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Homebrew Legacies: Yours, Mine, and the World's

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askariknight:
TheNate:
3rd Attainment
Hmm. What to say? I don't really follow the rain connection for the third attainment. Thoughts on this?

The rain connection had to do with the literal expression of a Tamer of Rain. The way I wrote it was the metaphoric expression of a Tamer of Rain: that of an instigator of repressed emotions. Actually being able to summon a rainstorm out of a clear day, for instance. Rain is also a symbolic representation of release, which is what the Tamer typically does.


The attainment seems to be a bit more about inner demons than about catharsis. I'm tossing other ideas around in my head for this, though. I like the first two attainments, overall, and think they just need polish.

The third one needs something. At very least, it needs to be simpler. I'll think about it a bit more.
Calling up archetypes to project an emotion, or that shift to show someone something from their own past that is charged with that emotion, perhaps. Being able to latch an evocative meme to any  appropriate carrier sounds interesting. Even pulling on "masks" that evoke an archetype to gain influence from it could be a valid approach.

Edit: I thought about it:

3rd Attainment: Flash Flood

If the Tamer of Rain focuses on a subject, he can see into their heart to see their greatest emotional weight. This generally involves their hate, regret, sorrow, or fear. The Tamer must choose to uncover a specific emotion or may simply delve for the most powerful. The Tamer with this attainment reads the subject's mind and soul.

This effect is essentially a specific form of Breach the Vault of Memories. The Tamer rolls Resolve + Empathy + Mind penalized by the subject's Composure + Gnosis. Each success reveals increasing details about the emotion or memory. The power is Concentration, and the memory is revealed to the Tamer as flashes of insight. Each round, the mage may pull out related memories with a further roll, and so work away from . Failure on activation or any of the successive rolls prevents the Tamer from using the ability on that subject for a day. Dramatic Failure renders the Tamer incapable of affecting the subject with any attainments for a week.

While examining the memory, the Tamer has the ability to call one of the scenes to the front of the subject's mind as an instant mental action. This ends the examination unless the Tamer can perform a concentration and a mental actrion in the same round. (As with Multitasking) This causes the subject to recall the scene clearly, shattering suppression of that memory (whether natural or not). This will always draw out powerful emotions, though not always the obvious ones. Such destruction of walls can be liberating or crushing, depending on the individual and circumstances.

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I AM A FOOL WHO SHOULD HAVE BEEN DOING COURSEWORK

Luciferians (Scelesti)

Scelesti are feared and persecuted, and rightly so. Most Scelesti would sell their souls, or someone else’s, for their own gain – even if it means submitting to the will of Intruders. One group, however, can walk freely in a few Consilia, and will even be tolerated by less forgiving organisations – when their help is needed.

Luciferians, so called because they claim to carry light into darkness, are the demon-hunters of the Scelesti. They exploit the unique nature of Attainments, the Supernal trapped in the Fallen, to banish Intruders without risking feeding them. Despite this, they are not well-liked: most of them traffic in minor imps and demons of the abyss, researching, summoning and commanding them for their own gains, although the Attainments, in and of themselves, do not actually grant this power, only protection if experiments fail. But, other mages reason, why develop all these defences if they don’t plan to traffic with the Abyss regularly? Thus, they are in-betweeners of Mage society: like some other legacies, such as the Awakening Gambit, they are sometimes tolerated, but only welcomed when all else fails.

Parent Path or Order: Obrimos or Mysterium

Nicknames: Lightbringers, Exterminators, Imp-lords (among Scelesti),

Appearance: Luciferians, especially those further along the path, tend to have elaborate tattoos. Surprisingly for Scelesti, they tend to be imbued with the best possible representations of the Watchtowers – the black diamond rarely appears in Luciferian tattoos. These are first and foremost protective measures; it seems a common rule of intrusion for many lesser intruders that they will fear or at least be warded by these representations when crafted properly. In more advanced Luciferians, the tattoos tend to be Imbued with useful spells and protections, for example, Resist shapechanging and Resist Possession are common choices.*

Organisation:

Luciferians tend to collect loose networks, but rarely stay in constant contact for fear of attack. Rather, any given Luciferian may know a handful of ways to get in touch with others, should they consent, such as a particular place to leave notes, or an intermediary to contact.

First Attainment: Luciferro

Requirements: Gnosis 3, Presence 2, Occult 2 Prime 2

The first act of a Luciferian is to trap a fragment of the power of his Watchtower within himself. This can be awakened or hidden as an instant action, subtracting one dot against any direct attack by an Intruder per dot of Prime the Luciferian possesses – this would not attack against, say, a table thrown by a Flesh Intruder, but it would protect against a punch from a Doppelgänger, or a mental invasion by a Lethean. This Attainment reveals itself to Mage Sight when active as a nimbus of fiery light around the mage.

The Luciferian also gets a reflexive Wits+Compsure roll to detect if they are about to cross into an Abyssally corrupted land such as a False Demesne.

Second Attainment: Lumen

Requirements: Gnosis 5, Occult 3, Prime 3

The second attainment takes the spark of the Supernal trapped by this Legacy and uses it as a weapon, turning it against Intruders who face the Luciferian. The dice pool for this is Dexterity + Firearms + Prime, and deals bashing (if appropriate) damage against Health, Corpus, Structure or Willpower, whichever is most appropriate. Generally, Intruders lacking these traits are too abstract for a Luciferian to fight.

Optional attainment: Hospes Incara

Intruders like to hide in people, but a Luciferian with this attainment will be able to see any possessed living being for what it is. This power is always on and needs no roll.

Third Attainment: Vallum

Requirements: Gnosis 7, Occult 4, Prime 4

The final attainment uses the spark and uses it to draw a protective ward. This is an extended Intelligence + Occult roll representing drawing the ward, each roll taking time based on size – about a minute for each person it can hold. The ward is then imbued with the spark of the supernal as an instant action, activating it.

While active, a ward cannot be penetrated by any Intruder – this will not exorcise or permit an intruder possessing something else, but rather repel it from the barrier. To cross or act supernaturally across the barrier, the intruder (or its host, whichever is greater) must exceed the barrier’s strength on a Resolve + Stamina or Power + Resistance roll (if it possesses no traits, such as an Abyssal Assistant, it may not cross the barrier at all). Again, this will protect against a blast of corrupting energies, but not against a bullet.

More importantly, the ward essentially contains the mage’s Legacy – while active, no other Attainments may be used, including legacy tattoos. The spark may be withdrawn as a reflexive action from any distance, and is also withdrawn if the barrier is defaced.

As the ward does not need to be imbued at the time of casting, and is not consumed by the spark, most Luciferians create safe spots for themselves, carefully crafted and hidden away.

