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.
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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)
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)
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