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  • Vow of Enmity (Fate •••)
    Practice: Perfecting
    Primary Factor: Duration
    Withstand: N/A
    Cost: 1 mana
    Recommended Rote Skills: Academics, Occult, Crafts

    Making a vow to bring one's foe down is a powerful thing, a declaration of intent that can drive one's tale and steel one's will to persevere through the most challenging moments. Although it can be a source of both great hope or terrible sorrow, harnessing its undeniable power can allow a ruthless mage to take down even the most implacable foe.

    It is said this rote was invented by a Libertine called Belmont, who utilized it on multiple weapons to hunt down the vampires who killed his family. This rote remains inscribed in the handle of his famous whip, a weapon with as many battles under it as even some of the most veteran Arrows.

    This spell swears a weapon to the mission of bringing down up to [Potency] named individuals, whether to justice or death is left up to the caster. Whenever attacking the named foes, the weapon deals damage of one tier higher than normal (such as lethal becoming aggravated). Should the vow require the target to live, fate conspires to allow so, allowing for a Pulling Blow to be applied regardless of the weapon type and at no penalty.

    Should the weapon already cause aggravated damage, such as an active blade of Dumanium, then a successful attack severs one limb of the wielder's choice entirely, inflicting an appropriate permanent condition such as Arm Wrack, Leg Wrack or Blinded. Exceptional successes sever two limbs instead.

    +1 Reach: The vow can be sworn upon a group, such as a cabal, a coterie, Order, company or even family line. This makes it a very popular bargaining chip with the Remade, especially the ones seeking to proactively hunt their creators.

    +2 Reach: Anyone who carries, touches, or uses the weapon against the named foes gains rote property on a number of mundane attacks of their choosing equal to [Potency].
    Last edited by KaiserAfini; 02-06-2022, 10:44 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


    • Originally posted by KaiserAfini View Post
      +2 Reach: The weapon grants the wielder [Potency] dots in the Destiny of completing the vow. However, it also possesses a Doom: it can only be used by someone who will actively pursue the vow and, should the current wielder falter, it will always find its way to a person who would take up its mission.
      Every instance of the Destiny Merit has a Doom and the Destiny Merit is not keyed toward accomplishing a specific task; between that and Superlative Luck already being a Perfecting spell without that drawback, I'd recommend changing the language or dropping this Reach option.


      Resident Lore-Hound
      Currently Consuming: Demon: the Descent 1e

      Comment


      • Originally posted by Satchel View Post
        Every instance of the Destiny Merit has a Doom and the Destiny Merit is not keyed toward accomplishing a specific task; between that and Superlative Luck already being a Perfecting spell without that drawback, I'd recommend changing the language or dropping this Reach option.

        The adjustments have been edited in.


        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


        • Originally posted by KaiserAfini View Post
          +2 Reach: The weapon grants the wielder [Potency] dots in the Destiny merit. Its Doom is that it can only be used by someone who will actively pursue the vow and, should the current wielder falter, it will always find its way to a person who would take up its mission.
          This is also not how Dooms work.

          A Doom is a form of dramatic change to be reached, which affects the benefits the bearer of the Merit derives from using Willpower to avoid or advance toward that state — "you lose the Merit" is nowhere near the likes of "[your] life as [you] know it [is brought] to a tragic end."

          A Destiny that can change bearers is likewise out of the scope of Traveler-scale magic to grant, being the textbook definition of a Dynamics spell.


          Resident Lore-Hound
          Currently Consuming: Demon: the Descent 1e

          Comment


          • Originally posted by Satchel View Post
            This is also not how Dooms work.

            A Doom is a form of dramatic change to be reached, which affects the benefits the bearer of the Merit derives from using Willpower to avoid or advance toward that state — "you lose the Merit" is nowhere near the likes of "[your] life as [you] know it [is brought] to a tragic end."