Optional attainment: Tractus tergo (Life 3)

A Luciferian with Life 3 may create magically charged tattoos on their own skin. With an extended Dexterity+Crafts roll, each roll taking about five minutes, and appropriate equipment, they may tattoo, scarify or otherwise mark their own skin in order to create an Imbuable tattoo with a ‘capacity’ of the successes scored on the crafting roll – that is, a spell with total successes up to or equal to the successes on the crafting roll. A tattoo must be touched to be activated, unless it is contingent, and contains sigils or symbols which are obviously magical in nature.

Resist Shapechanging (Life 3)

Covert

Shielding/Ruling(Disputed)

Instant

Prolonged

A mage with this cast on themselves may subtract their dots in Life from any attempt to change their shape with no intention to cause harm. At Life 4 it may be cast on another.

Resist Possession (Spirit 3)

Covert

Shielding

Instant

Prolonged

A mage with this cast on themselves may subtract their dots in Spirit from any attempt to possess them. At Spirit 4 it may be cast on another.

*I have house-ruled that a tattoo may be imbued using Prime 4 + Life 3 for oneself or Life 4 for another, compromising between “no living being may be permanently enchanted” (as it is the tattoo that is enchanted) and the fact that it is very close to the target’s pattern (so it needs Life), based on Path in the Skin.

And I know, I’ve bent the rules by having attainments that can’t be mimcked by spells, but I feel justified by the way attainments are supposed to work... I feel they’re still balanced, trading specificity in what they can target for the broadness in what sort of thing they can target. So, their powers are effective against Intruders of all sorts, but only against Intruders.

"Let us consider that those who are dead are, by definition, not living." - Royal Heart
"Your sucktitude has transcended time and space, making you some kind of... failurenaut." ~Kara
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Finally got a chance to post this...let me know what y'all think, ^_^

Legacy: Couriers by Flesh

Parent Order: Any

Parent Path: Thyrsus

Nicknames: Couriers, Mailmen(or –women), Interceptors

At some point in their lives, mages need to get an object from point A to point B, and not all mages have the necessary knowledge to do so magically…or have the inclination to deliver such packages on their own.

Background:

This is a relatively recent Legacy, arising in the last hundred years or so. Although the profession of “courier” has been a viable career for hundreds of years, it’s only recently that a mage has actually thought about turning it into a path for the soul.

There are actually four creators for this Legacy, though they never knew one another prior their soul-shaping, and once they met each other they discovered that the way they’d shaped their souls were virtually identical.

One was a young woman living in Hong Kong, a Thyrsus mage of the Adamantine Arrows. Although not a particularly skilled warrior, she had magnificent abilities in the art of “Retreat.” When she fled none could catch her, and it wasn’t long before she turned that skill to a new direction.

She’s still alive, but her courier days are behind her. She now lives out the remainder of her days as a hermit, at peace with her life.

A middle-aged American Thyrsus became one of the founders while working for the Mysterium, transporting artifacts to a better-fortified Athenaeum. He had to become very creative, very quickly, eventually leading to the development of this Legacy.

He died in the First World War.

The next two had identical experiences, being that they were both French soldiers. They trained under Georges Hebert, an officer who developed Le Methode Naturelle, or the Natural Method. They were gofers and found the Methode to be ideal training for their duty. They died during the First World War, but not before passing on the Legacy to other mages outside the military.

Organization:

Couriers exist as a loosely-knit world-wide community. They maintain contact with one another freely, ignoring boundaries of race, gender and religious standing. This amnesty does not, however, extend to the occasions their duties include the interception of other Couriers. Individual members may hold grudges, but as a group the Couriers know that when they’re on the job, their personal attachments are to be left behind.

Suggested Oblations:

Running a package to its destination, physical exercise, training under the tenets of the Methode Naturelle

Concepts:

Parkour fan, mailperson, military runner, traveler, vagabond

Attainments:

1st: Iron Flesh

Prerequisites: Gnosis 3, Life 2, Space 1, Athletics 2, Parkour(Merit) 2

Obviously, when an individual practices parkour their body takes a lot of damage in falls, slow turns and leaping without looking.

This Attainment toughens the Courier’s body to survive the rigors of training as well as the practical applications of that training. Mechanically, he gains a permanent Organic Resilience effect with an armor rating equal to his Life dots.

In addition he has the ability to activate a Spatial Map effect at will.

Optional: Forces 2 – Light Flesh

If the Courier also has Forces 2, he may attempt to temporarily lighten the load of anything he holds or carries, or even lighten himself. This is an effect similar to Telekinesis, but cannot operate independent of the body as that spell.

The Courier rolls Strength + Athletics + Forces, and must achieve a number of successes equal to the target’s size. If the roll is successful, the Courier gains a number of automatic successes to the Athletics roll equal to 1 plus the number of successes – his Size. This boost affects the Courier’s load whether it’s an inanimate object or a living being.

Example:

Thorn is coming up on a wide gap between buildings, and he doesn’t think he has enough skill to leap across the space on his own, so he activates this Attainment, and his dice pool of 8 is rolled. Remarkably, he achieves 6 successes, enough to surpass his size of 5. He gets 2 automatic successes on his Athletics roll as he leaps from the ledge, assisted by the TK boost.

This boost ends after the roll is resolved. The other use for this ability is as a one-scene effect that treats the Courier as having one point of Strength more per success for the sole purpose of determining his carrying capacity.

2nd: Secret in the Flesh

Prerequisites: Gnosis 5, Life 3, Athletics 3, Parkour(Merit) 3

When this Attainment is acquired, the Courier permanently gains a pouch very similar to that of a kangaroo. It is slightly different than the naturally-occurring physiological structure in that the muscles in the rim of the pouch can close it tight, and it is much more elastic than the normal, which permits the placement of objects much larger than would ordinarily be possible. Naturally, objects too large for the pouch (which has a Size 2 capacity) will stick out into the open.

If he so wishes – and occasionally circumstances do demand it – the Courier can use the Transform Self spell to hide the mouth of the pouch or make it disappear entirely. Such a spell cannot be cast using the Advanced Prolongation factors, however Doppelganger and Shapechanging permit the mage to take forms that lack the pouch.

Any object Size 2 and under will not add penalties when within the pouch, but for each point of Size above 2 the Courier takes a -1 penalty to all Physical actions and a -2 penalty to Speed. For every 2 points above Size 3 the Courier takes a -1 penalty to Defense and Initiative.

In addition, any object or organism in the Courier’s pouch gains the benefits of an Organic Shield effect, but only while within the pouch.

Optional: Space 3 – Elastic Boundaries

If the Courier has Space 3, his pouch is also affected by a permanent Expanded Volume effect (Guardians of the Veil, page 199) with a number of successes equal to the Courier’s dots in Space.

Example:

Thorn has been hired to deliver an unconscious prisoner to an exchange on the other side of the city, a man almost as large as he is. Fortunately, he’s got a fair bit of skill with the Space Arcanum, so he sets about getting the prisoner into his pouch.

One of the attending mages with a vore fetish has to leave the room.

