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Tamers of Fire (2E)

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  • Tamers of Fire (2E)

    Humanity needs its heroes. The people need their inspirational leaders. Ever since the very beginnings of civilization, there have been the warriors and the statesmen, the men and women of honor and bright inspiration. The Taming of wild, dangerous Fire is one of the very first things that humans did, arguably the point at which they became fully human, as they took on the power and responsibility of the flame.


    Flame Keepers

    The Tamers of Fire are demagogues and rabble-rousers, who stoke the flames of others’ passions. They harness the flames as a primal energy, one that burns with wild abandon yet represents so much more than that. Fire, for them, is an element of many aspects. It is the element of will, unstoppable and implacable. It is the intuition and innovation that birthed civilizations. It is the spark of rage that can grow impossible to fight against. Fire is both creation and destruction, a transient force that burns away the old so new growth can emerge.

    In Taming the Fire, the Champions embody all of these and more. They grow to understand their element, to mold it and make it their tool. They become the fire, and take on the role of the hero. And their magic concentrates on the element as both an abstract and physical force, from the inner fire of inspiration and courage to the uncanny manipulation of physical flame.


    Origins

    Parentage: Obrimos, Elemental Masteries, or Free Council

    Background: Anyone can be a hero. In myth, the hero is just as often a lowly shepherd as he is the son of a king, a Maid of Orleans as often as the daughter of the King of France. The hero, and hence the Champion, is defined in spite of his or her origin, not because of it. The Tamers of Fire don't go looking for their pupils. Their pupils make themselves known to the Tamers. They look for those who distinguish themselves as leaders, as people of courage, and not just physical courage. They value intellectual courage and spiritual courage just as much, and value most of all an individual with the courage of his or her convictions.

    Appearance: The Tamers of Fire can come from any walk of life. Many are good-looking and in fine physical shape. Although the skin on their arms and chests is sometimes marred after a while with small burns, most of the Tamers of Fire know how to avoid harm from flames, and a Champion with serious burn scars is rare. Eloquence is a must. Tamers of Fire often work their magic by convincing the flames to obey them. A person needs to be pretty convincing to do that.


    Doctrine

    Prerequisites: Gnosis 2, Mind 2, Presence 2, Expression 2, One Mental or Social Attribute at 2

    Initiation: In order to prove himself worthy to his tutor, a potential Champion must undergo a quest or achieve some seemingly impossible feat.

    Organization: As with the other Elemental Masteries, there's an expectation for Tamers of Fire to respect and aid other bearers of the Elemental Mark, but it's not an obligation. The only real bond among the Tamers of Fire is the bond that links tutor and pupil, and even that can be shaky. When individuals driven by such wild passions come together, fireworks all too often result.

    Theory: The fire is in everyone. They just don't know it. And a passionate speaker or a true man of action can sway the fire within a man's heart. Some Champions aim for inspiration through excellence. Some excel in the field of sports. Others inspire through words, becoming crusading activists, defenders of rights, leaders in their field. Others still become heroes in their work. There are firefighters, police officers, paramedics, and soldiers among the Tamers, after all.


    Magic

    Ruling Arcanum: Mind

    Yantras: Talking to a crowd (+1 to + 3), nearby fire (+1 to +3), Resolving the Inspired or Steadfast Condition (+3)

    Oblations: Starting a campfire in the middle of nowhere by the "two sticks" method. Firewalking. Spending an entire night in physical training. Organizing a match of a team sport. Playing a competitive game. Reading about historical leaders. Teaching someone self-defense.


    Attainments

    1st Attainment: To Know the Fire
    Prerequisites:
    Initiation
    Before a Tamer of Fire can affect the flames of others, he must first discover what he can use so he may ignite them to greater heights. This Attainment duplicates the "Know Nature" spell, and automatically determines a target's Virtue, Vice, Mental and Social Attributes, and Aspirations and Obsessions as an Instant action.

    Optional Arcanum: Forces 1
    The Tamer's affinity to physical flames begins with an understanding of the conditions which prove conductive to their existence. He may use this Attainment to simulate the "Influence Heat" spell, with Reach assigned to make it an Instant Action with Advanced Duration.


    2nd Attainment: To Touch The Fire
    Prerequisites:
    Gnosis 2, Mind 2, Expression 3
    The Tamer reaches out to the inspiration found in others. His charisma allows him to influence their hearts and minds with fiery sway and impassioned rhetoric. This Attainment employs the "Emotional Urging" spell as an Instant effect, and affects anyone targeted within sensory range.

    Optional Arcanum: Forces 2
    The Tamer of Fire now learns to use his transformed nature to commune with flames and control them. He speaks to the flames or makes the appropriate gestures to direct them according to his desires. This Attainment duplicates the "Influence Fire" spell, with Reach assigned to make it an Instant Action and to target flames at sensory range.