            A Destiny that can change bearers is likewise out of the scope of Traveler-scale magic to grant, being the textbook definition of a Dynamics spell.
            Further modifications have been edited in


            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


            • Claim Cloister (Prime ••)
              Practice: Shielding
              Primary Factor: Duration
              Withstand: N/A
              Recommended Rote Skills: Academics, Politics, Occult

              A cabal's Demesne is where they are at their strongest, allowing them to prepare and experiment extensively, unhindered by the Lie. The easiest way to combat them is with a well warded Sleeper shock troop, but this is normally loud and messy. A cabal going in unaware risks a very deadly encounter. In order to provide a more tactically sound approach, the Arrow have devised this as a way to usurp control of these magical bunkers.

              When cast upon all the soul stones creating a Demesne or within the entire area they are in, it completely suppresses its benefits for the duration. Whenever facing highly defended Sanctums, this spell is usually utilized as part of the opening salvo. While the mages inside deal with containing spells that suddenly risk Paradox and summons being corroded by Fallen exposure, the edge of the battle can be seized.

              +1 Reach or conjunctional Fate 2: The caster is allowed to specify the conditions necessary to access the Demesne's benefits. The caster may specify up [Potency] conditions necessary to receive the benefit, as well as whether some or all need to be fulfilled in order to qualify. Possible conditions include being of a certain Path, specific Nimbus signatures, Legacies, Shadow Name, yantra type or theme (including Cabal Theme) .

              Seers are fond of setting specific yantras as Keys, using this to tempt invading Pentacle mages to use their patron's symbols. A few others prefer to use it as a political statement, forcing visiting Pylons to pay homage to their Exarchs.

              There have even been cabals that use temporal pockets alongside this spell to create, on the fly, Demesnes only they can use, rapidly overwhelming the opposition.
              Last edited by KaiserAfini; 06-19-2022, 03:59 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


              • Originally posted by KaiserAfini View Post
                Claim Cloister (Prime •••)
                Practice: Weaving
                Primary Factor: Duration
                Withstand: N/A
                Recommended Rote Skills: Academics, Politics, Occult

                A cabal's Demesne is where they are at their strongest, allowing them to prepare and experiment extensively, unhindered by the Lie. The easiest way to combat them is with a well warded Sleeper shock troop, but this is normally loud and messy. A cabal going in unaware risks a very deadly encounter. In order to provide a more tactically sound approach, the Arrow have devised this as a way to usurp control of these magical bunkers.

                When cast upon all the soul stones creating a Demesne or within the entire area they are in, it allows them to specify the conditions necessary to access its benefits. The caster may specify up [Potency] conditions necessary to receive the benefit, as well as whether some or all need to be fulfilled in order to qualify. Possible conditions include being of a certain Path, specific Nimbus signatures, Legacies, Shadow Name, yantra type or theme (including Cabal Theme) .

                Seers are fond of setting specific yantras as Keys, using this to tempt invading Pentacle mages to use their patron's symbols. A few others prefer to use it as a political statement, forcing visiting Pylons to pay homage to their Exarchs.

                Whenever facing highly defended Sanctums, this spell is usually utilized as part of the opening salvo. While the mages inside deal with containing spells that suddenly risk Paradox and summons being corroded by Fallen exposure, the edge of the battle can be seized.

                There have even been cabals that use temporal pockets alongside this spell to create, on the fly, Demesnes only they can use, rapidly overwhelming the opposition.
                Well this is nice! I have one issue, that being that I’m pretty sure this is Shielding with a reach to allow keys. The idea being that you first put a barrier between the Demesne and the Fallen, and then complicate the spell by letting certain conditions through the ward.


                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.

                Comment


                • Originally posted by TempleBuilder View Post
                  Well this is nice! I have one issue, that being that I’m pretty sure this is Shielding with a reach to allow keys. The idea being that you first put a barrier between the Demesne and the Fallen, and then complicate the spell by letting certain conditions through the ward.
                  Good point, that makes it have even more free Reach. I have edited the changes in.