Once the prisoner is secured he finds it more than a little difficult to stand with all the extra weight, so he activates the Light Flesh Attainment, and achieves 4 successes on the activation roll for the prolonged effect. Suddenly the burden seems as though little more than a cat’s weight, and isn’t enough to slow him. He does some final positioning to the prisoner so it can breathe easily and sets off.

The Courier can temporarily increase the space within his pouch by rolling Dexterity + Subterfuge + Space, adding 2 points of Size to the pouch per success. This increase to capacity lasts for 1 hour or scene. One point of Mana may be spent to cause this temporary increase to last 24 hours.

Often young Couriers will challenge each other to a filling “duel,” which is…pretty much exactly what it sounds like. They fill up their pouches to see who can carry the most.

3rd: Ignore the Flesh’s Limits

Prerequisites: Gnosis 7, Life 4, Athletics 4, Parkour(Merit) 4

When a Courier achieves this Attainment, he gains the ability to roll Resolve + Athletics + Life once per scene. He may distribute the successes however he chooses in any combination between any of his Physical abilities to a maximum of his Life dots in any of his abilities..

If the Courier uses Supreme Honing to enhance an ability he’s enhanced with this Attainment, the duration of Supreme Honing is transitory. However, if he enhances an ability that hasn’t been enhanced, the duration remains prolonged.

Example:

Thorn is having a hard time with his latest task, and uses up his Ignore the Flesh’s Limits for the scene, rolling his dice pool of 11. He achieves 5 successes and decides to put 2 into his Strength and 3 into his Dexterity. Things are a bit easier now, but he’s tiring quickly. So he chooses to cast Supreme Honing. Regrettably, he hasn’t yet had time to learn that particular rote, so he rolls his Life 4 plus his Gnosis 7…which is still a dice pool of 11. He achieves 3 successes and adds them all to his Stamina.

He sees another gap between buildings ahead and takes a moment to gauge the distance. Even with his enhanced Abilities it’s too much of a leap for what he can do right now…so he chooses to gain a temporary boost to his Strength and Dexterity, rolling his improvised pool of 11 and earning 7 successes. Four are placed into Strength and 3 to Dexterity, and Thorn tries the jump, using his new Speed.

He almost overshoots the building…though to be fair it was a narrow building.

Optional: Space 4 – Home, Home in the Flesh…

If the Courier also possesses Space 4, he can turn his pouch into the entry to a Pocket Realm. He spends a point of Mana and rolls Dexterity + Athletics + Space, and a single success creates a Size 20 place in his pouch. In effect, his pouch acts as an ongoing Portal into and out from the created Pocket Realm. This effect has a prolonged duration and can be extended as per normal.

Objects in the Courier’s Pocket Realm do not create penalties for weight as is the case with Secret in the Flesh. The objects are not really “there”, and so do not offset the balance of the Courier or force him to make himself temporarily stronger.

Ling-ling know that safest place on airplane is the "black box."
"Zet!" "Yes, Korg?" "I have a plan so cunning you could brush your teeth with it!" "..."
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Crabbadon:

Luciferians (Scelesti)



I don't know, they don't seem like Scelesti to me.

A Left-Handed Legacy to be sure, but they're of the Fangs of Mara "My soul for that of my friends" type.

This isn't really a criticism-indeed, they're quite awesome, I love the idea of a group of Abyssal summoners who at least attempt to be good-but they aren't really the Scelesti, who are more of the "cackling, power-hungry monster" variety of Left-Handeds.
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So, I figure this is as good a place as any to get some feedback on one I'm working on currently.



THE PROCRASTINATORS (The Thieves of Time)

Showing an obsession with Time that few Acanthus can even know (or understand), the practicioners of this Legacy have come to the belief that Time is relative. That it IS linear, but it is subject to interpretation. While a force of nature, it is also predicated on the idea of sentience.

Time is malleable, and to those with the power, designed to be bent to their will.

Parent Path: Acanthus

Nickname: Obsessed, Time-Chasers, Time Thieves

Background: Those who have suffered personal tragedy in some way related to Time are the ones who gravitate towards this Legacy. Those who didn't have enough time to save a loved one, or for those whose obsessive personalities...

(I have to go, I'll post the rest when I get home. At the work Legacy crafting sometimes has downsides.)
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The Taikojin

Parent Order: Adamantine Arrow
Nicknames: Storm Drummers, Thunder Gods

The Taikojin is a new Legacy whom the practitioners claim was begun by a being of pure thunder and lightning from the Aether who spoke through several of its members. This being, calling itself Kaminari, would possess willing Mages and would use drumming to call forth powerful storms to vanquish the ememies of the Arrow. More than that, Kaminari exposed the inner war, turning the warrior spirit toward ignorance, greed and anger. That this is where the true Enemy lurks. While external enemies are born, live and die, these internal enemies follow everyone from life to life.

Kaminari's Taikojin ("people of the drum") are strong in mind and spirit. The drumming they practice inevitably leads them to strength in body as well. Members of this Legacy tend to practice together in taiko ensembles, performing at festivals to earn a living. When called into battle they provided the drums of war for their fellow Arrows and, if need be, jump into battle itself with the righteous fury of the thunder god's enlightened wrath.

First Attainment: Celestial Godbody Understanding
Gnosis ●●●○○; Life ●●○○○; Expression ●●○○○

Storm Drummers must be pure of body, able to drum with a clear mind and a healthy body. This Attainment allows the Taikojin to purge their body of drugs, toxings, poisons, sickness or disease as per the "Purify Bodies" and "Self-Purging" spells (M:tA, pg. 183) with a (Presence + Expression + Life) rote dice pool.


Second Attainment: Thunderclap Oroshi
Gnosis ●●●●●; Forces ●●●○○; Expression ●●●○○

Thunder Gods learn how to call down the fury of thunderstorms through their passionate drumming, able to use "Call Lightning" (M:tA pg. 168) with a rote dice pool of (Presence + Expression + Forces) to call down lightning from a stormy sky to strike a target of his choice. Like the spell, the Taikojin cannot conjure lightning from nothing, but can bring it down from an existing storm or a storm created through the "Change Weather" spell (M:tA pg. 172)

Optional Arcanum: Life ●●●○○
Should the Taikojin be an Adept of Life, he may use use "Honing the Form" (M:tA, pg.186) to raise one of his Physical Attributes.


Third Attainment: Hayate-ji
Gnosis ●●●●● ●●○○○; Forces ●●●●○; Expression ●●●●○

The pinacle attainment for the Taikojin is the power to call storms from Aether through drumming. Having reached this level of mastery, the Storm Drummer can use the "Change Weather" spell (M:tA, pg. 172) to call up a furious storm even on the most calm of days. The dice pool for this is (Presence + Expression + Forces).

