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[2E Legacy update] Brotherhood of the Demon Wind

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  • [2E Legacy update] Brotherhood of the Demon Wind

    I have a PC I want to join this Legacy, so I thought I'd put together a purely mechanical update since I haven't seen one yet. Comments and criticism welcome!

    These guys originally appeared in Adamantine Arrow, which you're welcome to read yourself for their full history, flavor, organization, etc. Briefly, they're your standard "wandering samurai looking for a higher purpose" archetype, they're obsessed with a Mystery that transcends Space and Time which their founder called the onikaze, or Demon Wind, and they focus on Weaponry and blade combat. I've heard criticism of this Legacy because it's heavily combat-focused and the Arrow is about more than just literal physical warfare, which isn't wrong, but that doesn't mean they don't have plenty of room for literal combatants. The combat rules are there for a reason, and the mystical swordsman is an iconic character.

    ---

    Brotherhood of the Demon Wind
    "For existence is impermanent as the dew of evening, and the hoarfrost of morning, and particularly uncertain is the life of the warrior."
    -Daidoji Yuzan

    "Those who cling to life die, and those who defy death live."
    -Uesugi Kenshin

    Parentage: Mastigos or Adamantine Arrow
    Prerequisites: Gnosis 2, Time 2, Weaponry 2, Quick Draw (Weaponry)
    Ruling Arcanum: Time
    Yantras: Dodging an attack from the subject of the spell (+1), addressing a situation with a brief aphorism or koan (+1), spending several minutes practicing combat forms (+2), voluntarily forgoing Defense for a turn (+2), enduring pain or disease without magical comfort (+1 and ignore wound penalties). Many Ronin possess the Adamant Hand (Weaponry) Merit.
    Oblations: Admiring beauty in a reserved and respectful manner, creating art (especially spontaneous and/or minimalist works), sitting meditation, practicing combat forms, reading or writing martial philosophy, ritually maintaining one’s weapons and armor.

    First: Dew of Evening
    Prerequisites: Initiation
    By spending an hour in meditation, the Ronin attunes herself to the Demon Wind, allowing her to act precisely. She gains the effects of the Perfect Timing spell for her Time dots on the Advanced Duration chart, with Potency equal to half her Time dots. Her intense martial training lets her retain Defense while studying an opponent.

    Optional: Space 1
    While meditating, the Ronin may also open her awareness in all directions, gaining the effects of "The Outward and Inward Eye" for her Time dots on the Advanced Duration chart.

    Second: Choosing Death
    Prerequisites: Time 2, Weaponry 3
    The Demon Wind transcends Time; there is always a future containing victory, if one can only follow it. With this Attainment, the Ronin can spend a turn focusing so that they can roll twice and choose the preferred result on their next mundane roll as per "Choose the Thread", but only targeting herself. This Attainment can be activated while also studying an opponent for Dew of Evening.

    Optional: Space 2
    Just as there is always a way forward, there is always a way out. The Ronin cannot be trapped, she flows through barriers like water, simply "blinking" past obstacles she touches in a way that emulates "Break Boundary."

    Third: Chasing the Wind
    Prerequisites: Time 3, and 2 dots in a Weaponry-based Fighting Style
    The Ronin flows through battle as a blur of motion, scarcely perceived by lesser warriors until they fall beneath her blade. By spending a point of Mana and an hour in meditation - which can be part of the meditation to activate other Attainments - the onikaze frees herself from the normal constraints of time. For (Time dots/2, rounded down) on the Advanced Duration chart she gains the effects of "Acceleration." She always goes first in Initiative unless she chooses not to, and her speed is multiplied by Potency. When dodging she add Potency to her Defense before doubling it. If another supernatural power would modify Initiative order, it provokes a Clash of Wills as normal.

    Optional: Space 3
    Riding the vanguard of the Demon Wind, the swordsman strikes through intervening distance and bypasses her enemy's guard. The mage may make Weaponry attacks at sensory range, treating them as Firearms attacks for Defense purposes. Use the range bands for Aimed spells.

    Fourth: Defying Death
    Prerequisites: Time 4, Weaponry 4
    When the Ronin opens herself to the storm of combat, the Demon Wind rewards her bravery. With an instant action, she may return herself to the beginning of the current scene, emulating "Shifting Sands."

