their equipment.
                  *Attainment not modeled by spell; Ruling Active Mage Sight is always on, with no detrimental effects. Common and Inferior Active Mage Sights still cause fatigue and/or damage as normal*

                  (Spirit ●●)
                  By manually adjusting the focus of her lenses, the Shutterbug is able to bring otherwise invisible spectra into sharp relief.
                  *Gossamer Veils* Custom Spell
                  Duration = Spirit
                  Potency = N/A (2, 3 at Spirit 4)
                  Withstand = Rank
                  Range = Self
                  Casting Time = Instant (Reach to Instant Casting)
                  DESCRIPTION: Causes all Twilight entities the Cameraman can see with their Mage Sight to be visible on the material plane, as long as she continues to observe them. They can be filmed, or otherwise have their image captured in technological mediums. Said entities are still in Twilight for all other purposes.


                  Impartial Observer
                  (Prime ●●●) Investigation 3, Larceny 2
                  The Shutterbug carefully packs away their aura, suppressing the Nimbuses of herself and her equipment. This allows them to keep their stray emanations from contaminating their subject of study, preserving it for accurate recordings.
                  Light Under A Bushel
                  Potency = Prime
                  Duration = One Day (Reach to Advanced Duration)
                  Scale = All remaining factors to Scale
                  Range = Self/Touch
                  Casting Time = Scene
                  NOTE: Reach to change Primary Factor to Potency

                  (Spirit ●●●)
                  Though not as vital as avoiding contamination of the Mysteries, it is still sometimes necessary to observe denizens of the Shadow in their natural habitat. Packing their aura away with a slight twist, the Shutterbug hides themselves and their equipment away from the wildlife.
                  Shadow Walk
                  Duration = Spirit (Reach to Advanced Duration)
                  Potency = N/A (1)
                  Scale = All extra factors to Scale
                  Range = Self/Touch
                  Casting Time = Instant (Reach to Instant Casting)


                  Set the Stage
                  (Prime ●●●●) Investigation 4, Piercing Glance 2
                  Mages contain mysteries beyond counting, and the Shutterbug can expose the least of them with the proper sets and lighting.
                  Display of Power
                  Duration = Prime (Reach to Advanced Duration)
                  Potency = 1
                  Scale = All Extra Factors to Scale (Reach to Advanced Scale)
                  Range = Self
                  Casting Time = Scene

                  (Spirit ●●●●)
                  It’s important to remember that many interesting sights lie off the beaten trail, in areas “too dangerous” for tourists. The Shutterbug scoffs at such delicate sensibilities, haring off after the next sight to record.
                  World Walker
                  Potency = Spirit
                  Duration = N/A (1 Turn)
                  Withstand = Gauntlet Strength
                  Scale = All extra factors to Scale
                  Range = Self/Touch
                  Casting Time = Instant (Reach to Instant Casting)


                  Sights Hitherto Unseen
                  (Prime ●●●●●) Investigation 5, Piercing Glance 4
                  The Shutterbug disassembles their camera (or similar recording medium), carefully cleaning and aligning the constituent pieces with Supernal precision. Until general wear-and-tear degrades this perfection, the device is capable of recording Mysteries for study at a later date.
                  Camera Obscura
                  Duration = Prime (Reach to Advanced Duration)
                  Potency = 3
                  Range = Touch
                  Casting Time = Scene
                  NOTE: Two Reach to "Lasting Recordings"

                  (Spirit ●●●●●)
                  The Shutterbug grabs hold of their equipment, and jumps into Twilight. Aside from the fascinating sights to be found in the various frequencies, it’s sometimes wise to film the world from a different perspective.
                  Twilit Body
                  Duration = Spirit (Reach to Advanced Duration )
                  Potency = 1
                  Scale = All extra factors to Scale
                  Range = Self/Touch
                  Casting Time = Instant (Reach to Instant Casting)


                  Secrets and Storyhooks:
                  ● A Master Cameraman has been distributing “Bootleg Grimoires”; videos taken using their Adept and Master attainments to film other mages casting Rotes. These videos are indeed capable of being used to learn Rotes, which already has the Orders out for their head, but there has also been an uptick in Warped Rotes manifesting among the local buyers. Piracy’s a crime, kids, and crime doesn’t pay.

                  ● A well-liked Shutterbug in the Consilium specializes in underwater exploration, often accompanied by Life-charmed animal assistants. They've sent the cabal a distress call; they ran into something hostile and immune to magic, and it's trapped them in a distant corner of an underwater cave system. The glimpse they got implies it might be a Temple Guardian.
                  Last edited by Cauthon; 08-24-2022, 03:04 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


                  • #24
                    Chrononauts Nameless Order
                    ● Gain the Investigation (History) Specialty
                    ●● Gain a dot in the Occultation merit
                    ●●● Gain Investigation, Academics, and Politics as Rote Skills
                    ●●●● Gain Trained Observer 3
                    ●●●●● Double your dots in Time for all Clash of Wills triggered by Constant Presence, including the Apprentice Chrononaut Attainment.


                    Chrononauts
                    A legacy of time cops

                    Nicknames: Time Cops, Yithians (Derogatory), Langoliers (Derogatory)
                    Organization: The Chrononauts are a highly regimented group, almost universally from a Nameless Order of the same moniker. Their Initiate and Apprentice members spend most of their time chasing down missions for their seniors, rarely resting beyond recovery periods in the Order’s Pocket Dimension base. Such missions range from acquiring objects with sympathetic connections or temporal sympathy, to kidnapping, to the elimination of subjects of the Legacy’s Mind Master Attainment.

                    Disciple and Adept practitioners are primarily assigned to missions in the past, thrown back in ones or twos by Masters to correct straightforward or simple changes. These missions can be draining, especially when their own oroborus timeline keeps intersecting itself.

                    Masters are rare, and have nearly unquestionable authority over those beneath them. Those vanishingly rare Masters who have achieved the Mind Attainment number in the single digits, and represent one of the most powerful weapons in the Chrononaut’s arsenal.

                    Chrononauts have a death-oath against Ticktock Men, one they execute with extreme prejudice. If the choice comes down to eliminating one in the past over correcting the timeline, elimination is always the preferred option.

                    Theory: The time-stream needs to remain constant, for the sake of a stable continuum. Every revision and period of erased time damages the world, threatening to send us all spilling into the Abyss. We are the time-stream’s immune system, warring against madmen who would break the world for their own amusement.