Optional Arcana: Spirit ●●●○○
Having greatly pleased Kaminari, the Thunder God is granted the privellege of calling forth spirits of thunder and lightning as per the "Greater Spirit Summons" spell (M:tA, pg. 250) with a dice pool of (Presence + Expression + Spirit).
“Before enlightenment; chop wood, carry water. After enlightenment; chop wood, carry water.”
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Deep6er:
So, I figure this is as good a place as any to get some feedback on one I'm working on currently.



THE PROCRASTINATORS (The Thieves of Time)

Showing an obsession with Time that few Acanthus can even know (or understand), the practicioners of this Legacy have come to the belief that Time is relative. That it IS linear, but it is subject to interpretation. While a force of nature, it is also predicated on the idea of sentience.

Time is malleable, and, to those with the power, designed to be bent to their will.

Parent Path: Acanthus

Nickname: Obsessed, Time-Chasers, Time Thieves

Background: Those who have suffered personal tragedy in some way related to Time are the ones who gravitate towards this Legacy. Those who didn't have enough time to save a loved one, or for those whose obsessive personalities...

(now, to continue.)

require extremely precise time keeping are another. Unfortunately, given the Legacy's somewhat predatory nature, it has since attracted a less savory type of person: those who realize that the abuse of Time is a sure-fire route to power. 

Appearance: Typical fare varies wildly, but some of the more common elements include an abundance of time keeping devices. Electronic devices see preference, but analog ones are also used to insure precise measurements. Time-Chasers are also very cleanly, as if they've reduced the morning rituals into neat, time efficient routines. Glasses also see a preponderance of use, as watch repair, and other things that tend to strain the sight are commonplace idiosyncrasies in the Legacy. Although, with it's new, more efficient and less time intensive recovery time, laser surgery is growing in popularity.

Organization: The Obsessed retain a strict master/student relationship, and will only tutor a single student at a time. This is to insure a quality instruction, but also to teach the student the importance of Time management. It's not unusual for a student to go in search of a new master after his previous master disowned him for being late. Once. All students hold an obligation to provide a single service to their master, of which the master chooses. Upon successful completion and discharge of this service, the student is granted the title of "master" and allowed to take students of his own. Those who ignore this rule, or who take students without first attaining the title of master, usually suffer at the hands of the true masters of this Legacy. Whether it's through repeated uses of the first attainment, or through other means, it's generally extremely severe.

Suggested oblations: Repairing watches, synchronizing watches in other places, sneaking into somebody's house to change their clocks, creating a strict time schedule, counting seconds into minutes into hours.

Concepts: Obsessed widower, watchmaker, efficiency expert. (Others to come as I think of them.)

Attainments: The Attainments of the Procrastinators reflect their belief that Time is malleable because of it's ability to be interpreted. Therefore, the attainments reflect the idea that if you can force somebody else to "lose" Time, it's yours for the taking. This is the reason that they are sometimes known as the Time Thieves. However, they argue that through the unraveling of the mysteries of Time, they can make a better world for all bound by it's dictates. Unfortunately, this path skirts the bounds of Wisdom in it's practices, and makes for Awakened who abuse Sleepers to fuel their desires. 

1st Attainment: "Lost Time"
Prerequisites: Gnosis 3, Mind 2 (primary), Time 1
By altering Time through it's observance (and reliance) upon others, a Time-Chaser can steal these moments for himself. The first Attainment teaches the Obsessed the basics of the ideals of the Legacy, but it's also the one that is most abused by those looking to use Time for their own gain. Through the theft of Time from others, the mage can slow it's inexorable march on his own terms. 

With an instant action, the Time Thief rolls Presence+Expression+Mind as if using Emotional Urging. However, the mage can only incite the feelings of; complacency, idleness, or contemplation. For every hour that the target indulges in his newfound feelings (and puts off real work), the mage gains a single die that can be used for any future roll. This die is similar to the ones gained through the use of the spell "Perfect Timing", and may not be used in conjunction with that spell. The amount of dice that the mage can "bank" is equal to his dots of Time.

2nd Attainment: "Theft of the Future"
Prerequisites: Gnosis 5, Mind 3, Time 3
With this level of proficiency, the Time-Chaser is now capable of stealing more than just Time from his targets. He is now capable of stealing future successes for a particular Skill. 

By targeting those whom are currently affected by his first Attainment, the Obsessed gains greater control of their impact on the future. With another instant action, the mage's player rolls his targets targeted dice pool. Whether it be Dexterity + Firearms, or Wits + Athletics, the mage's player notes the number of successes. After that point, the mage is on a time limit. For every time that the affected target rolls the particular dice pool, he suffers a penalty equal to twice the number of successes that the mage's player stole from him. However, every time he uses that particular dice pool, it subtracts one from the successes that the mage's player accrued in his first roll. The Storyteller should make sure that the mage's player knows how many successes he currently has "banked". Now, while the mage stills has successes "banked" from his first successful roll, he may use them on any rolls which involve the affected Skill. It should be noted that the mage's player is capable of using dice stored from the first Attainment, on his targets affected Attribute + Skill roll.

I haven't come up with a third attainment yet, but the first one and the second one seem ludicrously overpowered to me. The character that I currently have is the one developing the Legacy, so it's slightly mitigated by the extra Gnosis requirements. I like the idea behind the Legacy, but would like a better way to implement the attainments to match power level requirements. Although, with it's (rather obvious) position as a Left Handed Legacy, it's possible that the power level is appropriate. Additionally, I like the fact that there isn't additional optional Arcanum capabilities, but it still requires an investment in Time. I think that's a good balancing factor.

Anyway, comments and suggestions would be welcome. I'd like to discuss what people think of the attainments, and possible fixes/changes they would recommend.
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I don't have much fluff written for them, but these guys are a prominent antagonist group in my campaign.  Enough that it made sense to write them up a bit.

Disciples of the Fractured Mind
Path:  Mastigos Order:  Left-handed.
Nicknames: Schisms, Broken

Typically, this Legacy recruits from schizophrenics or those allready suffering from multiple-personality disorder.  Sometimes, however, a member will misrepresent himself and trick a less-informed mage into joining.  Upon learning the first attainment of this legacy, the mage developes the Multiple Personality derangement

Suggested Oblations:  Holding conversations with oneself, breaking mirrors.

First Attainment:  Gnosis 3, Mind 2
Whenever a Disciple is being scrutinized, he may push a personality that is genuinely feeling whichever emotions desired to the forefront. This effect functions Alter Aura at will with a number of success equal to the Mage's dots in the Mind Arcanum.  Also, he may maintain multiple trains of thought without effort.  In addition, the Schism is considered to be under the effects of the One Mind, Two Thoughts spell at all times.

Second Attainment:  Gnosis 5, Mind 3
Whenever subjected to any form of supernatural mind control, the Schism may spend a point of Willpower and roll Resolve + Empathy + Mind to shunt the compromised personality into an internal dreamstate where it believes it is carrying out any commands given.