    Optional: Space 4
    By skipping off the weave of space, the swordsman's movements become utterly unpredictable. The mage may teleport to any place within sensory range as an instant action emulating "Teleportation."

    Fifth: Leading the Wind
    Prerequisites: Time 5, and 2 more dots in a Weaponry-based Fighting Style (it need not be the same one as the third Attainment)
    Freed from the shackles of time by her mastery of the Demon Wind, the Ronin now directs its course, and its bite is as one with the edge of her blade. By spending a point of Mana and a turn activating this Attainment, the onikaze sees everything that will occur around them before it happens. This Attainment emulates the combat portion of "Present as Past," with Duration equal to Time dots and an area equal to (Time dots/2, rounded down) steps on the Standard Scale chart.

    Optional: Space 5
    To the greatest Ronin, the flow of battle is as easily manipulated as a garden stream. The mage emulates "Alter Direction" with Reach assigned to Instant casting and complex changes. If used on an area, the onikaze moves (Space dots/2, rounded down) steps on the Standard Scale chart. Apply a penalty or bonus to relevant actions equal to the Ronin's Space dots. Duration is equal to Time dots on the Duration chart.

    (first draft of Attainments, for reference)

    First: Dew of Evening
    Prerequisites: Initiation
    "For existence is impermanent as the dew of evening, and the hoarfrost of morning, and particularly uncertain is the life of the warrior." When she takes a moment to align herself with the onikaze, the Ronin gains the edge. Immediately before entering combat, if the mage has access to her Defense, she may declare that she is activating this Attainment reflexively. She gains bonus dice equal to her Time dots on her next 2 mundane actions in the combat, emulating "Perfect Timing." At Time 4, this increases to 3 actions. The Wave-man may reactivate this bonus during combat by spending an instant action to focus, during which she retains her Defense.

    Optional: Space 1
    The Ronin may reflexively open her awareness in all directions, emulating "The Outward and Inward Eye." Reduce any penalties due to range, cover, or concealment (but not darkness or poor visibility) by 1 die at Space 1, 2 dice at Space 2, or 3 dice at Space 4. This lasts until she chooses to deactivate the ability.

    Second: Choosing Death
    Prerequisites: Time 2, Weaponry 3
    The Demon Wind transcends Time; there is always a future containing victory, if one can only follow it. The Ronin spends an instant action to focus, then rolls twice for her next mundane dice roll and chooses the preferred result, emulating "Choose the Thread." As with Dew of Evening, the mage may declare that she is activating this Attainment reflexively when first entering combat if she has access to her Defense.

    Optional: Space 2
    Just as there is always a way forward, there is always a way out. The Ronin cannot be trapped, she flows through barriers like water, simply "blinking" past obstacles she touches in a way that emulates "Break Boundary." If she must make a Clash of Wills to pass a barrier, she automatically scores successes equal to her Space dots.

    Third: Chasing the Wind
    Prerequisites: Time 3, and 2 dots in a Weaponry-based Fighting Style
    The onikaze swordsman flows through battle as a blur of motion, scarcely perceived by lesser warriors until they fall beneath her blade. At the beginning of a turn, the mage may spend 1 Mana as a reflexive action to emulate "Acceleration" for the turn, with Potency equal to her Time dots. If she must make a Clash of Wills against another supernatural Initiative effect, she automatically scores successes equal to her Time dots.

    Optional: Space 3
    Riding the vanguard of the Demon Wind, the swordsman strikes through intervening distance and bypasses her enemy's guard. The mage may make Weaponry attacks at sensory range, treating them as Firearms attacks for Defense purposes. Use the range bands for Aimed spells. Range penalties may be reduced by Dew of Evening as normal.

    Fourth: Defying Death
    Prerequisites: Time 4, Weaponry 4
    "Those who cling to life die, and those who defy death live." When the Ronin opens herself to the storm of combat, the Demon Wind rewards her bravery. With a thought, she may send herself back in time up to a number of turns equal to her Time dots, emulating "Shifting Sands." If she chooses, the act of going back in time may reflexively activate Dew of Evening and Choosing Death.