                    Background: Calpas ago, in a timeline long overwritten, an Orderless Mage named Sternwell once had a run-in with undercover Ticktock Men. While the Mastigos survived in triumph, it soured her already fairly negative view of the Pentacle. Horrified by what she could glean from the Doomsday Clock the Foliots had been planning to use, she dedicated the remainder of her life to preserving the time-stream. For if she didn’t, who knew what horrors of the Abyss would seep in through the cracked shell of continuity?

                    Despite the relative rarity of Time Masters, this was hardly an easy task. Even if Sternwell could identify when a change had occurred, locating the change and correcting it was a monumental task. Most revisions were further protected by their instigator, who often had their own thoughts on how temporal mechanics worked. As the sheer scale of her mission dawned on her, Sternwell resolved to form her own Order, one dedicated to keeping history stable and on-course.

                    Recruits are rare, but always dedicated. It’s a thankless task they’re taking on, and one that most other Mages hold in barely better regard than Banishers. Almost all have experienced tragedy at the hands of time-travelers, although more than a few only became aware of these tragedies with help from a Chrononaut recruiter.

                    Sternwell knows for certain that her world isn’t around anymore. Her temporal shielding isn’t perfect, and only Archemasters truly know how often their own futz with the past, so there have surely been changes she can’t even remember. This gnawing horror of that does not dissuade her, however, only drives her onward in a cold fury.

                    Parentage: Mastigos, Nameless Order
                    Ruling Arcanum: Time
                    Yantras: Timepieces (+1); History books (+1, +2 for one protected by Constant Presence)
                    Oblations: Reading history books, Map out the theoretical changes of a revision of history, Identifying divergences from your own timeline while in the past

                    Prerequisites: Time 2, Investigation 2, Subterfuge 1
                    Initiation: The Chrononauts require an oath be sworn by all initiates, backing it up with Fate magic whenever possible. The exact wording of the oath changes, but the primary points are to leave no identified historical revision uncorrected if at all possible, and to kill any Ticktock Man encountered without question or mercy.

                    Fleeting Echoes
                    (Time ●) Initiation
                    The Chrononaut is taught from their earliest training how to skim the time-stream for simple answers. By closing their eyes and muttering their question under their breath, they receive their answer as a familiar whisper in their ear. While the uses of this are varried, the most common is for operatives in the field to query if the changes they've been tasked with undoing have ben successfully revised.
                    Divination
                    Potency = Time
                    Duration = 1 Turn, 2 Turns at Time 2, 3 Turns at Time 4
                    Range = Self
                    Casting Time = Instant (Reach to Instant Casting)

                    COMMENTARY: The Legacy mainly uses it to play 20 questions as to whether their actions have helped nudge things back to the "proper timeline". Originally had Post-Cognition here; Replay a few seconds on anyone or anything you can lay hands on. Good for getting a sense of where you are and what’s going on, especially if you’re on a mission in the past. I liked Divination better for what their overall mission is.

                    (Mind ●)
                    Chronal missions can often have incredibly convoluted plans and stipulations. Since written information can't accompany the time-diver -and would be poor security anyway- all Time Cops are trained to recall details at a momen't notice.
                    Perfect Recall
                    Potency = Space
                    Duration = 1 Turn, 2 Turns at Mind 2, 3 Turns at Mind 4)
                    Range = Self
                    Casting Time = Instant (Reach to Instant Casting)

                    COMMENTARY: Recall memories in general, but it’s got the bonus benefit of not having to keep grabbing an object to post-cognition the same memorry on.


                    A Stone In The River
                    (Time ●●) Subterfuge 2
                    As guardians of the timestream, Time Cops girdle themselves with a bulwark against revisions to their mind and soul. Most new inductees to the Chrononaut Order are initiated to the second degree as soon as possible, but some need to be protected by their seniors.

                    Constant Presence
                    Duration = Time (Reach to Advanced Duration)
                    Potency = N/A (1)
                    Scale = All extra factors to Scale
                    Range = Self/Touch
                    Casting Time = Scene
                    Note: Activation ritual is completing a Legacy Oblation, with additional participants needing to assist in order to be affected.

                    COMMENTARY: They’re an organization of time-travelers, this was going to be a given. On the other hand, they can use it on others, so they can preserve Mages who aren’t as blessed as them, and preserve allies across revisions.

                    (Mind ●●)
                    A Chrononaut doesn't always have all the information they need to succeed on a mission - Command expects them to improvise and adapt. Time Cops at this level are able to read other sentient beings on a superficial level, guaging reactions to better navigate social landscapes.
                    Mental Scan
                    Potency = Mind
                    Duration = 2 Turns, 3 at Mind 4
                    Range = Sight (Reach to Sensory Range)
                    Casting Time = Instant (Reach to Instant Casting)

                    COMMENTARY: Interrogation and acting tool - get the subject thinking about what you want to know. Becomes very important when you get the Imposter Attainment. On the other hand, it’ll keep pinging Peripheral Mage Sight, so use with caution. Originally had Incognito Presence here, but dropped it due to insufficient Reach to make it properly useful.


                    They’ve Always Been Here
                    (Time ●●●) Investigation 3, Subterfuge 3
                    The Chrononauts fight at a disadvantage - it is often obvious that their personal timeline is a mess, to say nothing of when they're in the past. By planning ahead, the Chrononaut crafts a false timeline to mask themselves or lesser agents with.

                    Shield of Chronos
                    Duration = Time (Reach to Advanced Duration)
                    Potency = N/A (1)
                    Scale = All extra factors to Scale
                    Range = Self/Touch
                    Casting Time = Scene
                    NOTE: “Fabricated Timeline” Reach effect. Ritual activation is mapping out the fabricated timeline, complete with potential causal paradoxes and how to compensate for them.

                    COMMENTARY:One of the more important tools for being on a time-diving mission - make your own timeline appear to match, which can help against that pesky “detect anomaly” Time Mage Sight blowing your cover.

                    (Mind ●●●)
                    A conceptual expansion of their false history, the Chrononaut also fabricates a mental mask that hides their anachronistic nature from most interrogation
                    Alter Mental Pattern
                    Potency = Mind
                    Duration = One Day, One Week at Mind 4 (Reach to Advanced Duration)
                    Range = Touch
                    Casting Time = Instant (Reach to Instant Casting)

                    COMMENTARY: The other half of the time-diving mission toolkit; make your mental impressions match your alibi. You will need to reapply it more regularly than the Time portion, but can change it on the fly.