    3rd Attainment: To Catch The Fire
    Prerequisites:
    Gnosis 4, Mind 3, Presence 3
    The Tamer of Fire can now share his enthusiasm for an enterprise with others, catching the fire of inspiration and molding it into a tool. Speaking out with passion and force, he gives others the will to succeed. A Mage with this Attainment can replicate "Stoke the Flames" as an Instant Action, with Reach spent to use it at sensory range with Advanced Scale.

    Optional Arcanum: Forces 3
    The Mage can control and mold physical fire with ease. Through a gesture or a spoken word, he may duplicate the effects of the Control Fire Spell at sensory range as an Instant Action. The Attainment is also treated as having Potency equal to the Tamer's dots in the Forces Arcanum.


    4th Attainment: Embrace The Fire
    Prerequisites: Gnosis 6, Mind 4, Expression 4, Chosen Attribute at 3 or another raised to 2.
    The Mage can call upon his inner fire to raise the spirit of his followers from hardship. Words meant to inspire courage reignite the flames of determination in short order. This Attainment mimics the "Will of Fire" spell, and can done as an Instant action with Reach assigned to give it an Advanced Scale.

    Optional Arcanum: Forces 4
    By now, the Tamer has progressed to the point that he can weave flames to his hands in a heartbeat before sending them at his enemies. This Attainment conjures a projectile similar to that made by the Thunderbolt spell, except that the damage is fire-based. It can be employed as an Instant Action, and the Tamer may spend Mana to upgrade the damage from lethal to aggravated


    5th Attainment: Become The Fire
    Prerequisites:
    Gnosis 8, Mind 5, Presence 4
    The Mage can now use the fire in his heart to refine and burn away the imperfections in the hearts of the people who follow him. With a word of criticism here, and one of encouragement there, the hearts of the Mage's friend burn within them. Their eyes see more clearly, their minds think faster, their own tongues speak more powerfully. This Attainment duplicates the "Augment Mind" spell, with Reach assigned to make it Instant, target anyone in sensory range. and allocate its Potency among two Mental and/or Social Attributes.

    Optional Arcanum: Forces 5
    At the height of his understanding, the Tamer can easily conjure flames over a large area, which he may then affect with his spells and Attainments. He may use this Attainment to mimic the "Create Energy" spell for the purpose of creating fire. Reach is assigned to make it an Instant Action with Advanced Scale.
    Last edited by Deionscribe; 07-15-2016, 11:15 AM.


    "My Homebrew Hub"
    Age of Azar
    The Kingdom of Yamatai

  • #2
    New Spell

    Stoke the Flames (Mind 2)
    Practice:
    Ruling
    Primary Factor: Duration
    The Mage can urge a given subject towards accomplishing a particular goal of his choosing, This grants him the Inspired Condition for the duration of the spell, or until he chooses to resolve it earlier.

    +2 Reach: By spending a point of Mana, the Mage allows a subject to avail of the Condition a number of times equal to the spell's Potency before it's resolved.


    Will Of Fire (Mind 3)
    Practice:
    Perfecting
    Primary Factor: Scale
    Suggested Rote Skills: Empathy, Expression, Persuasion

    Effect: Fiery rhetoric can bolster human spirits. And with the right words, a Mage can give a group of friends and followers the will to succeed above and beyond their own capacity. The spell grants one Willpower point to the subject equal to its Potency. These Willpower points can only be used for actions related to the purpose of the spell, and cannot be regained once used.

    + 2 Reach: The Willpower gained from this spell may now be spent without any restriction.
    Last edited by Deionscribe; 07-07-2016, 09:41 AM.


    "My Homebrew Hub"
    Age of Azar
    The Kingdom of Yamatai

    Comment


    • #3
      So, I decided to try my hand at converting Legacies from 1E to 2E, and the first Legacy I decided to start with were the Tamers of Fire (who, admittedly, are among my top five favorites). It's still incomplete, though, since I don't have the Yantra section filled out then. That said, I am open to any contributions for that particular area from anyone, as well as critique on the conversion as a whole.

      Enjoy.


      P.S: For those who might notice an 'excess' in Reach for the Attainments, I'm applying a minor House Rule for my conversion which gives Legacy Attainments free Reach equal to 1 + Attainment Level. That way, they can be Instant actions by default, or one can opt to make it require Ritual Time so that the Reach applied to make it Instant can go to other effects.
      Last edited by Deionscribe; 05-09-2016, 11:22 AM.


      "My Homebrew Hub"
      Age of Azar
      The Kingdom of Yamatai

      Comment


      • #4
        I think they should have "Nameless" as Order Parentage. In Legacies: The Ancient, Tamers are described as Nameless Order on themselves.