                  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


                  • Prince to Pauper (Fate 3)

                    Practice:
                    Weaving

                    Primary Spell Factor: Potency

                    Withstand: Composure

                    Suggested Rote Skills: Larceny, Politics, Socialize

                    So often destiny is determined by one's standing in the world, stemming from choices in which one has no say, subject to forces beyond any individual's control. By means of this spell, a Disciple of Fate can engage in a bout of coercive redistribution, transferring power from those born into wealth and privilege to the more unfortunate and needy. Alternatively, an avid mage might cast this spell to undermine another's hard work, stealing all the glory at the last moment.

                    This spell transfers dots in a Social Merit from one subject to another, up to a number of dots equal to the spell's Potency. Without increasing the Subjects Factor, the caster must be on one end or the other of the transfer. Merits transferred must be those connected to an external source, such as Allies, Status, or Resources. For the duration, the donor loses access to the transferred Merit dots, while the recipient gains such. Merits with scaling dot ratings may be split up, but those with fixed ratings cannot.

                    If cast on more than two subjects, the mage chooses one to be the donor, and determines which of the other recipients gains how much of the transferred Merit.

                    +1 Reach: The spell can transfer multiple Merits from one subject to the other, with a total dot rating not exceeding Potency.

                    +1 Reach: The mage can swap Merits between both subjects, trading Allies for Resources, for instance, with a total dot rating not exceeding Potency.

                    Add Space 2: Any Sympathetic connections associated with the Merit are transferred as well.


                    Kingmaker (Fate 4)

                    Practice:
                    Patterning

                    Primary Spell Factor: Potency

                    Suggested Rote Skills: Computer, Politics, Streetwise

                    With a wave of the magic wand, an Adept of Fate can grant your every wish. Make sure it's what you really want, though. The subject of this spell gains up to Potency dots in a Social Merit of the mage's choosing for the spell's duration. This must be a Merit connected to an external source, and at Storyteller discretion, can include Merits that while not technically Social in scope are still externalized in some way, such as Soul Stone or Library, although the spell cannot grant a unique, specific example of such (the soul stone of a particular mage, for instance). Fate conspires to bring the bounty to the subject as expediently as possible.

                    Caveat emptor: Although this spell can grant a subject great power and prestige in the Fallen World, it does not confer any ability to use such power effectively. One might become the CEO of a corporation without a lick of knowledge of finance or business politics, which could spell ruin in the long run. Such lead-crowned monarchs rely heavily on delegation and can often be sussed out by the ring of advisors, viziers, and lackeys with which they surround themselves to keep their holding running smoothly. Furthermore, attempting to hijack the upper echelons of Sleeper governance is difficult, and generally ill-advised; our world's presidents, queens, popes, emperors, and firsts among equals are watched very carefully from myriad shadowed corners. On more than one occasion the unwise casting of this spell has led to the manifestation of an Ananke or worse, an Exarchal Ochema, to set things back to the way they were.

                    +1 Reach: This spell may grant a number of different Merits with a total dot rating no greater than Potency.

                    Add Space 2: The subject also gains any Sympathetic connections the Merit would entail.

                    Add Time 2: The caster can dictate how exactly the subject gains access to the Merit. With Temporal Sympathy, the mage can grant a Merit retroactively through events in the subject's past (though having no effect until the present moment).
                    Last edited by espritdecalmar; 02-09-2022, 11:33 PM. Reason: I am an undiligent Communist, getting my terminology mixed up like that, mixed up like an incredibly strange creature who stopped living and learned how to love piña coladas.

                    Comment


                    • Five spells attempting to connect Mage with the core's subsystems. In this case, Building Equipment.

                      Two of these spells have been already posted, at here and at my Chronologues Legacy fan-made 2E expansion writeup, but I'm reposting them for completion's sake.



                      Spell: Master Tinkerer (Matter )

                      Practice: Ruling
                      Primary Factor: Duration
                      Suggested Rote Skills: Crafts, Expression, Survival

                      Sometimes, what an alchemist really needs is a way to get things done normally, albeit with a subtle boost. For its Duration, this spell augments the caster's Build Equipment action (including repairs, etc) when building a Physical Object as per the Building Equipment system (Chronicles of Darkness, etc), such that any Built-In Penalties are negated by Potency. Scale is used to determine the number and the size or volume of Physical Objects the caster may craft or tinker with.