Third Attainment:  Gnosis 7, Mind 4
Astral Projection, only instead of sending your own mind out of your body, you're sending a sub-personality.  Treat as Twilight Familiar, except has no Influences and has your rotes as Numina.  The projection uses your mana pool to fuel any spells cast.
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Previously posted in another thread, but it belongs here.
Inspired partly by the myth, partly by re-reading Stephen R Donaldson's The Djinn who watches over the Accursed.

Comments and suggestions welcome.


The Kindly Ones

There is a reason they remain unnamed.  They are the vengeful woman scorned, the cost of a broken oath, and the doom of the kin-slayer.  Best to call them the Kindly Ones, and avoid attracting their ire.

Throughout the ages, they have always been at the edges of society, both Mortal and Mage.  They study the vilest Arts of cursing, learning to twist Fate and the Spirits to destroy lives and break minds.  Sometimes they act as avengers of the friendless or punishers of oath-breakers, but just as often they levy their horrible curses for the most minor slights, real or imagined.  For they are not interested in justice, but vengeance.

Those that choose to interact with other Mages often work for the rulers, punishing those that flaunt the rules of the Consilium.  Most, however, operate freelance, selling curses to whomever will meet their price.

Parent Path or Order:  Obrimos or Silver Ladder

Nickname: Furies (very, very quietly)

Appearance: The Kindly Ones can vary widely in taste and style, but they always aim to make an impression.  They tend between extremes of opulence, with grand robes, headdresses and expensive jewelry, and poverty, with the filthiest rags and squalor.  Their dwellings usually meet these extremes as well.  Many enjoy the company of Familiars, especially spirits of vengeance, scorn, or madness.

Background: The Kindly usually draw new members from Mages who come to them for  a curse.  They will also seek out those who have taken vengeance on another in a particularly cruel or sadistic way.

There is a stereotype that The Kindly accept only women, but this is not true.  Anyone with enough anger and hatred will be accepted.

Organization:  Kindly Ones traditionally live in groups of three Magi called a Coven, with the eldest and strongest leading the Cabal.  When a new apprentice is taken, the second eldest leaves to start a new Coven.  Beyond the Master/Apprentice bond and the Coven, no structure exists for the Furies.

Suggested Oblations:  Reading accounts of famous acts of revenge, sacrificing ‘scape goats,’ following someone to catalogue their sins.

Concepts:  Hedge Witch, Consilium Enforcer, Prosecuting Attorney, Leg Breaker

Attainments:  The Kindly Ones curse is a powerful thing, but it does have limits.  The first is the Writ of Accusation.  The Writ is a document listing the name of the Accursed, a list of their offenses (real or imagined), and the conditions which will end the curse.  The writ must contain all of these, and be posted in a public place where the Accursed could conceivably see it, and it must be in a language they understand.  They don’t need to see it, but it must be possible.  Technologically oriented Furies have posted Writs on websites frequented by the Accursed, while the more traditional may prefer parchment nailed to a pet or loved one of the Accursed.

Secondly, each Writ must contain a way to end the curse.  It does not need to be easy, but again it must be possible.  Examples could include recanting testimony, public apology, or surrendering a valuable artifact.

While the Writ is subject to magics which can end spells, or to physical destruction, it can be levied again at any time the Fury desires.  However, if the terms of the Writ are fulfilled, the curse ends, and the Accursed is immune to the Furies power for a year and a day.

1st:  Scribing the Writ.

Prerequisite:  Gnosis 3, Fate 2 (primary), Space 2, Intimidation 2, Occult 1

The Fury levies a Writ against the Accursed.  They are affected as by the ‘Evil Eye’ with the following modifications:  The Fury selects an Attribute, and the Accursed suffers dice penalties to any role involving that Attribute, equal to the Furies’ Fate dots.  This affects a number of roles equal to the successes activating the attainment every day. (defined as sunrise to sunrise)

2nd:  Pariah’s Shroud

Prerequisites: Gnosis 5, Fate 3

The Accursed becomes a ‘Monkey’s Paw,’ providing an equipment penalty equal to the Furies’ Fate dots to a number of people he interacts with equal to the successes rolled activating the attainment every day, as above.

Optional Arcanum: Spirit 3

The Fury summons a spirit of misfortune and sets it on the Accursed, to hamper and harm him however it may.  (Per the Spell Greater Spirit Summoning)

3rd:  The Serpent Lash

Prerequisites: Gnosis , Fate 4

Like the many headed lash of the mythic Furies, the Magi now rips the Accursed's life apart.  Credit cards can be cancelled, friends drift away, and jobs are lost without reason.  The Accursed is affected by an inverted ‘Gift of Fortune,’ which removes one dot of Background per success, to a maximum of the Furies’ Fate rating.

Optional: Spirit 4

The Spirit conjured by the Pariah’s Shroud gains the Numina Spirit Possession, which it typically use to control the Accursed’s loved ones.

I am the Prophet...Chuck!
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Posts 66
I found this on 4chan last night.

Looks neat. No culture stuff, though.


1st: My Armor is Contempt
Prerequisites: Gnosis 4, Fate 2 (primary), Resolve 4
Unwavering resolve, unfaltering loyalty, and a desire to see one's mission through to the bitter end are key to the goals of an Avenger. She seals her conviction with an effect similar to the "Swearing an Oath" spell (MtA, p153), pledging to herself that [insert whatever fits your character here]. Any time a supernatural effect would prevent her from taking action, such as the Avenger being mentally compulsed to perform an act heinous to her beliefs, she may reflexively roll Resolve + Composure to ignore the effect. However, should the Avenger ever break her oath, she suffers from the effects of the "Evil Eye" spell (MtA, p151) with a penalty equal to her Fate dots, and she loses access to all of her attainments. She may restore the Oath and negate all ill effects by undertaking actions which the Storyteller deems worthy of atonement.
Additionally, the Avenger receives Armor equal to her Fate dots, as though she was continuously under the benefit of the "Fortune's Protection" (MtA, p152) spell. Her grim determination calls out to the Fates themselves, and the loom of destiny alters her luck so as to ensure her survival.

Optional Arcanum: Prime 2
Identifying one's enemies and knowing who to strike are paramount tasks. To facilitate this, an Avenger who is an adept of Prime continuously receives the benefits of the "Supernal Vision" (MtA, p221) spell.


2nd: My Shield is Disgust
Prerequisites: Gnosis 6, Fate 3, Intimidation 3 OR Occult 3
Swift retribution must be delivered to one's enemies, for none shall dare stop an Avenger in the course of her quest. Once per scene, immediately after being attacked or targeted by a hostile supernatural power, the Avenger reflexively place a curse upon the aggressor. As per the "Evil Eye" spell (MtA, p151), she rolls Resolve + Intimidation or Occult + Fate - the attacker's Composure. Her enmity shakes the foe's enthusiasm and batters down his destiny. On a success, the aggressor's next roll receives a penalty equal to the avenger's Fate dots. Each success after the first on the attainment's activation roll causes an additional roll of the attacker to be affected.

