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  • #31
    Two Imbued Items - neither are particularly useful in a game, but can make for neat curios or plot devices.

    Imbued Item: Harmonic Sphere (●●●●● ●●)
    Effects: *Harmonize Resonance* (Mind ●●●), Dream Reaching (Mind ●●)
    Mana Cost:
    1 (Harmonic Resonance)
    1 (Dream Reaching):
    Mana Reservoir: 5
    Activation: Contingent
    Reach:
    (Harmonic Resonance): Advanced Duration, Instant Casting
    (Dream Reaching): Advanced Duration, Instant Casting, Switch Potency to Primary
    Other Traits: No Flexible Reach, Relinquished

    Though the Resonance of the Astral is rarely a topic of interest to Mages, there are some who treat the subject as seriously as Spirit specialists treat the Shadow. One such Mage, Hierophant Nyrissa, created the first of these crystalline spheres in the pursuit of those studies. Intended as a prototype stepping-stone on the long journey towards replicating the Tenemos-terraforming obelisks of the Atlanteans, Nyrissa’s creations were seen largely as a charming curio. Beyond creating a portable feeding-trough for Goetia, the spheres have few uses.

    However, Nyrissa and her apprentices have stumbled upon a somewhat novel application for the items - if the Resonance contained within a sphere is released at the culmination of a thematically appropriate spell, it counts as a Sacrament. This utility is endearing, being relatively easy to renew and not wounding the Astral. These Sacraments often have an influence on the spell, especially if incorporating the Mind Arcana. The most notable use of these Sacraments has been Nyrissa creating a trio of pseudo-Daimon Familiars using Psychic Genesis, one each attuned to the Tenemos Realms of her Path, Order, and Legacy. This trio now act as advisors, providing perspectives on self-improvement as filtered through the lenses of their respective domains.

    Harmonic Spheres are usually orbs, most often paired Baoding balls or a similarly sized sphere of translucent material. If used as a meditative aid while entering the Astral, the holder can spend an extra point of Mana to carry a projection of the Sphere with them.

    While in the Astral, the Sphere’s projection can be activated to attune itself to the Resonance of whatever Tenemos Realm it is currently present in. The Sphere’s projection and physical form both become Resonant with any Goetia or phenomena related to that Tenemos Realm. A given sphere can only be attuned to one realm at a time.

    While attuned to a Tenemos Realm, “crystal ball” variants manifest as a complex High Speech glyph nestled at the Sphere’s core. The glyph is visible under Mage Sight in the physical world, and can -with difficulty- be parsed as a description on the attunement. Baoding ball variants seem to hum even when not being used, their frequency triggering some lizard-brain reaction in humans reminiscent of the relevant Resonance.


    Harmonic Resonance (Death, Mind, or Spirit ●●●)
    Practice: Weaving
    Primary Factor: Duration
    Suggested Rote Skills: Expression, Socialize, Empathy

    Sometimes it isn’t enough to be an opener of the way - you have to blaze the path yourself. The Mage causes the subject to gain the Resonant Condition keyed to a Resonance of the Mage’s choice. This Condition is only usable by ephemeral entities of the appropriate Arcana; Goetia for a Mind casting, Ghosts for Death, and Spirits for Spirit.



    Imbued Item: Bonds of Trust (●●)
    Effects: Words of Truth (Prime ●●)
    Mana Cost:1 (Reactivation)
    Mana Reservoir: 1
    Activation: Persistent
    Reach: Indefinite Duration, Switch Duration to Primary, “Inspired or Guilty” Reach Effect
    Other Traits: No Flexible Reach, Relinquished

    Intended as a means of fostering trust between the wearer and their spouse, this pair of rings has a somewhat dour reputation. As long as two separate entities are wearing the rings, each subject is mutually affected by Words of Truth. That is, each wearer will always know when the other’s objective statements are sincere. This sincerity will have a deep impact on any attempts one wearer might make to sway the other. The subjects must consciously choose to allow the spell to affect them whenever they put their ring on, meaning their use is almost always willing.

    While on the surface allowing two individuals to always know the veracity of their partner’s statements seems like a good thing, the creator overlooked just how many polite niceties and half-truths we tell each other on a daily basis. Further, they overlooked how strongly guilt and resentment could linger from the ring’s effect on arguments. The anxiety and tensions that built up in their already shaky marriage eventually bloomed into a messy divorce, one that ended up outing half the Consilium to the local Seer Pylon. Though the rings survived this event and were passed on to other Mages, they have a habit of leaving broken marriages and shattered friendships behind that borders on a curse.
    Last edited by Cauthon; 11-06-2022, 06:58 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


    • #32
      Some very interesting creations in this thread Cauthon. I don't have feedback right now, but I wanna know if you drew the symbols for the Legacies yourself, they are sublime. And if yes, do you have an account on an art website like DeviantArt, Tumblr or equivalent where I can see your other artworks?


      Bye.

      Comment


      • #33
        Originally posted by GibberingEloquence View Post
        Some very interesting creations in this thread Guest. I don't have feedback right now, but I wanna know if you drew the symbols for the Legacies yourself, they are sublime. And if yes, do you have an account on an art website like DeviantArt, Tumblr or equivalent where I can see your other artworks?
        While I'd love to take credit for them, the symbols are faction icons from a mobile game


        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


        • #34
          Originally posted by Cauthon View Post
          Shelved for now.
          Debating about optional Attainments - I think this is powerful enough to not warrant them. If not... Spirit? Death? Novel for every Avatar?

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

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

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

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

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

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

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


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

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

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

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


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

          COMMENTARY: Punch above your weight class. Literally.