                      +1 Reach: Potency may be directly added to the Physical Object's equipment bonus, beyond negating penalties. With 1 Mana, said bonus may exceed +5.

                      Add Death ••: The subject may tamper with a Physical Object such that it gains the Fragile or Volatile tag. Alternatively, he may prematurely trigger them such that a Fragile item immediately breaks down, or the Volatile item immediately blows up and gains a -2 reduction.

                      Spell: Exquisite Repository (Forces )

                      Practice: Weaving
                      Primary Factor: Duration
                      Suggested Rote Skills: Computer, Academics, Expression

                      A thaumaturge hears history in the winds, and writes codices into digital signals. This spell collects and compiles information memorized by or accessible-at-the-moment to the caster into a medium broadly falling under Forces' purview (a computer, a bonfire, a neon sign, a wind chime, etc), instantly building a Repository as per the Building Equipment system (Chronicles of Darkness, etc). It has a +(Potency) equipment bonus, and breaks down after Duration expires. Built-In Penalties do not apply, and the Fragile and Volatile tags are ignored unless the mage includes them.

                      +1 Reach: Anyone accessing the Repository benefits from a variant of the Eidetic Memory Merit (Chronicles of Darkness), gaining a +2 bonus to recall minute pieces of information from the Repository, and a perfect memory over experiences of applying the Repository's information. Once the spell expires, the former effect ceases immediately, and the latter effect gives way to normal degradations of memory.

                      Add Prime ••: The caster may draw Resonance from a ley line or Node and compile it into the Repository. Users' perceptions are thus colored by the Resonance; a cooking recipe Resonant with 'Murder' may feel like a cannibal's poetic memoir, and a case file detailing brutal tortures may feel oddly refreshing when made Resonant with 'Serenity.'

                      Spell: Expert Planner (Time )

                      Practice: Perfecting
                      Primary Factor: Duration
                      Suggested Rote Skills: Academics, Investigation, Science

                      Even without directly manipulating time, an enchanter is never caught without a working plan. This spell projects the caster's thoughts into the future, instantly building a Plan as per the Building Equipment system (Chronicles of Darkness, etc). It has a +(Potency) equipment bonus, and breaks down after Duration expires. Built-In Penalties do not apply, and the Fragile and Volatile tags are ignored unless the mage includes them.

                      +1 Reach: A number of (Scale; Subject) actors benefit from the Good Time Management Merit (Chronicles of Darkness), halving the interval for extended actions. Without increased Scale, the caster herself benefits.

                      Add Fate ••: When adding the Fragile or Volatile tags to the Plan, the mage may designate them to affect only certain users. The designation may be as broad as "anyone other than myself," or as narrow as "the last person to hack into my account."

                      Spell: Uncanny Organizer (Space )

                      Practice: Patterning
                      Primary Factor: Duration
                      Suggested Rote Skills: Persuasion, Politics, Socialize

                      A deft warlock can always find people willing to lend a hand. This spell convinces people within Scale that the mage is a likable person in need of help, instantly building an Organization as per the Building Equipment system (Chronicles of Darkness, etc). It has a +(Potency) equipment bonus, and breaks down after Duration expires. Built-In Penalties do not apply, and the Fragile and Volatile tags are ignored unless the mage includes them.

                      +1 Reach and 1 Mana: The Organization doubles as the Staff Merit (Chronicles of Darkness). Divide Potency between the Organization's equipment bonus and dots in Staff; for each of the latter, the Organization has one Skill on which it grants 1 automatic success on non-contested rolls.

                      Add Mind : The helpers are confused into perceiving the mage and each other as casual acquaintances. Magic smoothes over fine details and memories both during and after the act, until an outsider calls out the oddities.