    Optional: Space 4
    By skipping off the weave of space, the swordsman's movements become utterly unpredictable. As an instant action emulating "Teleportation," the mage may teleport to any place within sensory range, including places revealed through Dew of Evening. If she must make a Clash of Wills to teleport into a space, she automatically scores successes equal to her Space dots.

    Fifth: Leading the Wind
    Prerequisites: Time 5, and 2 more dots in a Weaponry-based Fighting Style (it need not be the same one as the third attainment)
    Freed from the shackles of time by her mastery of the Demon Wind, the Ronin now directs its course, and its bite is as one with the edge of her blade. At the beginning of a turn, the mage may reflexively spend 1 Mana and choose up to 4 subjects within sensory range. They each must state their action for that turn in advance, emulating "Present as Past." The mage need not state her own action in advance, and may act freely at any point within the Initiative order.

    Optional: Space 5
    To the greatest Ronin, the flow of battle is as easily manipulated as a garden stream. The mage may redefine directions relative to herself, emulating "Alter Direction" with a Reach spent on complex changes. She might redefine her own personal "down" as "the direction my feet are pointing" to let herself walk on walls, or redefine the straight path of her blade to perfectly avoid her enemy's guard. Apply a 3 dice bonus or penalty to relevant actions. After spending an instant action to activate the Attainment, it lasts for up to 10 turns (30 seconds).
    Last edited by Caladriu; 09-29-2016, 10:57 PM.


    2E Legacy Updates
    Brotherhood of the Demon Wind
    Choir of Hashmallim (plus extra Summoning content)
    Storm Keepers

  • #2
    Originally posted by Caladriu View Post
    Attainments
    First: Dew of Evening
    Prerequisites: Initiation
    "For existence is impermanent as the dew of evening, and the hoarfrost of morning, and particularly uncertain is the life of the warrior." When she takes a moment to align herself with the onikaze, the Ronin gains the edge. Immediately before entering combat, if the mage has access to her Defense, she may declare that she is activating this Attainment reflexively. She gains bonus dice equal to her Time dots on her next 2 mundane actions in the combat, emulating "Perfect Timing." At Time 4, this increases to 3 actions. The Wave-man may reactivate this bonus during combat by spending an instant action to focus, during which she retains her Defense.
    I would just have this work exactly as written for Perfect Timing with the exception of allowing the retention of defense (maybe). The way you have the attainment written it's using two reach (instant casting, primary factor --> potency) and gains two major benefits over the base spell (keep defense, can use it twice/three times in a row). The in a row usage is also arbitrary.

    Instead:

    "By spending an hour meditating the Wave-master attunes themselves to the flow of the Universe, allowing them to act precisely. They gain the effects of the Perfect Timing spell for a length of time equal to their Time dots on the Advanced Duration chart at potency equal to half their Time dots. Because of the Onikaze's intense martial training they are able to retain their Defense while studying an opponent."

    Optional: Space 1
    The Ronin may reflexively open her awareness in all directions, emulating "The Outward and Inward Eye." Reduce any penalties due to range, cover, or concealment (but not darkness or poor visibility) by 1 die at Space 1, 2 dice at Space 2, or 3 dice at Space 4. This lasts until she chooses to deactivate the ability.
    Again, just use the spell as written, your reduction values are arbitrary and there are already rules for potency scaling.

    "As part of their meditation a Wave-master with Space 1 can also open their Inner Eye their surroundings, gaining the effects of The Outward and Inward Eye for Time dots Duration using the Advanced Duration chart."

    Potency is already equal to 1+ half Space dots rounded down (so 2 at 2 dots, 3 at 4 dots).

    Second: Choosing Death
    Prerequisites: Time 2, Weaponry 3
    The Demon Wind transcends Time; there is always a future containing victory, if one can only follow it. The Ronin spends an instant action to focus, then rolls twice for her next mundane dice roll and chooses the preferred result, emulating "Choose the Thread." As with Dew of Evening, the mage may declare that she is activating this Attainment reflexively when first entering combat if she has access to her Defense.
    I'm not sure how I feel about being able to activate it Reflexively. On the one hand limiting the ability to only affecting the Mage is a serious downgrade in power versus being able to affect the enemy; on the other hand Reflexive casting is insanely strong, it's effectively a permanent "roll twice for every mundane action". But with the way Potency works for Legacy Attainments it's probably not going to work too well against opponents anyway.