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

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


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

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


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

          ● A Vessel-ridden has arrived on the cabal’s doorstep, demanding assistance in hunting down its wayward contractor. Apparently the Avatar had second thoughts, and tried to hide the Vessel away before immigrating to the cabal’s Consilium. How will the Cabal deal with this nominally holy entity?
          Was this legacy inspired by Walkers (the Rapt type, not the Astral type), and if not have you consider what a Greater Tulpa being possessed by a Rapt mage's consciousness suggests for this legacies viability?

          Comment


          • #35
            Originally posted by orathaic View Post
            Was this legacy inspired by Walkers (the Rapt type, not the Astral type), and if not have you consider what a Greater Tulpa being possessed by a Rapt mage's consciousness suggests for this legacies viability?
            The Legacies I make tend to go on theme-kicks. I have the languishing skeletons of a lycanthrope and a vampire Legacy to go alongside the Frankenstiens, for the full Hollywood Movie Monster theme. The Incarnations of Truth were from a superhero kick. Specifically those emulating Doctor Fate, although arguments could be made for The One Ring and other possessive, semi-sentient magical items.

            As to the Tulpa, no, I hadn't considered it. A Rapt legacy is interesting, I don't think I've seen anything like that. Timori and Logophages are Banisher Legacies by a narrow margin, Scelesci are Paradox Legacies in practice if not execution, and Tremere are... Tremere. I'm not sure a Rapt could make a Legacy out of their condition, but it's a fascinating thought.


            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


            • #36
              Originally posted by Cauthon View Post

              The Legacies I make tend to go on theme-kicks. I have the languishing skeletons of a lycanthrope and a vampire Legacy to go alongside the Frankenstiens, for the full Hollywood Movie Monster theme. The Incarnations of Truth were from a superhero kick. Specifically those emulating Doctor Fate, although arguments could be made for The One Ring and other possessive, semi-sentient magical items.

              As to the Tulpa, no, I hadn't considered it. A Rapt legacy is interesting, I don't think I've seen anything like that. Timori and Logophages are Banisher Legacies by a narrow margin, Scelesci are Paradox Legacies in practice if not execution, and Tremere are... Tremere. I'm not sure a Rapt could make a Legacy out of their condition, but it's a fascinating thought.
              I meant a legacy emulating what happens with Walkers. Ie they Awaken wrong, body is left comatose mind is trapped in their soul, and they are Rapt. Thus stress builds up and eventually a great Tulpa (aka supernal being) manifests, and the poor Walker's mind becomes Bound to the supernal entity.

              I can imagine a legacy started where the founder studied such a Rapt, and wanted to make a more stable non-rapt version.

              Comment


              • #37
                Originally posted by orathaic View Post

                I meant a legacy emulating what happens with Walkers. Ie they Awaken wrong, body is left comatose mind is trapped in their soul, and they are Rapt. Thus stress builds up and eventually a great Tulpa (aka supernal being) manifests, and the poor Walker's mind becomes Bound to the supernal entity.

                I can imagine a legacy started where the founder studied such a Rapt, and wanted to make a more stable non-rapt version.
                The problem with that is, a Rapt's soul is cracked. At least, as far as I remember the writeup in Signs of Sorcery. That would make it very difficult to shape their souls and pass that shaping on to others, without also then cracking the soul of the initiate.


                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


                • #38
                  Originally posted by Cauthon View Post
                  The problem with that is, a Rapt's soul is cracked. At least, as far as I remember the writeup in Signs of Sorcery. That would make it very difficult to shape their souls and pass that shaping on to others, without also then cracking the soul of the initiate.
                  I don't mean the Rapt should form the legacy...

                  Just since you shelves the legacy, whether you could copy mechanics for mage/supernal possession.

                  A non-rapt who studied this effect learning how to merge with a summoned supernal...

                  Not sure about duration, or the impact on the soul (merging with a supernal sounds terrible).

                  Actually my head cannon says a greater Tulpa is not a Supernal being that followed the Lucid back from their failed awakening, but instead Gnosis projected from a mage is equivalent to a supernal entity, so it is a cracked soul projecting a supernal being out of itself....

                  Comment


                  • #39
                    Originally posted by orathaic View Post

                    I don't mean the Rapt should form the legacy...

                    Just since you shelves the legacy, whether you could copy mechanics for mage/supernal possession.

                    A non-rapt who studied this effect learning how to merge with a summoned supernal...

                    Not sure about duration, or the impact on the soul (merging with a supernal sounds terrible).

                    Actually my head cannon says a greater Tulpa is not a Supernal being that followed the Lucid back from their failed awakening, but instead Gnosis projected from a mage is equivalent to a supernal entity, so it is a cracked soul projecting a supernal being out of itself....
                    I've no clue where to start with a Rapt-emulating Legacy, honestly. If you see anything in the Incarnations you think you could work into a functional one, then by all means make use of it. I'd be interested to see the result


                    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


                    • #40
                      WIP LEGACIES POST

                      Gonna use this as a generalized WIP post. Even if I end up with something unworkable, someone else might be able to salvage something from them.

                      SEED - Energized Object bullets


                      Banisher Legacy focused on firearms. Tends to become very tied to one weapon.