        My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
        LGBT+ through Ages
        LGBT+ in CoD games

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        • #5
          Reach shouldn't work like that. Looks good otherwise.

          Comment


          • #6
            Originally posted by wyrdhamster View Post
            I think they should have "Nameless" as Order Parentage. In Legacies: The Ancient, Tamers are described as Nameless Order on themselves.
            You mean the Elemental Masteries, right? But yeah, I'll add "Nameless Orders" to the Parentage section.
            Last edited by Deionscribe; 05-08-2016, 02:52 AM.


            "My Homebrew Hub"
            Age of Azar
            The Kingdom of Yamatai

            Comment


            • #7
              Originally posted by Mrmdubois View Post
              Reach shouldn't work like that. Looks good otherwise.
              Thanks.

              I'm open to revisions for how the Tamers of Fire handle Reach.


              "My Homebrew Hub"
              Age of Azar
              The Kingdom of Yamatai

              Comment


              • #8
                Originally posted by Deionscribe View Post
                You mean the Elemental Masteries, right? But yeah, I'll add "Nameless Orders" to the Parentage section.
                It should be "Nameless" or "Nameless Order - Elemental Masteries", depending on how you see it. I would probably go with second more.


                My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
                LGBT+ through Ages
                LGBT+ in CoD games

                Comment


                • #9
                  Reading it again in the morning there isn't actually a problem with the Reach for the spell. I think I'd make it a +2 Reach option though, and clarify it, "Willpower gained from the spell can be spent as normal.".

                  Comment


                  • #10
                    Originally posted by wyrdhamster View Post
                    It should be "Nameless" or "Nameless Order - Elemental Masteries", depending on how you see it. I would probably go with second more.
                    Wrote Elemental Masteries instead.

                    Originally posted by Mrmdubois View Post
                    Reading it again in the morning there isn't actually a problem with the Reach for the spell. I think I'd make it a +2 Reach option though, and clarify it, "Willpower gained from the spell can be spent as normal.".
                    Like this?

                    +2: The Willpower points gained from the spell can be spent, as normal.


                    "My Homebrew Hub"
                    Age of Azar
                    The Kingdom of Yamatai

                    Comment


                    • #11
                      Looks to me like you haven't assigned any Reach to let those Attainments be cast at instant speed, so per RAW they'd all need a scene-long ritual to cast.

                      Comment


                      • #12
                        Originally posted by MorkaisChosen View Post
                        Looks to me like you haven't assigned any Reach to let those Attainments be cast at instant speed, so per RAW they'd all need a scene-long ritual to cast.
                        I'm having some issues with how Reach is handled in Attainments, especially whether or not Instant Action requires Reach (see the Eleventh Question Attainments in the core). So, I'm going by a small House Rule that Attainments have Reach equal to their level + 1.


                        "My Homebrew Hub"
                        Age of Azar
                        The Kingdom of Yamatai

                        Comment


                        • #13
                          Best mention that in the OP, IMO - avoids confusion. :-)

                          Comment


                          • #14
                            To be fair,
                            Originally posted by Malcolm View Post
                            Anyway: Spells are *models* for Legacy Attainments. They provide thematic and systemic inspirations, and in the game's metaphysics, connect the properties of am Arcanum to the Legacy's studies. Legacy Attainments should ultimately designed based on their viability as powers. They're not "spells by other means," but are really more like, say, Requiem's Disciplines. The difference is that Legacy Attainments come from internalizing magical study, so there are rough prerequisites based on Arcanum.
                            I would say that by making your Forces spells limited to just fire, tweaking them to be able to be instant and last longer is fair. That create energy (fire) attainment is much less than the normal spell, so balancing it by maing it both quick and long lasting is fine in my book. Other spells any push it though, but still, if it makes the legacy work...
                            Last edited by Freemind; 05-09-2016, 06:00 PM.

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                            • #15
                              Originally posted by Freemind View Post
                              I would say that by making your Forces spells limited to just fire, tweaking them to be able to be instant and last longer is fair. That create energy (fire) attainment is much less than the normal spell, so balancing it by maing it both quick and long lasting is fine in my book. Other spells any push it though, but still, if it makes the legacy work...
                              How about this slight revision for the 5th Attainment?

                              -=-

                              Optional Arcanum: Forces 5
                              At the height of his understanding, the Tamer can easily conjure flames from his hands to direct with both spells and his other Attainments. If he spends Mana and an Instant Action, he may simulate the "Create Energy" spell for the purpose of creating fire, with Reach assigned to give it Advanced Duration. Each point of Mana spent (up to a maximum of three) determines the heat of the flames he produces.


                              "My Homebrew Hub"
                              Age of Azar
                              The Kingdom of Yamatai

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