                      Spell: Theriaca Magica (Life )

                      Practice: Patterning
                      Primary Factor: Duration
                      Suggested Rote Skills: Occult, Science, Survival

                      An ecstatic can release the potential of an animal body's magic into the Fallen World. This spell converts an animal body part freshly separated for no longer than a few minutes into a minor magical item, instantly building a Mystical Equipment as per the Building Equipment system (Chronicles of Darkness, etc). It has a +(Potency) equipment bonus, and breaks down after Duration expires. Built-In Penalties do not apply, and the Fragile and Volatile tags are ignored unless the mage includes them.

                      Mystical Equipment conjured by this spell must have a symbolic link between its material and its function; a bezoar stone could offer a +1 to resist poisons and diseases, a fox's tail could offer a +2 to Social rolls to sexually seduce someone, and so on. Mystical Equipment may have non-dice effects, such as a turtle's shell helping resist infirmity, but ideally they should not approximate actual supernatural powers (especially Enhanced Items, Imbued Items, etc).

                      +1 Reach: The caster may enchant a body part while it is still on the animal's living body. Depending on the effect, anyone in the animal's vicinity could benefit from the dice bonus, or they might have to interact with the animal in some way to do so. Alternatively, the caster can draw symbolic power from the entire animal itself; a white-furred dog could help banishing ghosts, a black cat aids sabotage and slipping of poisons, and so on.

                      Add Spirit : The Mystical Equipment becomes a channel for spiritual powers. Any spirit can benefit from its dice bonus when using Influences, Manifestations, and Numina. It also offers a +1 tool Yantra to any Spirit spells that target it.
                      Last edited by 21C Hermit; 02-13-2022, 03:20 AM. Reason: Links


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

                      Comment


                      • Bestow Attainment (Prime 4)

                        Practice:
                        Patterning

                        Primary Spell Factor: Duration

                        Cost: One Mana

                        Suggested Rote Skills: Occult, Persuasion, Socialize

                        The student sometimes requires a taste of enlightenment to continue down a path of tribulation. The subject of this spell, who must be a mage, gains access to one of the caster's chosen Arcanum Attainments for the duration. The subject pays all costs associated with activating the Attainment, and uses their actual Arcanum rating for calculating dice pools and effects. This spell cannot bestow Legacy Attainments.

                        +1 Reach: The subject uses the caster's Arcanum rating at time of casting for calculating dice pools and effects.

                        +1 Reach: If the Create Rote Attainment is bestowed, any rotes the subject makes from it will register as having been created by the caster rather than the subject.

                        Comment


                        • Outlaw Brand (Fate 3)

                          Practice:
                          Fraying

                          Primary Spell Factor: Potency

                          Withstand: Composure

                          Suggested Rote Skills: Intimidate, Subterfuge, Weaponry

                          Sometimes in the course of your willworking, you just have to knock do-gooders down a peg. When this spell is cast, the mage chooses one promise the subject has made or law to which he his subject (such as by dint of citizenship in a certain country); for the spell's duration the subject is treated as though he had broken the stipulated promise or law. This does not fabricate evidence of crimes, but supernatural effects and bureaucratic systems will treat him properly, which may impose Conditions such as Notoriety or Hunted. This spell works on supernaturally sealed promises, such as those upheld by the Sworn Oaths spell or changeling pledgecraft, and for the duration the subject suffers the drawbacks for transgression, such as any hexes or Conditions.

                          +2 Reach, +1 Mana: The spell's effects are Lasting.

                          Add Mind 2: The spell can dispel the effects of a fae Contract.

                          Comment


                          • Inverse Causality (Time ••••)
                            Practice: Patterning
                            Primary Factor: Duration
                            Withstand: N/A
                            Recommended Rote Skills: Academics, Computers, Science

                            The linear progression of events is one of the most basic ways we experience the flow of time in the Fallen World. However, sometimes even causality must yield to the needs of the moment.

                            This spell allows the subject to invert the relationship between cause and effect, allowing results to occur immediately for actions that have yet to happen. Within its duration, it allows the subject to reflexively perform up to [Potency] actions in addition to the current one, each being taken from a turn in the future. However, this locks them into performing the motions for the action in the next immediate turns. Should the spell's duration run out before they can perform the cause of an action, the effect is undone, a fact which Banishers leverage to break the will of their captives.