                    Just A Jump To The Left
                    (Time ●●●●) Investigation 4, Subterfuge 4
                    While not quite skilled enough to initiate their own past-diving missions, the Chrononaut is now skilled enough to jump backward in small stretches to undo some action.

                    Shifting Sands
                    Potency = N/A (Time)
                    Duration = N/A (3 Turns)
                    Range = Touch
                    Scale = 5 Subjects (Reach to Advanced Scale)
                    Cost = 1 Mana
                    Casting Time = Instant (Mana to Instant Casting)
                    NOTE: Time In A Bottle. Reach to "Scene Rewind"

                    COMMENTARY: Ah, the “undo button”. General utility and all that, but it also reads well as a precursor to the Time Master Attainment. Plus, you could jump anyone you need back with you, or systematically dismantle a security system if you have enough Mana.

                    (Mind ●●●●)
                    The Chrononaut's mental disguises are quite skillfully crafted, but now they are able to convince others that they're someone else entirely.
                    Imposter
                    Potency = Mind
                    Duration = One Week (Reach to Advanced Duration)
                    Range = Touch
                    Cost = 1 Mana
                    Casting Time = Instant (Mana to Instant Casting)
                    NOTE: Reach to switch Potency to Primary Factor

                    COMMENTARY: Brush against the target while in Incognito Presence, activating this. Then drop IP and call out to them, as if you only just noticed each other.


                    Right Choices, Right Times
                    (Time ●●●●●) Investigation 5, Subterfuge 5
                    Masters of the Chrononaut Legacy are vital to the Order's efforts; with a touch and some Temporal Sympathy, they can throw a subject back in their own timeline.
                    Corridors of Time
                    Potency = Time
                    Duration = Time (Reach to Advanced Duration)
                    Range = Touch
                    Cost = 1 Mana
                    Casting Time = Instant (Mana to Instant Casting)
                    NOTE: Time In A Bottle.

                    COMMENTARY: The main power of the Legacy: go back in time and keep history from being re-written by other people. Yes, the hypocrisy of this Legacy is entirely my intent, but their internal justification is that they’re trying to keep the time-line as unaltered as possible.

                    (Mind ●●●●●)
                    The greatest expression of the Chononaut's dedication to their mission, Second Degree Masters are able to possess others. The main use of this is to possess a temporal transgressor -or a suitable bystander to the event- and follow that with the Time portion of their attainment to ride the subject's body back in time. It saves a significant amount of resources on logistical maneuvering, but the rarity of these Masters makes it a tool that can only be used sparingly.

                    Possession
                    Potency = Mind
                    Duration = One Week (Reach to Advanced Duration)
                    Withstand = Resolve
                    Range = Sympathetic (Reach to Sympathetic Casting)
                    Casting Time = Instant (Mana to Instant Casting)
                    NOTE: Time In A Bottle
                    ATYPICAL: Allows caster to use Corridors of Time to possess subjects at desired point in time, rather than traveling back to their own body. The Mage’s body becomes catatonic in the present, and may need to be defended by their allies. As a side effect, the Subject is treated as a returning time-traveler when the spell ends. Addressing this is usually work for junior members of the Legacy.

                    COMMENTARY: A part of the Legacy that gives it an identity, in my opinion. Of course, it isn’t really in-line with published material, so I have Gain Skill below as a backup.

                    Gain Skill
                    Potency = Mind
                    Duration = One Week (Reach to Advanced Duration)
                    Range = Self
                    Cost = 1 Mana
                    Casting Time = Instant (Mana to Instant Casting)
                    NOTE: Time In A Bottle, Reach to switch Potency to Primary Factor

                    COMMENTARY: Drawing on your “potential futures” for whatever skills you need at the time. If you have the mana, you can give yourself a heck of a lot of abilities on a weekly basis.


                    Secrets and Storytelling
                    ● The Chrononauts have somehow found out about the Prince of 10,000 Leaves. While until now they've mostly been a Banisher-level nuisance that rarely antagonizes any one Consilium for long, intel suggests that every Time Cops is about to descend on Boston with all the fury of a primoridal god. Whether or not the Secret Concord actually involves the Abyssal horror, the city is about to be embroiled in a shooting Mage War. And to make things worse, no-one is sure when the Chrononauts are going to be warring.
                    Last edited by Cauthon; 08-27-2022, 02:39 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


                    • #25
                      Dunno if posting in the 1001 Inbued Items thread counts as necromancy, so posting this here to be safe.



                      Imbued Item: Po Menpō - (AKA Subtle Suits, Invisibility Rings, Workman's Overalls) (●●●●●)
                      Effects: Incognito Presence, Machine Invisibility, Without A Trace (Mind ●●, Matter ●●, Death ●●)
                      Mana Cost: 3
                      Mana Reservoir: 1
                      Activation: Persistent
                      Reach: Indefinite Duration, Invisible to Animate Constructs, Keyed
                      Other Traits: No Flexible Reach, Relinquished, Combined Spells, Conditional Duration, Permanence, Time In A Bottle

                      The Kaleidoscope Keep has produced several variations of this item in non-descript designs, prefering to split the effects into separate but related apparel such as three-piece suits. Such division usually means more spells to Relinquish, bit is also easier for apprentice craftmen to acheive. This purchase required the intervention of the master of the workshop themself, owing to the numerous Arcana needed. Eyes were rolled at the aesthetic choice for the "vengeful-ghost armor-mask", but it did fit the buyer's Shadow Name. Carved into the visage of a snarling demon's maw, this wood-and-iron half-mask provides a comprehensive level of stealth for whomever wears it.

                      Anyone who puts on the mask is immediately occluded as Incognito Presence with a Potency of 5, Without A Trace, and Machine Invisibility. The Incognito Presence effect has a Key that allows individuals who the wearer initiates conversation with to perceive them for up to five minutes after said conversation ends.

                      While quite powerful for infiltrating and avoiding notice, there are drawbacks:
                      1. Because Machine Invisibility limits how much the wearer can use technology, it is recommended that they have enough skill in Forces to use Tune In and Transmission at-will. It should also be noted that collision and proximity detectors won't register the wearer, making vehicles more of a threat of circumstance than normal.