                      Sharpshooters
                      Obrimos; Banisher, Guardians of the Veil, Seers of the Throne (Praetorian)
                      Matter/Forces
                      1. Discern Composition (Reach to Instant Casting) - Used for maintenence
                        Tune In (Reach to Instant Casting) - Used for intercepting communications
                      2. Machine Invisibility (Reach to Advanced Duration) - Targets weapon; Ritual Activation of breaking down and cleanining the weapon.
                        Control Sound (Reach to Advanced Duration) - Targets weapon, neutralizes sounds caused by it. Ritual activation same as the Matter portion, and activates concurrently
                      3. Wonderful Machine (Reach to Advanced Duration) - Ritual Activation of breaking down and reassembling the weapon, alongside the item to be intergrated.
                        Energized Object (Reach to Advanced Duration, Instant Casting) - Make gorram Earthquake-bullets.
                      4. Crucible (Reach to Advanced Duration, "Rote action") - Enhance the quality of the targeted weapon. Same Ritual Activation as the Apprentice Attainment, and can be applied concurrently.
                        Rend Friction (Reach to Advanced Duaration)- Enhance the quality of the targeted weapon. Same Ritual Activation as the Apprentice Attainment, and can be applied concurrently.
                      5. Endless Bounty (Mana to Advanced Duration. Reach to Instant Casting, Potency Switched to Primary) - Designated clip never runs out of mundane ammunition, and maintenance kit never runs out of supplies.
                        Kinetic Blow (Reach to Advanced Duration, "Affects Firearms") - Enhance the quality of the targeted weapon. Same Ritual Activation as the Apprentice Attainment, and can be applied concurrently.


                      SEED - Movie Monster kick, Werewolf-wannabes.

                      Get of the Shadows (AKA Totemics)
                      Thrysus/Free Council
                      Life/Spirit

                      (Choose an animal to emulate, dictates limitations on the Attainments. Most choose wolves, though)
                      1. Speak With Beasts (Advanced Duration) - Talk with your chosen totem-animals
                        Exorcist’s Eye (Advanced Duration) - Watch Twilight
                      2. Heighten Senses (Advanced Duration, "Tracking") - Enhanced senses, able to track by scent or sound
                        Know Spirit (Instant Casting, Sight Range) - Identify spirits
                      3. Web of Life (Advanced Duration, Advanced Scale, Instant Casting) - "hear heartbeats", "smell fear", etc
                        Shadow Walk (Instant Casting, Advanced Duration) - Stalk ephemeral prey
                      4. Transform Life (Advanced Duration, Instant Casting) - Mutate totem-relevant mutations at will. Can choose different combos each time, must remain on-theme.
                        World Walker (Instant Casting) - Cross into Shadow.
                      5. Body Control (Advanced Duration, Potency to Primary, "Lethal Regen") - Not quite on-par with a Forsaken, but better than a human.
                        Annihilate Spirit (Instant Casting) - RIP AND TEAR.
                      Forsaken treat wolf-totems like native Japanese treat weeaboos, Pure loath them. A rare few try to emulate the Rats and Spiders.

                      A significant minority of the Get emulate totemic animals relevant to their culture instead of the Forsaken. I'd have done them as a Mind variant called Totemists, but low-level Mind spells don't have any good fits.



                      Two splinter factions:
                      Cryptids - use Matter instead of Spirit, emulating urban-myth monsters like Bigfoot or the Mothman. Initiate and Apprentice Attainments are thematically weak.
                      1. Discern Composition (Instant Casting) - Lick or sniff an item to figure out what it's made of
                      2. Detect Substance (Instant Casting, Advanced Duration) - Detect things using esoteric technobabble like "the stench of death" for weapons
                      3. Machine Invisibility (Instant Casting, Advanced Duration) - Like Bigfoot, mothman, and nessie, you can't be photographed
                      4. Shaping (Instant Casting, "Solid Objects", Advanced Scale) - Only works on worn items, altering them to fit the transformed body.
                      5. Aegis (Instant Casting, Advanced Duration, "Anti-Armor Piercing") - Can only target worn items, but counts all worn items as one subject
                      Psychopomps - use Death instead of spirit, emulating underworld guardians and psychopomps.
                      1. Speak With The Dead (Advanced Duration) - Same logic as Exorsist's Eye
                      2. Soul Marks (Instant Casting, Sensory Range) - Aids in detecting soul-eaters
                      3. Touch of the Grave (Instant Casting, Advanced Duration) - Interact with the dead
                      4. Exorcism (Instant Casting) - Pull the dead out of their victims so you can banish them
                      5. Create Avernian Gate (Instant Casting) - Pass into or out of the Underworld at will.


                      SEED - Movie Monster Vampires

                      ????
                      Death/Space
                      1. ????? Compelling your teeth to gain a +1 Lethal Bite attack?
                        Outward and Inward Eye (Reach to Advanced Duration) - See everything, like a creepy bastard.
                      2. Reaping Relinquishment (Instant Casting) - Spill blood to gain boons.
                        Ground Eater (Advanced Duration, Instant Casting) - Be quick and hard to catch.
                      3. Without A Trace (Reach to Instant Casting, Advanced Duration) - Be difficult to read, and even harder to track down
                        Break Boundary (Reach to Instant Casting, "Any Passage") - Slip through the tinest of cracks, like the myths of turning into a fog
                      4. Devouring The Slain (Reach to Instant Casting, "Unlimited Scouring") - now you have a reason to bite people's necks. Beyond the Relinquisment, anyway.
                        Alter Direction (Reach to Advanced Duration) - Lifting this one mostly from Dracula in VanHelsing. Walk on walls while ranting!
                      5. Shadow Flesh (Reach to Instant Casting, Advanced Duration) - Be damn hard to kill, let alone catch.
                        Teleportation (Reach to Instant Casting, Sensory) - *Teleports behind you*
                      Vampires
                      A legacy of Dracula wanna-bes

                      Nicknames: Leeches (Derogatory), Maws (Derogatory)
                      Organization:

                      Theory:

                      Background:

                      Parentage: Obrimos? - "Power is ours to take"; Thyrsus? - Life is the Optional track...
                      Ruling Arcanum: Death
                      Yantras:
                      Oblations:

                      Prerequisites: Death 2,
                      Initiation:

                      Workings of Bone
                      (Death ●) Initiation

                      *Atypical*
                      The Maw’s canines enlarge and sharpen, while the rest of their teeth shrink and shift to accommodate. This is a Lasting effect

                      COMMENTARY:

                      (Life ●)
                      Detect living creatures within radius - no smaller than a rat no larger than a human
                      Web of Life
                      Duration = Life
                      Potency = N/A (1)
                      Scale = All extra factors to Scale
                      Range = Self
                      Casting Time = Instant (Reach to Instant Casting)

                      COMMENTARY:


                      A Drop In The Bucket
                      (Death ●●) 2
                      By tearing out a victim’s throat, the Vampire drains their life to power a long-term spell.
                      Reaping Relinquishment
                      Potency = Death
                      Duration = 2 Turns, 3 Turns at Death 4
                      Range = Touch
                      Casting Time = Instant (Reach to Instant Casting)

                      COMMENTARY:

                      (Life ●●)
                      Keep healthy despite “drinking” copious amounts of blood
                      Purge Illness
                      Potency = Life
                      Duration = N/A (2 Turns, 3 Turns at Life 4)
                      Range = Self
                      Casting Time = Instant (Reach to Instant Casting)

                      COMMENTARY:


                      Graceful Predator
                      (Death ●●●)

                      Without A Trace
                      Duration = Death (Reach to Advanced Duration)
                      Potency = N/A (2, 3 at Death 4)
                      Range = Self
                      Casting Time = Instant (Reach to Instant Casting)

                      COMMENTARY:

                      (Life ●●●)

                      Heightened Senses
                      Duration = Life (Reach to Advanced Duration)
                      Potency = 2, 3 at Life 4
                      Range = Self
                      Casting Time = Instant (Reach to Instant Casting)
                      NOTE: Reach to “Tracking” Reach effect

                      COMMENTARY:


                      A Feast Of Carrion
                      (Death ●●●●)

                      Devouring The Slain
                      Potency = Death
                      Duration = 3 Turns
                      Withstand = Resolve
                      Range = Touch
                      Casting Time = Instant (Reach to Instant Casting)
                      NOTE: Reach to “Doesn’t Count As Scouring” Reach effect

                      COMMENTARY:

                      (Life ●●●●)

                      Honing The Form
                      Duration = Life (Reach to Advanced Duration)
                      Potency = 3
                      Range = Self
                      Casting Time = Instant (Reach to Instant Casting)

                      COMMENTARY:


                      More Than This Frail Visage
                      (Death ●●●●●)

                      Shadow Flesh
                      Duration = Death (Reach to Advanced Duration)
                      Potency = N/A (3)
                      Range = Self
                      Casting Time = Instant (Reach to Instant Casting)

                      COMMENTARY:

                      (Life ●●●●●)

                      Shapechanging
                      Duration = Life (Reach to Advanced Duration)
                      Potency = 3
                      Range = Self
                      Casting Time = Instant (Reach to Instant Casting)

                      COMMENTARY:



                      SEED - It's the journey, not the destination. Also wanted a Space/Time Legacy that wasn't combat-based (Looking at you, Brotherhood of the Demon Wind)

                      Ramblers / Bloodhounds
                      Free Council or Adamant Arrow, Acanthus
                      Space/Time
                      1. Ground Eater (Reach to Advanced Duration) - Increase base speed
                        Momentary Flux (Reach to Instant Casting) - Only casts on self, checking if traveling to a place or in a direction is a good idea
                      2. Break Boundry (Reach to Instant Casting) - Avoid obstacles
                        Red Light Green Light (Reach to Instant Casting, Advanced Duration) - Never get slowed by mundane trivialities
                      3. Locate Object (Reach to Advanced Duration, Sympathetic Range, Advanced Scale) - Unerring hunt down targets, and always know how far you are from your home
                        Hung Spell (Reach to Advanced Duration, Instant Casting) - Hang spells around you, just in case. With Fate 2 you can add Conditional Duration
                      4. Alter Direction (Reach to Advanced Duration) - Whichever direction you stand is the correct orientation.
                        Postcognition (Reach to Instant Casting, Temporal Sympathy, "Scrub", "Aware of the Present") - Check an area for any pertinent information. Like why there's blood on that cobblestone.
                      5. Co-Location (Reach to Sight Range, Instant Casting, Portal) - Open portals, primarily to navigate around obstacles
                        Veil of Moments (Mana to Instant Casting. Reach to Advanced Duration, "Health, Mana, and Willpower Regen") - Ignore wounds and the like; determinator your way to your goal. Only used in emergencies; it keeps you from learning during your travels.
                      Get contracted as bountryhunters quite frequently, although most just want to wander.