                            An enemy could be hit by a gunshot suddenly materializing, but the subject would need to fire the gun in the next turn. Similarly, they could cast a spell that takes up to [Potency] turns to prepare, paying all costs beforehand, then run away the next few turns as they focus on the yantras for that spell. Some even use it to open locks that would require multiple people to act simultaneously. However, this spell does not affect extended actions.

                            Display Thoughts (Mind •)
                            Practice: Unveiling
                            Primary Factor: Duration
                            Withstand: N/A
                            Recommended Rote Skills: Academics, Empathy, Expression


                            Sometimes a picture can be worth more than a thousand words. Whether providing explanations about a complex subject, retelling a riveting tale or concisely presenting a plan of action, a mage well versed in the Mind Arcanum can easily build visualizations of their ideas.

                            This allows the caster to project a hologram of their thoughts to the subject, allowing them to recall and neatly organize the data being projected. While it is clearly an illusion, the audio and visual aid can be a powerful method to convey one's vision. This allows them to add [Potency] to any social rolls regarding what is being shown.


                            Arrow strategists use it to show elaborate battle plans, with troop movement, terrain and contingencies clearly laid out. Mysterium and Libertine researchers employ it to show visuals of uncovered ruins, inscriptions, tablets, Artifacts, tests or the result of their expeditions. Théarchs utilize it alongside computer yantras to improvise stunning "slides presentations" for their Cryptopolies and Guardians use it to drive home the danger of certain secrets. Seers of the Chancellor are especially fond of this rote, using it to show people's dreams come true and tempt them into signing terrible bargains.

                            With conjunctional Prime 2, the illusions look realistic.
                            Last edited by KaiserAfini; 02-16-2022, 04:51 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


                            • Briar Invasion (Fate 4 + Mind 2)

                              Practice:
                              Patterning

                              Primary Spell Factor: Duration

                              Cost: One Mana

                              Suggested Rote Skills: Expression, Occult, Survival

                              Sometimes the best way to protect one's keep is to entangle it in a copse of thorns. This spell, which must be cast using the Area factor, causes its targeted location to be treated as part of the Hedge, allowing those with Glamour or magic to shape the surroundings through their actions. The mage chooses when casting whether the area is considered a trod, the Thorns, or regular Hedge. This enchantment brings with it the more insidious aspects of those border marches as well, such as penalties to Acts of Hubris and, most importantly, self-shaping. Landscapes warp in reflection of the thoughts of those within, trapping the fearful, tempting the greedy, abjuring the weak. Any changes wrought from Hedgespinning fade when the spell's duration ends.

                              +1 Reach: The mage may designate a theme for the area, such as "moonlit desert" or "information wants to be free." Whenever the pseudo-Hedge shifts itself reactively, it always does so in alignment with the specified theme. Active Hedgespinning rolls that align with the theme gain bonus dice equal to the spell's Potency.

                              Add Space 4: Moving through the location also uses the rules for Hedge navigation. If the area is designated a trod, with the use of the Sympathetic Casting Attainment, the mage can also connect the area to another specified location. With an additional Reach, the mage treats their Gnosis as an equivalent Wyrd rating when navigating through the space.

                              Comment


                              • Parachronistic Artifice (Time ••••)
                                Practice: Patterning
                                Primary Factor: Potency
                                Withstand: Composure
                                Cost: 1 mana
                                Recommended Rote Skills: Academics, Stealth, Subterfuge

                                Perhaps one of the oldest unsolved Mysteries is the Count of Saint Germaine. This legendary occultist has been spotted in multiple European courts and Concilia across the ages, wearing different faces, Nimbus and following different Paths, yet always having a consistent array of lost knowledge, memories and resources no one else should have possessed.

                                A few whisper they are mobile carriers of a lost Mysterium Athaneum, waiting for someone to pay the right price for their knowledge. Some say that they are the apprentices of a Guardian Exemplar, creating a Nameless Order that creates Labyrinths for the Threshold Seeking itself. Whatever the truth may be, it is this rote that has allowed multiple mages to assume the role throughout the ages, composing Germaine's current incarnation from a vault of plundered and bartered histories.