                      2. There is a Conditional Duration on the Imbued spells - this particular model's spells deactivate if the mask is removed. While not a massive inconvenience, most owners make a point to learn Word of Command to compensate.
                      Last edited by Cauthon; 03-10-2023, 06:55 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


                      • #26
                        I could definitely see a Guardian, Arrow or more militant Libertine ("Destroy the followers of the Lie !") being quietly handed this item, a intel pack and walking away with a mission to make sure a target is rendered living impaired or valuable resources were recovered. Very much a tool for black ops.

                        It makes me wonder if they could also get tattoos with hallucinogen effects, completing a Mark of the Ninja equipment set.
                        Last edited by KaiserAfini; 09-03-2022, 03:01 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


                        • #27
                          Originally posted by KaiserAfini View Post
                          I could definitely see a Guardian, Arrow or more militant Libertine (Destroy the followers of the Lie !) being quietly handed this item, a intel pack and walking away with a mission to make sure a target is rendered living impaired or valuable resources were recovered. Very much a tool for black ops.
                          I'd honestly want it just as a default Mage. No Banisher is gonna find me, no sir! Also great for sneaking onto airplanes so you don't have to buy tickets or get visas.

                          Originally posted by KaiserAfini View Post
                          It makes me wonder if they could also get tattoos with hallucinogen effects, completing a Mark of the Ninja equipment set.
                          You could probably modify Contact High to give the Madness Condition, or the Drugged or Insensate Tilts. Granted, the Tilts will require upping the spell to Adept, and Insensate can already be inflicted by Terrorize. The Mind spell Hallucination might be a better literal hallucinogenic tattoo, but it will also need a lot of Reach.
                          Last edited by Cauthon; 09-03-2022, 04:57 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


                          • #28
                            Kaleidoscope Keep (Mystery Cult)
                            ● Gain the Craft (Custom Work) Specialty
                            ●● Gain a dot of the Contact merit, representing the Keep's supply chain.
                            ●●● Gain a two-dot Familiar. This is almost always a spirit of creativity, craftsmanship, or pride, but Mind-focused senior members of the Keep have frequently provided Sleepwalker-level Goetia to their favored apprentices. Very rarely, a craftman's Ghost is bonded thus.
                            ●●●● Gain the Second-Person High Speech merit, emphasizing the Keep's intricate understanding of Imbued Items.
                            ●●●●● Before rolling, spend a Willpower point to apply the rote action quality to an Imbuement Extended Action roll.

                            NOTE: A Mage must be at least an Adept of Prime to purchase the fourth and fifth dots of this Mystery Cult.
                            Kaleidoscope Keep is a league of craftsmen who suffer somewhat from their own success. Originally founded by a toy maker named Eitri, the Keep was meant to be a workshop producing toys and novelties for Awakened-adjacent children. While his work was often well-received and appreciated, buisness was never strong. The children of Mages were usually still Sleepers, meaning the toys had to be subtle, and parents rarely considered it worth the price. Eitri was hurt, of course, but took no offense to obscurity. He simply continued his work, crafting baubles and novelties for the good children of the world.

                            That all changed when Eitri gifted a complex protective amulet to the Adamant Sage of his Consilium. Intended only as a means to sooth the Sage's worries about sending her Sleepwalker daughter to school, the beautiful bracelet of carved beads shrouded its wearer from magical detection and occluded their Sympathetic connections, but was Keyed to allow the wearer's parents to ignore those veils. It was even Enhanced to veil its own Supernal nature.Though the Sage was grateful for the gift, she was quickly distracted by the multiple layers of Arcana woven through it. While individually the Imbued spells were not difficult to cast, as combined spells they represented an impressive degree of Gnosis.

                            Eitri and his apprentices were soon drowning in orders for protective amulets, specifically ones that incorporated multiple Arcana effects. Though not enthused to be moving away from toy-making, Eitri acquiesced to the new requests. More than a few Mages were still shopping for their children, simply moving from toys to deam catchers and talismans. It was only when someone asked for an offensive wand that the old man finally drew the line.

                            The Kaleidoscope Keep put out a formal declaration to every Pentacle Consilium they knew of - the Keep would be happy to provide defensive and utility Imbued Items at fair prices, but would unequivocally not produce weapons. Any such orders would be rejected out of hand, and anyone who persisted in such requests would be banned for life. Though far from a popular move, the fact that Eitri followed through with extreme prejudice ensured that others took the proclamation seriously.

                            Mages seeking to learn the Keep's crafting techniques are required to swear Fate-backed oaths to not produce weapons in the Keep's name - while Eitri intended this to mean that they may never craft offensive Imbuements, most have interpreted it as simply not producing such items for sale. This disconnect has carefully never been addressed, with Eitri's apprentices surreptitiously explaining the situation to new initiates at the earliest opportunity.

                            Until a Mage of the Keep can produce their own Imbuements, they are generally considered apprentices. Enhancements are still very useful and appreciated, but craftsmen who rely solely on them are seen as immature.

                            In modern nights, the Keep has fragmented somewhat into "subsidiary cabals". These are usually drawn along lines of craft:
                            • Aeon Haberdashery is known for their cloth work, especially bulletproof buisness suits and clothing that interferes with mundane recording equipment. They also produce small cloth Golem-dolls, but the lack of Sleepwalker children means these are less common.
                            • The Cogwork Consortium specializes in pocket watches, wind-up machines, and other vaguely steampunk work. One of their most popular items is a stopwatch that pauses time for the user for an hour, but making waves is a recently unveiled a timepiece that can accompany the bearer into the Astral to provide an accurate sense of time's passage.
                            • The Foundry of Wonders specializes in metalwork, producing items such as lamps that can imprison ephemeral entities or plates that can keep food at an optimal temperature. Jewelery is also part of their repertoire, often Perfected items that are then passed to Eitri's Workshop for Imbuing. Glasses with Siderite frames and Adamant lenses are a surprisingly common order, usually Imbued with Persistent Nightvision or Supernal Vision. The Foundry is occasionally suspected of ignoring Eitri's dictates against selling weaponry.
                            • Art Supply produces relatively straightforward items to facilitate creativity, such as pens that never run out of ink or brushes that can paint in the air. Surprisingly, one of their most popular products is an ever-refreshing stick of chalk that can produce sentient drawings.
                            • The Wand-Makers specialize in Contingent Imbued Items. Rather than making a new item from scratch, the Wand-Makers etch Imbued spells into things the buyer already owns. Pens and glasses see the most use, although art pieces are also common. Their hottest product, somewhat amusingly, are wands that contain Word of Command. While The Foundry is the subsidiary most often suspected of armsdealing, unscrupulous Wand-Makers are almost always the real culprits.
                            • Eitri's Workshop maintains the Cult's original direction, prefering to produce toys and novelties. As a 4th-degree Disciple and 4th-degree Adept capable of casting triple-combined spells, however, Eitri himself is often busy with difficult referrals from his apprentices.
                            There is not yet a subsidiary specializing in technological items, but Eitri is resigned to it happening eventually.