                      SEED - Success forgives eccentricity

                      The Fixers
                      Free Council Acanthus
                      Mind/Fate

                      Initiate(Brain Blast!)
                      Perfect Recall - Instant Casting
                      Quantum Flux - Instant Casting
                      The Fixer gains the benefits of Quantum Flux, on any task related to the memory they're recalling

                      Apprentice (Trust Me, I'm a Professional!)
                      One Mind Two Thoughts - Advanced Duration, "Instant Tasks"
                      Fools Rush In - Advanced Duration
                      The Fixer gains the benefit of Fools Rush In, so long as they have one thought-track to devote to the task

                      Disciple (No Time To Explain, Get In The Car!)
                      Clear Thoughts - Instant Casting
                      Serendipity - Instant Casting, "Any Skill"
                      Concentrates momentarily to surpress penalties by powering through hardship, the brief clarity also provides them the insight needed to progress (ie Serendipity)

                      Adept (Don't Try This At Home Kids!)
                      Enhance Skill - Instant Casting, Advanced Duration
                      The Right Tool - Instant Casting, Potency Switch to Primary
                      The Fixer can designate random items as appropriate tools for whatever Skill(s) they're currently enhancing

                      Master (I Am The Very Model of a Modern Major General!)
                      Gain Skill - Advanced Duration, Potency Switch
                      Superlative Luck - Instant Casting, Advanced Duration, Potency Switch
                      The Fixer spends a Scene studying up on the given Skill. For the Duration, they can activate Superlative Luck to give themselves the Rote Quality on rolls with that Skill.


                      SEED: Eris' apple, Give Me That cast on self, Obsession

                      Mata Haris/Aphrodites/Succubi/Superstars

                      Mind/Life? Mind/Space? Mind/Fate - Much as I want Contact High, I couldn't make enough mid-level Life Attainments I was happy with.


                      Initiate:
                      Know Nature (Reach to Sensory Range) - MODIFIED: Provides Aspirations and Obsessions rather than Vice, Virtue, or Mental and Social Attributes. Ritual Activation is a Scene spent observing the target in a non-combat situation.
                      Interconnections (Reach to Sensory Range) - Use Fate to gain extra context through sympathetic attachments. Also spot potential people of note through the marks of Destiny.

                      Apprentice:
                      Mental Scan (Reach to Instant Casting, Sensory Range) - Simple cold-reading trick, guage how to approach other people
                      Fabricate Fortune (Reach to Instant Casting) - Trick conditions to twist prophecy to your own designs. Limited to Self casting, to do things like walk through Wards and overcome "tests of character".

                      Disciple:
                      Emotional Urging (Reach to Instant Casting, Sensory Range) - Tug at emotions, opening or closing a Door as appropriate. Good way to provoke fights or smooth over misunderstandings.
                      Warding Gesture (Reach to Instant Casting, Advanced Duration) - MODIFIED: No protection from mind-altering effects, but the Superstar can selectively exclude the subject from any spell she casts or any Attainment she uses. Two uses - first, innoculate allies against the Adept Attainment. Second, and more involved, use is the long-con. When all your AoE spells just don't seem to affect one person on the enemy team, and they find a protective Attainment working on them, there's going to be some doubts flourishing.

                      Adept:
                      Give Me That (Reach to Advanced Duration, Potency to Primary) - Seed of the Legacy; make yourself stick in everyone's minds. Very much a double-edged sword. Ritual Activation is preparing yourself in front of a mirror - pep-talks are the most common form.
                      Sworn Oaths (Reach to Instant Casting, Advanced Duration) - Clamp down instantly on promises made in the heat of the moment. Gains the "Status awareness" Reach effect and Indefinite Duration so long as the target is affected by Give Me That's Obsession Condition

                      Master:
                      Hallucination (Reach to Advanced Duration, "Tactile") - Causes anyone who suffers from Give Me That's Obsession Condition to see them as an idealized vision of desire? Affects everyone whose under the Condition, rather than needing to target them individually, but no control over who is affected and how they perceive the Hallucination beyond manual social engineering of their opinion of you?
                      Divine Intervention (Reach to Instant Casting, Advanced Duration) - The angel, divine messenger, gives their flock a commandment. Upgrades to Indefinite Condition on targets suffering Give Me That's Obsession Condition

                      DEBATE: Could switch Fate Disciple or Adept out for Fools Rush In



                      SEED: Adorjan and Scourges from Exalted, running to forever; Thyrsus equivalent to the Order of the Iron Tower's approach to their Inferior Arcana

                      The Wind-Scoured
                      Mysterium (Jnanamukti), Guardians of the Veil, Free Council
                      Space/Life? Forces/Life? Death/Life?
                      Space/Death

                      Tear down the ties that bind you! Sever the shackles of individuality and let the Tenemos return to the Anima Mundi!

                      Prerequisites: Empathy 2, Astral Adept
                      Initiation: Travel to the Anima Mundi with your mentor, and allow the Ecstatic Wind to damage your dream-form. Study the lacerations, which are, in truth, the script of a grand Astral Daikonomikon inscribed into the Wind itself.

                      InitiateThe Hunt Sustains Us
                      Ground-Eater (Advanced Duration) Adorjani, but veeeeery weak thematic connection to the stated Legacy; you can't sever the attachments of people you can't catch, I guess?
                      Soul Mark (Sight Range) Takes a scene to assess the status of a soul? TempleBuilder recommended it as a way to see if anyone is in need of the lovin' touch of the Scouring Wind, which makes some sense.

                      Apprentice
                      Correspondence (Instant Casting, Sight Range) Find threads to cut, simple and necessary.
                      Without A Trace (Advanced Duration) Lowest level of understanding in the vein of "leave no attachments", which evolves well into the twin capstones of Forge No Chains and Empty Presence.

                      Disciple
                      Isolation (Instant Casting, Sight Range, Advanced Duration) Use to encourage people to shun their own Sympathetic attachments
                      Surpress Aura (Advanced Duration, Instant Casting, Self/Atypical) Functions normally when used on self, but can be inflicted as a Sight-Range rider to Isolation. If people have a harder time reading them, they're also likely to have a harder time noticing the distress Isolation is causing.

                      Adept
                      Cut Threads (Instant Casting, Everywhere) Break your chains!
                      Devouring the Slain (Instant Casting, Sight Range) Can only steal Willpower. Counts subjects who have been affected by Cut Threads in the same scene as being "Wounded"; Connected and Strong connections are equal to Aggrivated Damage, Medium counts as Lethal, should this become relevant.