    Maybe:

    "The Demon Wind sees many possible outcomes and is adept at forcing the most beneficial. With this attainment they can spend a turn focusing so that they can roll twice and choose the preferred result on their next mundane roll as per the spell Choose the Thread, but only targeting themself. This Attainment can be activated while also studying an opponent for Dew of Evening."

    This gets rid of the Reflexive silliness but still allows very favorable dice rolls on things like attacks since you can combine the Perfect Timing and Choose the Thread bonuses, as well as things like Willpower expenditures.

    Optional: Space 2
    Just as there is always a way forward, there is always a way out. The Ronin cannot be trapped, she flows through barriers like water, simply "blinking" past obstacles she touches in a way that emulates "Break Boundary." If she must make a Clash of Wills to pass a barrier, she automatically scores successes equal to her Space dots.
    Dave said Clash of Wills works as normal, you'd roll Gnosis + Space. Unless this changed with the errata and I missed it.

    Third: Chasing the Wind
    Prerequisites: Time 3, and 2 dots in a Weaponry-based Fighting Style
    The onikaze swordsman flows through battle as a blur of motion, scarcely perceived by lesser warriors until they fall beneath her blade. At the beginning of a turn, the mage may spend 1 Mana as a reflexive action to emulate "Acceleration" for the turn, with Potency equal to her Time dots. If she must make a Clash of Wills against another supernatural Initiative effect, she automatically scores successes equal to her Time dots.
    This is a spell that would benefit from Advanced Duration:

    "By spending a point of Mana and an hour meditating - which can be part of the meditation to activate other merits - the onikaze frees themself from the normal constraints of time. For 1 + Time dots divided by two Duration on the Advanced Duration table they gain the effects of the Acceleration spell, they always go first in Initiative unless they choose not to and their speed is multiplied by their dots in Time. When dodging they add their Dots in Time to their Defense before doubling it. If another supernatural power would modify Initiative order it provokes a Clash of Wills as normal."

    Optional: Space 3
    Riding the vanguard of the Demon Wind, the swordsman strikes through intervening distance and bypasses her enemy's guard. The mage may make Weaponry attacks at sensory range, treating them as Firearms attacks for Defense purposes. Use the range bands for Aimed spells. Range penalties may be reduced by Dew of Evening as normal.


    Fourth: Defying Death
    Prerequisites: Time 4, Weaponry 4
    "Those who cling to life die, and those who defy death live." When the Ronin opens herself to the storm of combat, the Demon Wind rewards her bravery. With a thought, she may send herself back in time up to a number of turns equal to her Time dots, emulating "Shifting Sands." If she chooses, the act of going back in time may reflexively activate Dew of Evening and Choosing Death.
    I would delete the "reflexively activate Dew of Evening and Choosing Death". You also have one extra reach floating around, so allowing the Mage to go back a full scene would also be appropriate.

    Optional: Space 4
    By skipping off the weave of space, the swordsman's movements become utterly unpredictable. As an instant action emulating "Teleportation," the mage may teleport to any place within sensory range, including places revealed through Dew of Evening. If she must make a Clash of Wills to teleport into a space, she automatically scores successes equal to her Space dots.
    Delete the Clash of Wills part. The instant action is fine due to losing the ability to affect others and making it sensory range only. You can nix the Dew of Evening caveat, it's implied.

    Fifth: Leading the Wind
    Prerequisites: Time 5, and 2 more dots in a Weaponry-based Fighting Style (it need not be the same one as the third attainment)
    Freed from the shackles of time by her mastery of the Demon Wind, the Ronin now directs its course, and its bite is as one with the edge of her blade. At the beginning of a turn, the mage may reflexively spend 1 Mana and choose up to 4 subjects within sensory range. They each must state their action for that turn in advance, emulating "Present as Past." The mage need not state her own action in advance, and may act freely at any point within the Initiative order.
    Rather than "four subjects" just reference the Scale chart for number of subjects (or just affect the entire area). Nix the "reflexively". Instead assign reach to "change primary factor from Potency to Duration" and "Instant casting". Potency only affects the Social situation portion, which probably isn't what you care about.