                            While members of The Keep prefer to use Payment In Power as their Relinquishment method, there are always rumors of blood-soaked backrooms and unsavory visits to incarceration facilities. In any event, the Keep consumes Mana at a prodigious rate, and seeks out Hallows voraciously.


                            Typical Frivolity Items From Eitri's Workshop

                            With Spirit being one of the areas he focused on the least, many of Eitri's creations have unexpected and unintended consequences for the local Shadow.

                            Imbued Item: Heritage Dolls (●●●)
                            Effects: Give Me That/Emotional Urging hybrid (Mind ●●●)
                            Mana Cost: 2 (Reactivation if disabled)
                            Mana Reservoir: 3
                            Activation: Persistent
                            Reach: Instant Casting, Indefinite Duration
                            Other Traits: No Flexible Reach, Relinquished

                            One of Eitri's earliest works, these dolls and carved toys come in a wide variety of shapes. Their main purpose is to encourage children to play with and appreciate hand-crafted toys and traditional handicrafts. While it doesn't inflict a full-blown Obsession tilt like "Give Me That" would, anyone with 3 Resolve or less who observes the item is immediately drawn to appreciate some detail of it - the colors used, the scrimshaw, or some other part of its construction. Children are drawn to play with and care for the item, prefering it over mass-produced equivelants and striving to keep it in good condition. Heritage Dolls cause a low-grade sense of fulfillment simply by being in their presence, which Eitri believes to reduce depression and self-destructive behavior in the long term.

                            While these items have not yet produced an equivalent to the Franklin High Alumni, the local Shadow's ecosystem tends to be thrown into disarray by their presence. Spirits drawn to or spawned by the emotions attached to the item tend to starve once children outgrow the toy, resulting in higher rates Magath.


                            Imbued Item: Gate to the Mind's Eye (●●●●● ●●)
                            Effects: Psychic Genesis, Goetic Summons (Mind ●●●●●)
                            Mana Cost: 2
                            Mana Reservoir: 5
                            Activation: Contingent - a description of the created Entity is placed in the binder.
                            Reach: Indefinite Duration
                            Other Traits: No Flexible Reach, Relinquished, Time In A Bottle, Conditional Duration

                            One of Eitri's apprentices created the first of these items as a way to provide "imaginary friend" companions to lonely children. These colorful binders are filled with clear sleeves, into which pictures or notebook pages can be inserted. When at least one sleeve is occupied, the user may select as many pages as they desire and cause a Rank 1 Goetia embodying their contents to be formed, as per Psychic Genesis. These Goetia have a Ban of "protect and entertain the one who created you", and a Bane appropriate to their resulting archetype. These entities are Indefinite, but at peace with the fact that they will likely be dissipated before their creator grows up. These entities have a Conditional Duration that can be ended by their creator directly telling them "I've outgrown you".

                            While the created Goetia is a composite of the selected pages, it should be noted that contradictory or clashing themes may result in highly unstable "imaginary friends". This, along with the Relinquisment cost for a long-term friend, has always been a mark against their popularity.


                            Imbued Item: Cuddle-Buddies (●●●●● ●●)
                            Effects: Golem (Matter ●●●●, Mind ●●●●●)
                            Mana Cost: 3 (Reactivation if disabled)
                            Mana Reservoir: 7
                            Activation: Persistent
                            Reach: Indefinite Duration, Advanced Potency
                            Other Traits: No Flexible Reach, Relinquished, Time In A Bottle, Conditional Duration

                            A favorite creation of the early days of the Keep, Cuddle-Buddies are usually stuffed animals whose structure has been Lastingly enhanced by Alter Integrity. Imbued with a Persistent Potency 4 Golem spell, these dolls are granted a consciousness geared toward protecting and comforting their assigned owner. These Golems have a Conditional Duration that can be ended by their owner telling them "I've outgrown you", which is often used to "reset" a Buddy before passing them to a new owner.

                            Some Mages are concerned about the Minds of the Buddies - do they persist across activations, or are they erased with each new activation? The first presents a massive security risk, the second a disturbing moral question. There is also the question of loyalty. Whomever activates a Buddy is considered their "owner", and an "owner" can pass them on to a new owner by directly telling the Buddy whom they will now serve. This is far from a secure system.

                            The Aeon Haberdashery, Cogwork Consortium, and Eitri's Workshop still produce these items very frequently. While the Haberdashery and the Workshop mostly stick to dolls and stuffed animals, the Consortium prefers wind-up toys and action figures. Spirit- or Ghost-piloted Buddies have been created on occasion, but both present significant problems in regards to their continuity of consciousness and their monomaniacal focuses.


                            Imbued Item: Conclave of the Sky (●●●●)
                            Effects: Control Weather (Forces ●●)
                            Mana Cost: 2
                            Mana Reservoir: 11
                            Activation: Contingent - the Teru Teru Bouzu representing the desired weather is hung in a window or on a porch
                            Reach: Advanced Duration, Instant Casting, “Gradual Change” Reach effect
                            Other Traits: No Flexible Reach, Relinquished, Conditional Duration, Everywhere

                            These sturdy Teru Teru Bouzu are carefully regulated at the request of the Storm Keeper Legacy, to avoid long-term damage to weather patterns and croplands. The actual Imbuement is spread out between their storage chest and the solid masses that make up the Teru Teru Bouzu’s heads, meaning the covering cloth can be replaced or customized as necessary. They typically come in boxed sets of three, each representing either Sunny, Rainy, or Snowy weather. The masses that make up the heads are typically engraved with the Kanji for their associated weather. When taken from their box and hung from a suitable archway, they cause the weather to slowly change to the state they represent. This has limits, being unable to make snow or rain in areas normally devoid of such weather patterns. “Sunny” weather will typically manifest as a Scale-sized “eye of the storm” around the Teru Teru Bouzu’s location. These changes are enforced for up to a year, however they are rarely allowed to remain active for that long. Typically, children will hang them the night before some desired event, allowing the change to be in full effect by the time they wake up.