                      Master
                      Forge No Chains (Advanced Duration) Bodhisattva of non-attachment.
                      Empty Presence (Advanced Duration) Can only be active while Forge No Chains is.

                      Debate
                      1. Blasted Initiate Attainment. Using Death to keep you from gaining fatigue while running would be Adorjani, but doesn't match well to a Practice or the actual theme. Ground Eater is easy to make useful with minimal Reach, but the thematic connection is just as weak.


                      Seed - Origami artist golem-crafters
                      Initiate
                      Craftsman's Eye - (Advanced Duration, 8-again) Only works on paper objects. 8-again applies to rolls to fold paper into origami shapes
                      ???

                      Apprentice
                      Remote Control (Instant Casting, Permenance, "Complex Actions") - control folded origami.
                      Kinetic Efficiency (Instant Casting, Advanced Duration) - Origami puppets gain the benefits of KE; imagine an army of palm-top paper tigers leaping across a room.

                      Disciple
                      Shaping (Instant Casting, "Solid Objects") - Touched paper shapes and folds itself into the desired configuration
                      Environmental Shield (Instant Casting, Advanced Duration) - Shaped origami becomes immune to passive environmental concerns - they won't melt in the rain, for example.

                      Adept
                      Shrink and Grow (Advanced Scale, Permanence, Instant Casting) - Can choose to cause animated Origami to grow (or shrink, but not much use in that)
                      Control Light/ Invisibility variant (Instant Casting, Advanced Duration, Advanced Scale) - Shaped origami takes on the superficial visual appearance of whatever it is made in emulation of. Note that size remains the same; palmtop tigers.

                      Master
                      Golem (Permenance, Indefinite Duration, Instant Casting) - Technically missing one more Duration "jump", but handwave it since it only works on origami. Plus, it's a direct evolution of the Apprentice Attainment. Animates a selected origami piece. Gains the Mind expansion at Mind 5.
                      Kinetic Blow (Instant Casting, Indefinite Duration, "Knock Down") - Origami gain the physical attributes of what they represent.

                      Debate
                      1. Optional Arcana - Spirit could be near as a way to bind animating intelligence, but feels like it should be a Spirit-primary Matter-secondary. Forces gives ways to directly enhance the origami with visuals and kinetics. Mind has some use in guiding intelligence, but you can honestly do most of it with a cast One Mind, Two Thoughts. Life might be interesting as a way to transmute origami into what they represent, but low- and mid-level Attainments would be very difficult.
                      2. Force Initiate Attainment - Heeeeeeeelp


                      SEED - Matter-Space Origami Attainments, folding space into complex wonders

                      Initiate
                      ???

                      Apprentice
                      ???

                      Disciple
                      ???

                      Adept
                      ???

                      Master
                      ???

                      Secret Door, Secret Room, Co-location, Pocket Dimension ?
                      Last edited by Cauthon; 02-22-2023, 08:59 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


                      • #41
                        The Ramblers look like they would fit the Mysterium well, indulging their curiosity. It suits their style too, their Legacies have a tendency to prioritize information gathering, mobility and protection from whatever it is they are researching.

                        Wouldn't Interconnections also be useful ? It allows them to look into anything else that seems interesting and is connected to what they found so far, then follow the sympathetic trail. I think it would synergize better with their other abilities than Alter Direction. The combined toolkit would allows them to know what was there, where it went, where anything they are searching for is and if its a good idea to poke at something. Overall very useful for a field researcher.

                        Building on that, the Outward and Inward Eye would also let them see behind walls, spot secret passages, know what lies through vault doors and avoid floor traps. All that builds on the symbolism behind the keen senses of a bloodhound.


                        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


                        • #42
                          Originally posted by KaiserAfini View Post
                          The Ramblers look like they would fit the Mysterium well, indulging their curiosity. It suits their style too, their Legacies have a tendency to prioritize information gathering, mobility and protection from whatever it is they are researching.
                          The intent was less researchers, and more "wisdom through experience". It was meant to draw more on the archetype of the backpacker who wanders Asia to "find themself". Or people who travel for the sake of traveling. Its a philosophy the Mysterium could reasonably have a branch of, but it's not what I first think of with them.

                          Originally posted by KaiserAfini View Post
                          Wouldn't Interconnections also be useful ? It allows them to look into anything else that seems interesting and is connected to what they found so far, then follow the sympathetic trail. I think it would synergize better with their other abilities than Alter Direction. The combined toolkit would allows them to know what was there, where it went, where anything they are searching for is and if its a good idea to poke at something. Overall very useful for a field researcher.
                          Correspondence wouldn't be a bad choice, certainly. Instant Casting and Sight Range only eats up two Reach, which of the Reach Effects were you thinking? "Follow" and "Emotional Context"? Or "Specified Revelation"?

                          Really, I just wanted to give them the ability to walk at any angle at a whim. There's just something about walking around your house as if it was an Escher painting that I find immensely satisfying.

                          Originally posted by KaiserAfini View Post
                          Building on that, the Outward and Inward Eye would also let them see behind walls, spot secret passages, know what lies through vault doors and avoid floor traps. All that builds on the symbolism behind the keen senses of a bloodhound.
                          So, the Bloodhound appellation is meant to be a somewhat exasperating name to them. The Ramblers -even the Arrows- just want to travel and take in the sights. Problem is, they keep getting tapped as bounty hunters and messengers. "You're heading to Hong Kong? Mind picking me up a few things?"