Optional Arcanum: Prime 3
Stymying the effects of an overpowering assault which would otherwise fell oneself may hold the key to survival. The Avenger may invoke the effects of the "Counterspell Prime" (MtA, p 222) spell at-will, except that it can abrogate any supernatural power instead of simply Awakened magic. The Avenger rolls Resolve + Intimidation or Occult + Prime, each success cancelling one of the successes on the targeted supernatural power's activation roll.

3rd: My Sword is Hatred
Prerequisites: Gnosis 8, Fate 4
Abhorrence towards one's enemies, beckoning the Fates to aid her in striking them down, allows the Avenger to carve a path of blood and slaughter. By spending a point of Mana as a reflexive action before making a roll, she may enhance the roll with the rote quality, rerolling all failed dice once, similar to the effect of the "Probable Cause" spell (MtA, p157). However, the only rolls that this effect may be applied to are rolls to physically attack or cast an offensive spell against an enemy.

Optional Arcanum: Prime 4
A warrior is only as good as her weapon, and no armament can match that which is her own fury embodied. As an instant action, the Avenger may invoke the effect of the "Phantasmal Weapon" spell (MtA, p228), creating a weapon with a Durability and an equipment dice modifier both equal to her Prime dots. Only weapons may be created through the use of this attainment.



4th: Let None Survive!
Prerequisites: Gnosis 8, Fate 5
Nothing shall stand between an Avenger and the object of her wrath. The stars align, the heavens split, the earth trembles at her unfettered tenacity and ferocity. With the expenditure of a point of Mana, as a reflexive action, she may silently (or verbally, if she so wishes) declare the demise of a single creature. The Avenger rolls Resolve + Intimidation or Occult + Fate contested by the target's Resolve + Gnosis. If she wins the roll, any damage inflicted by her on the target is automatically increased by her Fate dots, as per the "Forge Doom" spell (MtA, p159). She may attempt this only once per turn, and she may have only one creature under the effects of this attainment.

Optional Arcanum: Prime 5
The might of the Avenger is that which sunders mountains, bolstered on by the winnowing, maiming might of her weapons. As an instant action, the Avenger may imbue a weapon or her unarmed strikes to deal aggravated damage instead of simply bashing or lethal, similar to the "Universal Bane" spell (Banishers, p67), though the weapon is not eventually destroyed. This effect lasts for one hour. The Avenger may use the same instant action to create a weapon using My Sword is Hatred and imbue it with the effects of this attainment.
Top 100 Contributor
Male
Posts 1,143
As to the Luciferians: They truck with the Abyss, using its lesser demons to combat the greater (not part of the attainments but part of the legacy as a whole). That does, surely, make them Scelesti, at least as far as most mages would be concerned. They're actually pretty similar to, but darker than, the Choir of Hashmallim (but I thought of it first damnit!)
"Let us consider that those who are dead are, by definition, not living." - Royal Heart
"Your sucktitude has transcended time and space, making you some kind of... failurenaut." ~Kara
Top 500 Contributor
Posts 205
Royal Heart:
The Taikojin

Parent Order: Adamantine Arrow
Nicknames: Storm Drummers, Thunder Gods


I like it. The only thing I'd change is adding the requirement that they must drum to perform their attainments. (Perhaps allowing for clapping, shouting, and setting off firecrackers as valid substitutions.)


Ravenmancer:

Disciples of the Fractured Mind
Path:  Mastigos Order:  Left-handed.
Nicknames: Schisms, Broken

Typically, this Legacy recruits from schizophrenics or those allready suffering from multiple-personality disorder.  Sometimes, however, a member will misrepresent himself and trick a less-informed mage into joining.  Upon learning the first attainment of this legacy, the mage developes the Multiple Personality derangement

Suggested Oblations:  Holding conversations with oneself, breaking mirrors.

First Attainment:  Gnosis 3, Mind 2
Whenever a Disciple is being scrutinized, he may push a personality that is genuinely feeling whichever emotions desired to the forefront. This effect functions Alter Aura at will with a number of success equal to the Mage's dots in the Mind Arcanum.  Also, he may maintain multiple trains of thought without effort.  In addition, the Schism is considered to be under the effects of the One Mind, Two Thoughts spell at all times.



Suggestion: How about rewording the first attainment s.t. it is a false aura that can be placed, rather than a reaction, since one is frequently unaware of scrutiny.

Ravenmancer:
Third Attainment:  Gnosis 7, Mind 4
Astral Projection, only instead of sending your own mind out of your body, you're sending a sub-personality.  Treat as Twilight Familiar, except has no Influences and has your rotes as Numina.  The projection uses your mana pool to fuel any spells cast.


The idea is interesting. I'm trying to decide if I like the mechanics for it, though. Something about it bothers me on the sniff test.

As to the Procrastinators: The idea is certainly interesting and valid for a Left-Handed path, but, as you say, it is pretty potent. Hmm. Needs some thought.

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Posts 8
*resurrects thread*

So.  I've decided that I like techgnostic and science-based Legacies a lot, so I thought I would share this with ya'll.  I was kind of bored today.  It's a little rough around the edges, but it's got most of what I was going for. 


The Protocol of Hypothesis

Overview:  Magic is capable of amazing things.  It’s capable of anything, really.  It isn’t the question of “What?” to the Protocol of Hypothesis.  It’s the question of “How?”  How is magic capable of things?  How can we reproduce these effects?  It is these questions that the Protocol of Hypothesis is out to answer.  They study not only magic and science, but study magic THROUGH science in hopes that one day science will be as capable as magic is today.  The focus of the Protocol of Hypothesis is not necessarily on magic itself, though, but on the rules that govern it – what they refer to as metamagic.  Once members of the Legacy sufficiently understand how magic works, they believe they will be able to use this knowledge to create a hypothesis devoid of any flaw, which they can then in turn use to push the limits of the science they hold so dear.

Many mages actively defy trying to quantify the Supernal Truths in terms of science for it is something of the Fallen World and therefore is inherently flawed, but members of the Legacy are convinced of the capabilities of both and many members eschew - or at least minimize - the use of magic in their own research.  While they continue the study of the Arcana, the Protocol of Hypothesis is a scientifically-minded group after all and to use magic to alter results would simply yield useless information.  While the Legacy does not see magic in a poor light, they simply minimize the usage in order to mitigate the potential for error due to hubris.

Parent Path and Order:  Acanthus and the Free Council

Appearance:  Those who join the Protocol of Hypothesis are often members of scientific communities and, as a result, it is not uncommon for members of the Legacy to be wearing things such as lab coats or other clothing that would be common amongst workers in labs or similar fields.