                            The Conditional Duration ends if the Teru Teru Bouzu are taken down and “offered” something to drink. This is usually explained to children as paying the doll for its hard work. Spirits of weather and anticipation tend to congregate around these items.

                            Variants exist that make use of the Adverse Weather spell, and are typically made as a circumvention against Eitri’s dictate against weapons. On the other hand, regional variants have cropped up that deal with local weather patterns not covered by the standard three.


                            Imbued Item: Security Blankets (●●●●)
                            Effects: Sleep of the Just (Mind ●●●)
                            Mana Cost: 1
                            Mana Reservoir: 11
                            Activation: Contingent - the subject is placed in a bed with the “security blanket”, and bade “good night”
                            Reach: Advanced Duration, Instant Casting, Switch Primary Factor to Potency
                            Other Traits: No Flexible Reach, Relinquished, Conditional Duration

                            A favorite for parents with fussy babies, this item ensures the subject sleeps through the night. Typically they take the form of actual blankets, but pillowcases, held items, or even crib mobiles have been commissioned in the past. Upon activation, any subject with a Resolve less than the Potency of the spell enters a deep sleep full of lucid dreams that remains undisturbed for the Duration. The Conditional Duration depends on what the buyer originally requested - standard options are to either cause it to end when the subject is exposed to sunlight, or when someone tells the sleeper that it’s time to wake up.

                            Some parents are leery of this item, as the default options make little distinction for atypical situations where the child should absolutely wake up. Choking on one's own vomit or suffocating from smoke inhalation are a serious concern.


                            Imbued Item: Comfort Objects (●●●●) Credit to KaiserAfini for the idea
                            Effects: Clear Thoughts (Mind ●●●)
                            Mana Cost: 2
                            Mana Reservoir: 11
                            Activation: Contingent - the object is squeezed in distress
                            Reach: Switch Potency to Primary, Advanced Duration, “Regain Willpower Point”
                            Other Traits: No Flexible Reach, Relinquished, Time In A Bottle

                            These items are made most frequently for older children and teenagers, who are more prone to experiencing sleepless nights and trying situations. Taking the form of stress balls, talismans, and heirloom jewelry, they are activated when the owner touches them for comfort. The owner regains a point of Willpower if they were not already at full, and (Potency - Subject’s Composure) mental conditions/tilts are suppressed for the Duration. While this often only delays the problem, it does give the owner time to find support or a safe location. Much like Dream Seekers, parents who have to top these items up frequently are strongly encouraged to investigate just what is stressing their child.

                            Variants of this item exist that can permanently clear away conditions and tilts, but either lack the Willpower restoration ability or risk Paradox with their use.

                            Imbued Item: Dream Seekers (●●●) Credit to KaiserAfini for the idea
                            Effects: *Dreams of Destiny* (Fate ●●)
                            Mana Cost: 1
                            Mana Reservoir: 9
                            Activation: Contingent - the owner tells the doll their worries, then places it under or near their pillow
                            Reach: Advanced Duration, Instant Casting
                            Other Traits: No Flexible Reach, Relinquished, Conditional Duration

                            Born of Sleeper Worry Dolls, the Workshop usually produces these stuffed animals as stylized Supernal Entites relating to the purchaser's Path. Their creator, Dr. Tsikuri, believes that since most purchasers are Mages buying for their children or young relatives, this symbolic invocation will encourage Supernal Journey Awakenings.

                            By telling their worries to the doll and storing it under or near their pillow before sleeping, the owner of these dolls is given a narrow version of the Dream 3 merit. As long as they are able to sleep for at least four hours, the owner receives up to three omens or pieces of advice on how to resolve the concerns. This usually takes the form of their their doll animating or becoming incarnated, and leading them on an adventure across a dreaming landscape.

                            This spell has a Conditional Duration of "User wakes up". Parents who have to recharge the dolls more than once every few weeks are advised to start asking pointed questions.

                            High Scale/Sensory Range "dolls" are sometimes produced as religious icons or house-shrines. These are usually for religious parents who prefer their children pray on their problems rather than "worship false idols", but are sometimes commissioned by families with many children. Dreams granted by these versions often intersect with one another, in a kind of family therapy session.


                            Imbued Item: Inherited Wisdom (●●●) Credit to KaiserAfini for the idea
                            Effects: *Memories Of Those Who Came Before* (Mind ●●)
                            Mana Cost: 1
                            Mana Reservoir: 3
                            Activation: Persistent
                            Reach: Indefinite Duration,
                            Other Traits: No Flexible Reach, Relinquished, Conditional Duration

                            These bracelets of Perfected wool require a great deal of preparatory work; each one is decorated with small metal "coins" etched with advice and good wishes from the intended recipient's kith and kin. The number of coins is irrelevant, although common wisdom holds that the more coins, the more proof a child has that they are cared for.

                            Whomever wears one of these bracelets is treated as having the Common Sense merit. This usually manifests as the voices of the those who submitted advice to the charm, whispering reasons why something might be a bad idea. Detractors claim this makes children too cautious and piable towards authority figures, while proponents believe it encourages social mindfulness and strengthens family ties.

                            The Conditional Duration of this item makes them somewhat impractical for teenagers - if the wearer is seriously called "ungrateful" or "disrespectful" by one of the advice donors or their parents, the spell ends and the item must be reactivated.


                            Imbued Item: Nana's Recipe Box (●●●●) Credit to KaiserAfini for the idea
                            Effects: Perfect Recall, Discern Composition, Shaping (Mind ●, Matter ●, Matter ●●)
                            Mana Cost: 1
                            Mana Reservoir: 9
                            Activation: Contingent - the owner holds the box in their hands and recounts a dish they remember tasting
                            Reach: Instant Casting, "Solid Reshape"
                            Other Traits: No Flexible Reach, Relinquished, "Where They Came From" Space Conjunctive effect

                            These lacquered recipe boxes are usually decorated with cute drawings and scenes of doting grandparents. As a practical measure, they are also usually Enhanced with Endless Bounty to ensure they never run out of cards.