                          I'm not really sold on them being a good researcher Legacy, so an awareness Attainment is less appealing than a travel/mobility Attainment.


                          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


                          • #43
                            The Mysterium worships magic, its preservation, the value of experiencing it firsthand and the price it demands for its enlightenment. Traveling the world in search of wonder is very much in their portfolio, Egregore being perfectly tailored to facilitate the access to materials to start the journey and for receiving aid by Consilia abroad. The rituals to advance through it are about self enlightenment through magic.

                            They are not all researchers, the Walkers in Mists, for example, are very much about traveling the secret roads of the world and drawing wisdom from understanding the natural order that lies beyond mundane nature. They are a Space and Time Legacy that is not focused on combat or research.

                            The Rambler could seek new vistas in one city, then learn someone stole important materials and they are tasked with helping track them down, it is something they are very good at. Then on the way back they are asked to stop by another member and deliver an important item, after all, they do have a connection to all other Mysterium members while in one of their Sanctums. So just make a portal, you have used their delivery services to receive materials that lead to lost areas of spiritual development (temples, glades, libraries, etc), its only fair to reciprocate. They agree and start building the gateway, a quick sight escapes their mouth, they know its never a straightforward delivery.


                            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


                            • #44
                              Disclaimer: My knowledge of Indonesian shadow-puppeteering is limited to Wikipedia articles. If anyone can shed some light on details I butcher, I'd apprecate it.

                              Shadow-Wrights

                              Mages who craft shadows into extensions of their will

                              Nicknames: Dalang, Puppeteers, Anytools, Nightblades, Edgelords (Derogatory)

                              Organization: Largely divided into two groups, the modernists and the traditionalists. Traditionalists are defined by their preferance for shadow-crafting as an artistic or practical tool, while modernists primarily use their Attainments for combat and unconvential purposes.

                              While occasionally forming into artist troupes, modernist Shadow-Wrights tend to eschew Legacy relations beyond Teacher-Student bonds.

                              Traditionalist Shadow-Wrights on the other hand
                              -especially those native to Java- remain in close contact with their kindred, presenting a unified front to preserve their cultural traditions and crafts.

                              Theory: Just because something lacks substance does not mean it doesn't exist.

                              Background: Originated as an Indonesian tradition of Dalang, extrapolating their craft into a full-blown Legacy. Initially used as a way to enhance their performances, the utility of creating whatever tools you needed for a given situation resulted in it spreading to other, unrelated professions. Assassins and thieves are now, unfortunately, the first thing people think of when they hear of the Shadow-Wrights, but they also boast a significant number of bodyguards and explorers. While the Legacy has thus far managed to stay out of Seer hands, there are rumors that minions of the Psychopomp have begun to receive very specific dreams.

                              Parentage: Free Council, Mysterium, or Guardians of the Veil; Mastigos
                              Ruling Arcanum: Death
                              Yantras: Mirrors (+1), Item Blueprints (+1), Shadow puppets (+1), [WIP]
                              Oblations: Perform a shadow-puppet show for an audience;

                              Prerequisites: Death 2, Craft 1, Expression 1
                              Initiation: Perform kungkum meditations every night for a full moon-cycle, begining and ending on a new moon.

                              Ritual Activation: All Attainments with Scene-long casting times are activated via a form of ascetic exercise known as kungkum, in which meditation is carried out naked at night while immersed up to the neck in water.

                              Kungkum
                              (Death ●) Initiation
                              Meditating in the stillness of the night, the Shadow-Wright attunes their vision to the duality of light and darkness. No darkness can blind them, although without proper illumination everything will appear in greyscale.
                              *Death Nightvision*
                              Duration = Death (Reach to Advanced Duration)
                              Potency = N/A
                              Range = Self
                              Casting Time = Scene
                              NOTE: Drop the Blinding possibility, but limit it to only removing penalties for lack of illumination

                              (Mind ●)
                              The Shadow-Wright catches glimpses of that which exists even without physical form; so long as their Death Attainment remains active, the Shadow-Wright can detect sentience, conciousness, and similar mental details at a glance.

                              *Mind augmentation to the Death Attainment* - as long as the Death portion is active, gain the benefits of Mind Mage Sight. Does not provide any other benefits of Active Mage Sight.


                              Wayang Berber
                              (Death ●●) Expression 2, Crafts 2
                              A limiting factor to the Dalang's art is illumination - sometimes you just can't quite seem to find the right light. With effort, the Dalang can cause the area around them to plunge into deep shadow.
                              Deepen Shadows
                              Duration = Death
                              Potency = N/A (1)
                              Scale = Area, increases at Death 2 and Death 4 (Reach to Advanced Scale)
                              Range = Self (Radius)
                              Casting Time = Instant (Reach to Instant Casting)
                              NOTE: Spell effect radiates from caster, moving with them.
                              Create a zone of dimness radiating from yourself. You'll have to keep reactivating it every [Death] turn, but it can buy you time to escape. Or give you a ton of materials to work with for the other Attainments.

                              (Mind ●●)
                              With a flex of mental effort, the Dalang sends out a psychic "ping", causing any sources of sentience in the area to become momentarily apparent to their senses. This usually manifests as hazy outlines visible even through walls, moving in real-time so long as the ping lasts.
                              Background Chatter *Mind Web of Life*
                              Duration = Mind
                              Potency = N/A (1)
                              Scale = Area, effect increases at Mind 2 and Mind 4 (Reach to Advanced Scale)
                              Range = Self (Radius)
                              Casting Time = Instant (Reach to Instant Casting)
                              NOTE: Spell effect radiates from caster, moving with them.