Background: The history of the Protocol of Hypothesis is actually rather brief.  The Legacy simply has not been around for much longer than a decade, although the amount of members is surprisingly high.  The Legacy was created by a magus of the Free Council who called himself Descartes.  He was working for a company who focused on alternative fuel sources during the day and created what he liked to call magitech in his own time.  He simply used the trappings of science to trick Sleepers into using magic without the ramifications of Disbelief.  For years he and his crew worked while he used his knowledge of the Supernal to nudge the research in the right direction or create progress when there was none.  It moved along very well for a very long time.  The group was trying to create a more efficient and cheaper use of solar energy, but before they could unveil the fruits of their labor they had been beat to the market by biodiesel and their research was put on hold in order to spend more time.

Descartes was astounded that a Sleeper, without Supernal aid, was able to create something better than he.  There simply had to be something about raw science he was missing.  His entire spectrum of thought shifted.  No longer would he try to disguise magic as science, but instead, Descartes would use magic to push level of what science is capable of.  To do this, Descartes decided that he needed to create a procedure that would make a hypothesis without flaw – one that no Sleeper or Awakened could dispute.  A few years later, this Legacy was created as a tool in order to help his agenda.  It was an incredibly popular option among the Free Council and in just a mere three years had won over a substantial amount of the Libertines.

Organization:  The Protocol of Hypothesis generally forms social groups around places of great scientific import.  If there is more than one member in a given area or city, they regularly meet to discuss the progress made or even to share some Supernal secrets they’ve found.  Members of the Legacy are very open to sharing information and teaching others and do not require a magus be a member of the Legacy to attend the gatherings.

Suggested Oblations:  Mundane scientific research, debate (either metaphysical or scientific), teaching others about the potential of science

Attainments:

The attainments of the Protocol of Hypothesis are meant to supplement the studies of one of its members.  The Legacy views them as necessary alterations in order to most accurately study phenomena, although members are very careful to use magical intervention and only will do so if there are no other alternatives.  Each attainment is themed after a step in the scientific process and brings the members closer to creating a flawless hypothesis.


Gathering the Information

Requirements:  Gnosis 3, Academics 1, Occult 2, Science 2, Prime 2

-The single most important aspect of creating a scientific hypothesis is the ability to gather information about a subject.  Without proper foundation a hypothesis will simply crumble away under the scrutiny of scientifically-minded individuals.  The mage permanently gains the benefits of the spell “Supernal Vision” (MtAw, pg 221).  The information gathered via this mean is always conveyed through a mixture of scientific and occult terminology.  This Mage Sight cannot be “turned off” by any means and any other Mage Sight cast upon the mage simply fails to stick.

Optional:  Fate 2

-A perfect hypothesis cannot be formed if one does not have the perfect tools for the process.  If the mage also has Fate 2, any device they use in a scientific context benefits from the effects of the “Platonic Mechanism” spell (MtAw, pg 152).  This ability requires no roll and simply activates itself upon the beginning of some scientific study.

Forming the Hypothesis
Requirements:  Gnosis 5, Science 3, Time 2, Prime 3

-Once information has been gathered, the next step is to form a hypothesis based on the magus’ research.  The mage must spend at least one hour reading over her research and materials, allowing the hand of Fate to guide them as they meditate on the ramifications of the time they have spent.  The player rolls Intellgence+Science+Prime and a single success creates a combined effect of the “Augury” (MtAw, pg 258) and “Phantasm” (MtAw, pg 227) spells.  The hypothesis shows its potential in the form of an illusion guiding the mage to its final form and revealing whether they are on the right track.  The mage may use this attainment to ask one generalized question as per the Augury spell and is able to show others the results as they appear in a solidified illusion.

Optional: Fate 3

-The magus’ ability to perfect his tools is increased beyond simple mistakes.  The mage may now let Fate guide their usage and by doing so, gain the ability to take great bounds in the advancement of their research.  By spending a point of Mana, the mage may bestow the benefits from the “Lucky Coin” spell (MtAw, pg 155) on any object for one action.  Use the mage’s Fate dots as successes to determine the bonus granted by this attainment.  This may only be used on objects that the mage uses and may not be used to another’s benefit.

Testing the Hypothesis
Requirements:  Gnosis 7, Occult 4, Science 4, Prime 4

-The final step in the process is to put the hypothesis the magi has created to the test.  The magus’ simply goes to a public location and speaks aloud what they have learned in the course of research.  The player rolls Manipulation+Science+Prime versus the highest Resolve+Composure score of the Sleepers in the area.  If successful, the people in the area simply accept her words as truth.  Her hypothesis now becomes a law of reality, albeit only temporarily.  This effect is similar to the spell “Eyes of the Awakened” (MtAw, pg 228) except that the Sleepers are able to maintain this epiphany for as long as the magus is willing to continue work on her hypothesis.  This epiphany is not an expansion of the mind of the listeners, but the creation of a new law in reality.  If the mage fails his roll, the hypothesis fails to take root.

Coming to Fruition
Requirements: Gnosis 9, Science 5, Prime 5

-While the final attainment is unknown, what many followers of the Legacy believe it to be is a rapid acceleration of the capabilities of science for now the hypothesis has become a law of reality devoid of all flaw.  Soon, Sleeper society will discover the new potential that science has - whatever research the mage has done is now being made real and soon the world will benefit (or perhaps be harmed) by a significant advance in science.  Many believe this attainment to be a one-time event for those who come this far.


Top 500 Contributor
Posts 205
Well, I don't see why anyone who adjusts their soul to make it better able to process information to uncover truth would be prohibited from using multiple forms of unveiling spells. That seems counter to their purpose.

The Lucky Coin should be limited to any object used for the mage's research, I think. Allowing it to apply to anyone assisting in that research would be fair, but allowing them to use it for any old random thing seems odd.

Coming to Fruition seems a bit excessive, fluff-wise. A scientist doesn't seek to alter reality, just to discover and explain it. If all the effect does is make people willing to listen to the mage, regardless of mystical language and content of the theory, with the result being the Eyes of the Awakened, I think it would make more sense.

If an area of affect form, it would affect all present. If it were simply a multiple target effect, it could be a bit snazzier, perhaps allowing prolongation factors, but only on those the character attempts to persuade. As it is an attainment, the effect could be allowed to be rendered indefinite. Such a subject may simply not count as a witness where that theory is applied, or could be rendered a Sleepwalker.

An alternative:
This legacy could be reworked a bit, and rendered astral. The Prime would basically shift to Mind, and the use of the illusions would probably only apply in Oneiros or Temenos. (Mental laboratories) Time would still figure in for purposes of running tests and the like. The final attainment would be some form of serious bonus to shifting people's beliefs about the subject, right or wrong, in the Temenos.

Man, the Seers would kill that legacy fast.

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R'yath Enor Thohn, the fourth path

"Ph'nglui mglw'nafh R'yath Enor Thohn temenos wgah'nagl fhtagn."

Parent Path or Order:  Any. Though only the chosen one may rise to this fallen path.