                            When activated, these boxes produce a precisely accurate accounting of how the remembered dish was prepared. One or more of the blank recipe cards contained within is Shaped to write the recipe down, with sometimes annoyingly specific ingredient lists. If samples of handwriting can be provided during Imbuement the cards will write in that style, otherwise they default to the activater's own. While the resultant recipe can be stored in the box, it's usually recommended to have a mundane box for storage to avoid overfilling.

                            A variant on this are pens that the user can activate for an "automatic writing" effect, usually manifesting as a whisper at the back of their mind that is interpeted as the voice of the original chef. It replaces Shaping with Psychic Domination enhanced by the "Complex Orders" Reach effect.
                            Last edited by Cauthon; 09-18-2022, 10:52 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


                            • #29
                              Two items, neither particularly inspired but still very useful. I'm actually kinda proud of the Keepsafe's Key; I tend to think of Keys in terms of narrow bands of permission rather than narrow bands of denial.


                              Imbued Item: Keepsafe Amulet (●●●) + Enhanced Item (●●)
                              Effects: Incognito Presence (Mind ●●)
                              Mana Cost: 3
                              Mana Reservoir: 3
                              Activation: Persistent
                              Reach: Indefinite Duration, Keyed, Switch Potency to Primary
                              Other Traits: No Flexible Reach, Relinquished, Enhanced (Supernal Veil)

                              Items such as this amulet tend to crop up around Imbuers with any skill in the Mind Arcana, protective charms distributed to shield kith and kin while allowing them to go about their daily life. Unusually for an Imbued Item, these charms see frequent usage by unaware Sleepers, the enchantments carefully planned to minimize Dissonance damage.

                              The bearer of this amulet is protected by a Keyed Incognito Presence, with a Potency of 6. Unlike most Keys, the criteria for perceiving the subject is relatively simple; anyone who lacks untoward intent for the subject is eligible. The exact definition of "untoward intent" varies by creator, but generally encompasses hostility and lasciviousness.

                              There is a slight flaw in this charms design, however. Anyone who becomes ineligible for the Key -such as a pickpocket who decides the subject is a viable mark- must lose line of sight on the subject before the Incognito Presence can take hold. While somewhat inconvenient in the short term, this limitation does provide enough plausibility to protect the charm from Dissonance caused by both the wearer and hostiles.

                              Most examples of these charms are also Enhanced with the Supernal Veil spell, an indirect precaution to keep the subject below the notice of Mages.


                              Imbued Item: Oni‐no‐Hanzō no Kage (●●●●● ●●) + Enhanced Item (●●)
                              Effects: Golem, Incognito Presence (Matter ●●●●, Mind ●●)
                              Mana Cost: 2
                              Mana Reservoir: 3
                              Activation: Contingent - Activator names their target and presents the Shadow with a visual representation.
                              Reach: Advanced Duration, Keyed, Potency to Primary (Incognito Presence)
                              Other Traits: No Flexible Reach, Relinquished, Permanence, Conditional Duration, Enhanced (Machine Invisibility)

                              Although hardly the worst thing Mages deal with on a nightly basis, "Hanzō's Shadows" are somewhat paranoia-inducing. While it's unlikely that Mages in Sengoku-era Japan were the first to create such automata, the earliest confirmed sightings of them in Mysterium records are traced to there. The name has thus, for lack of an alternative, stuck. Modern Incarnations are almost universally Enhanced with the Machine Invisibility spell, a concession to the inexorable march of security technology.

                              Usually Imbued into articulated mannequins made of sturdy materials, these Golems have a Field of "assassination". When activated, the Golem becomes shrouded in an Incognito Presence field that is Keyed to "the person who activated me". They will immediately begin attempting to eliminate their designated target by any means necessary, limited only by their innately narrow intelligence and whatever information their master can provide. Upon successful completion of their task, the sustaining of sufficient damage to necessitate repairs, or coming within an hour of their Duration's approximate expiration, the Golem returns to their activator and reports. Should they report success, their Conditional Duration trigger is fulfilled and they deactivate.

                              Variants of this item exist that have more cunning intelligences, given true minds through the Death, Spirit or Mind Arcanum. These are less frequently used, as their complexity precludes the Permanence Attainment and thus causes a Paradox risk. Some of the oldest of these intelligent variations are Persistent rather than Contingent, independent entities that serve subsequent masters by choice rather than in-built directive. Their Incognito Presence Key is generally "my master", a designation that can shift rather abruptly. Most modern Shadow-makers avoid this design, uneasy of intelligent creations even with Conditional Duration safeguards against intentional betrayal.
                              Last edited by Cauthon; 12-13-2022, 03:56 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


                              • #30
                                Dragon Disciples
                                A legacy founded around reverence for the ones who predate even the Exarchs - the Dragons.

                                Nicknames: Resonants, Wyrms, Worms (Derogatory)

                                Organization: Dragon Disciples jealously guard their "hoards"; this extends to organizations and territory as much as material possessions. As such, Wyrm interactions are always tinged with dominance displays and struggles for ascendancy. While this behavior is already expected in Seers, the few Pentacle practitioners are often noted as being "ornery". Cabals of Wyrms are rare, and apprentices to the Legacy are taken one at a time to avoid fratricide.

                                Theory: Even the Atlanteans were in awe of the Dragons - precursors within the Supernal. Surely their wisdom still remains somewhere in the world, only needing to be sought.
                                Background: Bordering on a heresy, the Wyrms cling to the fragmented stories of the Dragons who were precursors to even the Exarchs. Their alleged founder, Typhon, supposedly quested deep into the Astral searching for clues as to the Dragon's true nature. Whatever he found, the First Wyrm is known to have amassed a vast hoard through conquest soon after initiation. Few believe that Typhon actually found a connection to the Atlantian Dragons, but most accept that he took the Tenemotic concept of a dragon into himself - a symbol of tyranny, greed, longevity, and destruction.

                                While Seers compose the majority of the Wyrms, a bare handful Pentacle practitioners do exist. These scattered few seek to rehabilitate the symbol of the Dragon into one of ancient wisdom and controlled fury. These Wyrms cleave to the theory that it is better to overcome evil instincts than to be born good.