                              Wayang Kulit
                              (Death ●●●) Expression 3, Crafts 3
                              The Dalang's Kungkum meditations begin to bear greater fruit; upon completion of such meditations, the Dalang is able to manipulate any shadow they can see. These changes remain even if the Dalang does not continue to focus on them, so long as the shadow remains within reach.
                              Shadow Sculpting
                              Duration = Death (Reach to Advanced Duration)
                              Potency = N/A (1)
                              Scale = Area, increases at Death 2 and Death 4 (Reach to Advanced Scale)
                              Range = Self (Radius)
                              Casting Time = Scene
                              NOTE: Reach to "Animate Shadows". Spell effect radiates from caster, moving with them. As long as they can see the shadow being shaped, they can spend an Instant Mental Action each turn to exert moment-to-moment control over its shape and actions. Shaped areas retain their new configuration until sculpted again, or they exit the Attainment radius.

                              (Mind ●●●)
                              The task of performing multiple roles drives the Dalang to great feats of multitasking, eventually culminating in a nearly effortlessness.
                              One Mind, Two Thoughts
                              Duration = Mind (Reach to Advanced Duration)
                              Potency = N/A (1)
                              Range = Self
                              Casting Time = Instant (Reach to Instant Casting)
                              NOTE: Reach to "Instant Actions"


                              Wayang Golek
                              (Death ●●●●) Expression 4, Crafts 4
                              Reaching out to the shape-without-form they have molded, the Dalang draws their creation forth into a physical thing. Though solid, detailed, and functional, the strangely translucent object will never fool anyone into believing it is the real thing. Oddly, the sense of touch will still be fooled, even if sight is not. While incapable of creating objects that rely on chemical reactions (such as bullets), the more violent strains of the Legacy find great use in creating blades, guns, crossbows, and quarrels using this Attainment.
                              Shadow Crafting
                              Duration = Death (Reach to Advanced Duration)
                              Potency = N/A (1)
                              Scale = Up to Size 7
                              Range = Touch
                              Casting Time = Instant (Reach to Instant Casting)
                              NOTE: Can only be used on shadows sculpted by the Disciple Attainment. Once manifested, you don't need to keep using Shadow Sculpting on the item. You can technically make golem-esque puppets with this, but they're marionettes rather than automatons.

                              (Mind ●●●●)
                              Weaving a faint patina of Mind into the shadowy shell of their manifested creation, the Dalang causes onlookers to simply overlook inconsistencies that would give away the artificial nature of the object. This does not make the Dalang's creations flawlessly facsimilies; it merely prevents others from noticing that it is made of shadows.
                              Incognito Presence *Modified*
                              Potency = Mind
                              Duration = One Week (Reach to Advanced Duration
                              Scale = Size 5
                              Cost = 1 Mana
                              Range = Touch
                              Casting Time = Instant (Reach to Instant Casting)
                              NOTE: Reach to Switch Potency to Primary. Activated concurrently with Shadow Crafting or Shadow-Golem; rather than make the creation unnoticeable, everyone affected overlooks the shadowy appearance. Using it to create, say, a fake badge, may require a Crafts roll.


                              Wayang Wong
                              (Death ●●●●●) Expression 5, Crafts 5
                              Reaching out to a shadow sculpted or crafted by their lesser Attainments, the Dalang breaths an echo of life into being. These animated shadows come in either 2D or 3D varieties, depending, and behave within the limitations of those states. A Dalang skilled in Mind further enhances these automatons, granting them a lesser version of the Dalang's own conciousness.
                              Shadow-Golem
                              Potency = Death
                              Duration = Week (Reach to Advanced Duration)
                              Scale = Size 5
                              Range = Touch
                              Casting Time = Instant (Reach to Instant Casting) -
                              NOTE: Animates shadows shaped with Shadow Sculpting, or marionettes created with Shadow Crafting ala Golem. Once manifested, you don't need to keep using Shadow Sculpting and Crafting on the item. At Mind 5, Shadow-Golems become piloted by a loyal, subservient copy of the Mage’s personality. This copy only has those memories the Mage chooses to give it. Wayang Wong's durations can be refreshed by spending a point of Mana when they would elapse. If not extended in this way, they must be recreated from scratch.

                              (Mind ●●●●●)
                              The Dalang's fine control over their puppets has grown to be second-nature, as easy as breathing. Their Wayang Wong creations are now extensions of their will, extra bodies that respond and coordinate with them as a unified whole.
                              Telepathy
                              Potency = Mind
                              Duration = Week (Reach to Advanced Duration)
                              Scale = Size 5
                              Range = Touch
                              Casting Time = Instant (Reach to Instant Casting)
                              NOTE: Reach to "Send and Receive", "Intended Sending". Activated concurrently with Shadow-Golem, creating a mental link to the construct. The piloting consciousness can be synced with the Mage as an Instant Mental Action, integrating the copy's memories and updating the copy's personality. Casting spells on the Shadow-Golem's location counts as a scrying window, for the purposes of determining Reach.
                              Last edited by Cauthon; 11-18-2022, 09:26 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


                              • #45
                                Lol, Edgelords. Looks good! I see you went with not having extra thought tracks for OM,TT.

                                On a edgy note, I think turning someone’s teeth into a a true weapon is well within a legacies intital attainment, even if it wasn’t a Death legacy.
                                I think transferring damage to another is Death Weaving. As long as you tie it to the bite, it’s probably fine to have it just heal damage at Attainment 3. It could also work with Attainment 4. Is there any particular reason to go with Space for the Vampire legacy? I don’t think the Attainments are bad, far from it, but I don’t inherently see the connection?


                                To whomever reads this, I hope you have a good day/night. May you be Happy.

                                So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

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