Nickname:  The Eternal

Nimbus:  All becomes still. Everything feels empty for a single moment that seems to stretch on far too long for such an instantaneous thing. Then the spell unleashes a vacuum that feels as if its going to consume everything (loose items might get flung around a little bit). Then all is right again as if there was never anything wrong.

Background:  This legacy is something i've subjected one of my players to. Working on the flavor text for the background still but to sum things up..he wanted to kill an persistantly manipulative Archmaster. So he made a deal with a very powerful acamoth (rank 6) and became a Scelesti. This Acamoth though was trying to "merge" with him though (think of it this way..where he would walk in the physical world, the Acamoth would walk in the Temenos). It would speak to him through his reflection, and was rather enjoyable to roll play. Until it reached out of the mirror and kidnapped someone....then the horror of what he was becoming kinda sank in. Long story short, he had his soul removed and destroyed. For a few days he wandered around with no soul..and no reflection. The longer he looked at his lack..of reflection, the worse the scenery would become. Realizing he still had an abyssal connection he went to a mage he knew practiced in various forbidden practices (who refers to himself as an Atsinistrati..lets see if any of you get the reference). Making a long story short he was told this:

Your original deal would have devoured you. That Acamoth was going to "become you" but consume most of who you are in the process. Now..its really weak and on the verge of slipping back into the void. You can trap it! You can get away with more in the bargain than most mages are ever capable of doing. Or..you can finish severing your last connection to it and be rid of it forever. Then your archmaster patrons (don't..ask) can finish crafting you a new soul and you can go on your way along the path of redemption.

So up until the very last moment he contemplated and considered, and argued with his..summoned reflection (?!?). He eventually decided that he wanted power, and eternity over anything else so long as he was in complete control. So he pulled it out of the mirror (temenos) and into himself. It nestled itself into where his soul should have been, devoured what was left of his gnosis, and merged with him. He then went through an Abyssal "reawakening" of sorts where his connection to the Supernal was completely severed. Now he draws mana by taking what falls into the Abyss and using it. There are other gross elements as well but we won't go into those (like 4 ruling arcana and no inferior).

Organization:  Those tainted by the Abyss or capable of casting Abyssal perception will notice something wrong (or..right?) with him. Some may realize what he is and fall down in reverance or maybe try to slay him in jealousy. There are no others, and may never be. The Abyss cares nothing for order or organization.

Suggested Oblations:  Doing something completely against your nature (depends on Wisdom score). Meditating while in some form of sensory deprivation. Staring into the mirror, looking into the Abyss inside your eyes, and facing the unknowable, letting it chew away some of your humanity.

Concepts:
  Dark sorcerer. Cthonic witch.

Attainments:  Connecting to the Abyss so intimately opens your eyes to seeing how the Abyss touches everything in the fallen world. Even mages in thier pride still have some Quiessence within them..just not nearly as much as sleepers. You starting learning to awaken that within objects.

 

1st: Stir to Fitful Awareness

Prerequisites:  Gnosis ●●●○○; Spirit ●●○○○; Expression ●●○○○

Every object is a part of the Abyss. The mage learns to see the Abyss in everything. He sees all through the lense of the Abyss. Being soulless he doesn't even realize his sanity is shattered. So everything looks just fine. As he looks though, things that are further from the Abyss or "cleaner" look disturbing to him. With a Resolve + Occult + Spirit roll he can scrutinize as if he were using mage site, but finds "supernal" elements to be disgusting (example: An obrimos mage has Magic Shield active, and the Eternal might see this as a baleful nimbus of flame that eats. Or unseen shield might look like a shimmering painful light that pushes away everything natural). This is just an effect of the Eternal's nature.

The true attainment is his ability to awaken "things" to a fitful state of minor awareness. This effect is similar to the spell Coaxing Spirits (M:tAw 245) except no roll is required. Each success provides a number of times the object can be used with the bonus. The Eternal must spend an hour working the object, annointing it with bodily fluids. Whatever he uses "paints" the feeling the object gives off. (example: shedding blood upon the object makes it "hunger" gluttonously for its purpose, or spitting on it will cause it to indignantly strive to be better..each feeling like a vice of sorts.) This effect will last for a whole day.

2nd: Clawing to the Surface

Prerequisites:  Gnosis ●●●●●; Spirit ●●●○○; Expression ●●●○○

At this point the Eternal can completely awaken the spirit within the object like the spell "Rouse Spirit" (M:tAw 250). This is much faster than the previous power because its more jarring to the spirit. You must "expose" it to acts of similar vice. (example: Stabbing it into someone so that it may taste their blood, cutting into your own tongue..or someone elses, etc etc..use your imagination.) The spirit remains roused for the scene. The object must already be "consecrated" with the first attainment (but not relative to its vice), and its numina you can give it are entirely based off your own arcana. You may pick one spell of 2 dots or less that it may use as a numina. If you know the rote it may be a 3 dot spell.  

Optional Arcanum:  Death 3, Prime 3

The Abyss is all about blasphemy and chaos. Contrary to its own nature, you learn to completely destroy any spiritual presence of an object. You spend an hour working on the object, vacating it, and making it empty. The Abyss within the object devouring any presence that could potentially awaken within it. Each day for the next 20 days the Eternal must sacrifice a point of mana to the Abyss within the object. It takes this mana from his pattern or a measure of tass if he places it within 1 foot of the object. At the end of 20 days the object is completely void of any spiritual presence and cannot be "roused" or "awakened".  If the Eternal has this object on him at the time he destroys a spirit, he may make a reflexive Resolve + Intimidation + Prime roll to bind what's left of the spirit within the talisman making it a prison for the being, and a fetish as the spell "Create Fetish" (M:tAw 252), permanently. Oddly enough this is an excellent way to imprison abyssal entities, and intruders. 

3rd: Ravage the Sane

Prerequisites:  Gnosis ●●●●● ●●○○○; Spirit ●●●●●; Expression ●●●●○

By violating someone in some way the Eternal can open them up to possession. Usually this is done with a spirit nearby, and a victim. The Eternal then violates that person (wounding them until they are suffereing penalties from damage, convincing them to do something that causes a degeneration check, forcing himself upon them sexually, etc), and rolls Manipulation + Expression + Spirit minus the victums resolve (plus any spirit shields, or similar protections), or the spirits resistance..whichever is greater. The victim becomes possessed by the spirit as per "Spirit Possession" (M:tAw 253). Success equal one day that the victim is possessed by the spirit. Obedience of course must be gained through a prearranged agreement or magically coerced, but at this point the Eternal is negotiating with the spirit who has all of the victims memories.

Optional Arcanum:  Prime 4

The Eternal can victimize his victim even more. While possessed by a spirit through "Ravage the Sane" the Eternal may Scourge their pattern for mana as per the spell "Scour Other's Pattern" (TotM 70). He rolls Presence + Intimidation + Prime for this roll.

"Eat your friend."
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