                                Parentage: Obrimos; Seers of the Throne
                                Ruling Arcanum: Life
                                Yantras: Being surrounded by a personal “hoard” (+1); Posing a relevant riddle to the target (+1); Warding your home (+2), Receiving Tribute (+2)
                                Oblations: Sleeping atop or amidst a personal “hoard”; Meditating into the Astral without a Demesne or Hallow; Instilling fear or awe into a crowd through presence alone

                                Prerequisites: Life 2, Astral Adept, Occult 1
                                Initiation: The Dragon Disciple's master leads them into the Astral, where the two attune to the master's "echo in the dream". When the Initiate begins to resonate in kind, their soul is properly shaped to begin their journey.

                                Ritual Activation: All Dragon Disciple Attainments that are not instantly cast are activated by completing one of their Legacy Oblations.

                                Attuned to the Echo
                                (Life ●)
                                The Wyrm slips into a deep dream, drifting shallowly into the Astral. In the distance, they can hear a faint thrumming, like the purring of a massive cat. No matter how closely they follow the vibration they cannot seem to catch it, although some claim it grows strongest at the beach of the black sea. The Wyrm takes an echo of this thrum into themself, allowing it to suffuse their being and drawing on its strength
                                *Kinetic Efficiency - Life Version*
                                Duration = Life (Reach to Advanced Duration)
                                Potency = 1, 2 at Life 3, 3 at Life 4
                                Range = Self
                                Casting Time = Scene

                                (Forces ●)
                                Having grown adept at seeking out a distant sound within a dream, the Wyrm finds it trivial to sift away the dross cacophony of the Fallen World.
                                Receiver
                                Duration = Forces (Reach to Advanced Duration)
                                Potency = 1, 2 at Life 3, 3 at Life 4
                                Range = Self
                                Casting Time = Scene


                                Eyes of the Dragon
                                (Life ●●) Keen Periphery, Occult 2
                                The Wyrm’s senses grow sharper, the echo of the dream pulsing within as a regular, reliable baseline.
                                Heightened Senses
                                Duration = Life (Reach to Advanced Duration)
                                Potency = 2, 3 at Life 4
                                Range = Self
                                Casting Time = Scene
                                NOTE: Reach to “Track By Scent” Reach effect

                                (Forces ●●)
                                The Wyrm’s eyes seem to flicker with an inner light, piercing the shadows that would blind them.
                                Nightvision
                                Duration = Life (Reach to Advanced Duration)
                                Potency = N/A (2, 3 at Life 4)
                                Range = Self
                                Casting Time = Scene
                                NOTE: Reach to “No Blinding” Reach effect


                                Talons of the Dragon
                                (Life ●●●) Occult 3
                                The echo of the dream continues to suffuse the Wyrm, attuning them to greater acts of might.
                                Honing The Form
                                Duration = Life (Reach to Advanced Duration)
                                Potency = 2, 3 at Life 4
                                Range = Self
                                Casting Time = Scene

                                (Forces ●●●)
                                The Wyrm’s very blows resonate with the music of the spheres, cascading through whatever they strike.
                                Kinetic Blow
                                Duration = Forces (Reach to Advanced Duration)
                                Potency = 2, 3 at Forces 4
                                Range = Self
                                Casting Time = Scene
                                NOTE: Reach to "Stun" Reach effect


                                Wings of the Dragon
                                (Life ●●●●) Occult 4, Potent Resonance
                                The Wyrm internalizes their growing draconic power, allowing the echoes of the ancient precursors to reshape their flesh. With a simple flexing of will, the Wyrm ascends themself into a more durable form. The extent of these transformations are inconsistent between individuals; some merely become humans augmented by reptilian features, while others become humanoid reptiles.
                                Transform Life *Claws, Scale Armor, Prehensile Tail, Prehensile Feet, Fangs*
                                Potency = Life
                                Duration = One Week (Reach to Advanced Duration,)
                                Range = Self
                                Casting Time = Instant (Reach to Instant Casting)

                                (Forces ●●●●)
                                According to all known laws of aviation, there is no way a Wyrm should be able to fly. Its wings are proportionally too small to get its oversized body off the ground. The Wyrm, of course, flies anyway, because a dragon doesn't care what humans think is impossible.
                                Levitate - ATYPICAL - adds a pair of wings to the Life Attainment’s Transform Life, which emulates Levitate’s free-flight Reach. The wings sprout from the Wyrm’s back, typically around the shoulder blade, and usually have a batlike appearance. Flight is dependent on the overall status of the wings - rips and holes in the membrane does not prevent flight, but total rupture of the membrane or amputation of the limb does. Dismissing and reactivating the Life portion of the Attainment does not reset the damaged wings, although they will heal at a normal rate even while not manifested.


                                Voice of The Dragon
                                (Life ●●●●●) Occult 5, Potent Nimbus 2
                                The Dragon Disciple's resonance with the echo begins to seep out of their shell - those few who can stand against their ire are true paragons of resolve.
                                Updating the capstone to
                                *Predator's Mein - Give Me That variation*
                                Potency = Life
                                Duration = One Hour (Reach to Advanced Duration)
                                Scale = Large Room (Reach to Advanced Scale)
                                Withstand = Resolve
                                Range = Self
                                Casting Time = Instant (Reach to Instant Casting)
                                DESCRIPTION: All sentient creatures within the Scale of the spell are overcome by a sense of terrible dread. If they catch sight of the Dragon Disciple, they are inflicted with the Frightened Condition.
                                NOTE: Reach to switch Potency to Primary Factor. All Secondary Factors to Scale

                                (Forces ●●●●●)
                                The Wyrm’s wrath is a consuming pyre, engulfing the target of their ire. The Wyrm exhales a pellet of scintillating proto-potential, a nugget that explodes into raging flames or crackling electricity upon impact.

                                Create Energy
                                Duration = Forces
                                Potency = 3
                                Range = Aimed
                                Casting Time = Instant (Reach to Instant Casting)
                                NOTE: Only one type of energy can be created, selected upon learning the Attainment.


                                OR

                                The Wyrm’s wrath is a devouring cold, engulfing the target of their ire. The Wyrm exhales a pellet of scintillating anti-potential, a nugget that explodes into a bubble of freezing cold on impact.
                                *Cold Snap - Forces Variant*
                                Duration = Forces
                                Potency = N/A (1)
                                Scale = Large Room (Reach to Advanced Scale)
                                Range = Aimed
                                Casting Time = Instant (Reach to Instant Casting)
                                NOTE: Reach to “Extreme Cold” Reach effect. All Additional Factors to Scale.
                                Last edited by Cauthon; 02-22-2023, 08:39 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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