    "By spending a point of Mana and a turn activating this Attainment the onikaze sees everything that will occur around them before it happens. This attainment emulates the combat portion of the Present as Past spell with Duration equal to Time dots and an area equal to a number of steps on the Standard Scale chart equal to 1 + half the Mage's Time dots (rounded down)."

    This allows you to affect everyone in a large room, whether or not you knew they were there beforehand, for several rounds of combat.

    Optional: Space 5
    To the greatest Ronin, the flow of battle is as easily manipulated as a garden stream. The mage may redefine directions relative to herself, emulating "Alter Direction" with a Reach spent on complex changes. She might redefine her own personal "down" as "the direction my feet are pointing" to let herself walk on walls, or redefine the straight path of her blade to perfectly avoid her enemy's guard. Apply a 3 dice bonus or penalty to relevant actions. After spending an instant action to activate the Attainment, it lasts for up to 10 turns (30 seconds).
    Delete the "3 dice bonus or penalty" line. It's Space dots bonus or penalty. Delete the "10 turns (30 seconds)", it's Space dots Duration.

    "<Fluff>. The mage emulates the Alter Direction spell with reach spent on Instant casting and complex changes. If used on an area the onikaze moves a number of steps up the Standard Scale chart equal to half their Space dots rounded down. Apply a penalty or bonus to relevant actions equal to the Wave-master's Space dots. Duration is equal to Time dots on the Duration chart."
    Last edited by proindrakenzol; 04-27-2021, 12:51 PM.


    proin's Legacy hub

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    • #3
      I agree with proindrakenzol's assessment pretty completely.

      A thought, however, occurred:
      You might consider using the attainments to alter casting options rather than as those effects directly. That would mean you'd have the ability to cast Sense the Threads with respect to combat, say, and it would automatically scale. You'd still have to contend with Paradox and die rolling, though.
      A Yantra that allows you to use applicable Defense as a bonus die pool for casting certain types of spells could be nice.

      Some combination could punch up some of the weird stuff, I'm thinking.


      Grump, grouse, and/or gripe.

      Comment


      • #4
        Originally posted by proindrakenzol View Post
        snip
        Thanks for responding at length, I sincerely appreciate your close reading. I updated the version in the OP based on your suggestions. I hope you don't mind my using your wording.

        I think I was trying to port the 1E writeup too directly rather than building something from the ground up in 2E rules. Most of the specific numbers are me trying to restate the effects of Potency, Scale, etc rather than just letting the player calculate them, so I'll nix those.

        thenate I like the idea of that Yantra. I'm modeling it now as a +2 for willingly forgoing your Defense in a turn where it would otherwise apply, just to make it more active and sacrificial than the passive "if Defense applies, +1." What do you think?
        Last edited by Caladriu; 09-29-2016, 10:53 PM.


        2E Legacy Updates
        Brotherhood of the Demon Wind
        Choir of Hashmallim (plus extra Summoning content)
        Storm Keepers

        Comment


        • #5
          Originally posted by Caladriu View Post

          Thanks for responding at length, I sincerely appreciate your close reading. I updated the version in the OP based on your suggestions. I hope you don't mind my using your wording.

          I think I was trying to port the 1E writeup too directly rather than building something from the ground up in 2E rules. Most of the specific numbers are me trying to restate the effects of Potency, Scale, etc rather than just letting the player calculate them, so I'll nix those.

          I'm glad you liked the suggestions! Your initial write-up was good, which is what intrigued me enough to go in depth. I might have to snag your update for one of my games.


          proin's Legacy hub

          Comment


          • #6
            I do like that mechanic, but for this legacy, I actually rather like them not having to sacrifice their entire Defense.
            Hmm...

            What about treating the Yantra bonus as a extra number of virtual attacks that they deal with? That'd reduce their Defense without forgoing it completely. It even fits pretty well with a notion of them dodging phantoms from the future or alternate timelines as part of the practice of visualizing the Wind... or communing with it.


            Grump, grouse, and/or gripe.

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            • #7
              Thank you for converting these guys. This is very well done.

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