                                This spell binds a part of the subject's history to a target item, transferring it entirely to whoever wears it. The caster is able to transfer up to [Potency] dots of skills, merits or parts of the target's life (their family life, career, relationship, criminal past, etc) into the item. Whoever wears the item receives that part of the subject's life. A user can only acquire merits that are compatible with their template.

                                Without additional scale factors, the caster's history is transferred by default. The user acquires all the knowledge, experience, status (or infamy) and physical components associated with the history. A user that takes the knowledge of a master swordfighter might find themselves plagued by occasional pain from a knee injury and taking the Status of a company president might mean potential kidnappers now focus on them.

                                When the item is not being worn, that history is effectively phased out of the timeline. Depending on the caster's choice, either other people would have performed the actions or they never having happened at all. Memories of the stored time grow hazy and distant to all involved.

                                Sometimes Saint Germaine has used this rote to claim membership in different Orders. In a few cases, they have joined cabals and helped them build their reputation, only to store their historical contributions to their Sanctum in a trinket, making the cabal unknowingly defend the temporaly rewritten site. A few times they have plundered the resources of entire cabals, gaining access to libraries, imbued items and Sanctums that they can call upon on the fly. Indeed some theorize certain stores, office complexes and apartments buildings could be potential highly defended troves of lost knowledge, waiting to be activated by a bauble from Saint Germaine's collection.

                                Some even say they have amassed histories dating back hundreds of years, passing on a cornucopia of life pieces from one generation to the next, perhaps explaining the extensive yet often confusing results of investigating the Count with Time magic.

                                With conjunctional Mind 1, the user also receives the emotional context of the history.

                                +1 Reach: The caster takes the history violently from the subject, leaving such a powerful gap in their chronology that it inflicts the Amnesia condition regarding the stolen history.

                                Reserve of Will (Mind •••)
                                Practice: Weaving
                                Primary Factor: Duration
                                Withstand: N/A
                                Recommended Rote Skills: Academics, Occult, Subterfuge

                                A focused mind can make the supernatural yield more easily before a mage, therefore having greater stores available will be able to accomplish greater feats. This spell allows an item to hold Willpower, allowing mages to resist supernatural effect longer or focus their will more often into difficult spells.

                                The item can hold up to [Potency] points of Willpower and a user can replenish from its stores by touching it. Alternatively, they can expend Willpower points from its reserve while touching it. Refilling its stores requires a Weaving of Mind.

                                Fortress of the Mind (Mind •••••)
                                Practice: Making
                                Primary Factor: Duration
                                Withstand: N/A
                                Recommended Rote Skills: Academics, Craft, Occult

                                A persistent problem of being a member of the Mysterium is that there will always be someone who tries to bypass the cost of knowledge. Some prefer to steal it from the mage's Oneiros, others to convince their subconscious, but the end result is theft all the same. This rote was made to shore up the mental defenses of knowledge keepers, creating a dedicated mental defense processing center for the brain.

                                It reconfigures the mind to secure it from intruders, making it more difficult to breach, grants [Potency] in the Mental Fortification merit, up to trait limits.

                                This merit makes any travel into or outside the Oneiros without the owner's permission suffer a [Potency] penalty to the rolls. In addition, the mindscape facilitates the action of the owner and anyone they recognize as an ally, adding a bonus of [Potency] to initiative. Lastly, the caster can set up traps within the Oneiros, dealing up to [Potency] bashing or lethal dream health damage when triggered, distributed amongsts a given number of traps. With Potency 3, for example, a single trap worth 3 lethal can be placed or one inflicting 2 and one 1 lethal or 3 traps inflicting 1 lethal. Intruders avoid them with Power + Finesse, penalized by Mental Fortification dots.

                                +1 Reach and a mana: The merit can go beyond trait limits.

                                +1 Reach and a mana: The damage done is aggravated.
                                Last edited by KaiserAfini; 03-03-2022, 12:26 PM.


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

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

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