Bael the Cruel: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.)
Tamers of Iron
A focused will is to an ordeal what a well-sharpened sword is to an enemy, the best way to conquer it.
Parent Path: Mastigos.
Nickname: The Driven
Appearance: If there is any defining trait of the members of this Legacy, it is the look in their eyes. All Tamers of Iron possess a cold and piercing gaze that owes more to their inner focus than to any misperceived detachment or pride for their part.
No matter how the Nimbus of the mage used to be, after induction in the Legacy it takes on a cold and sharp quality like if it were bladed at the margins.
Background: For those who doesn´t know what the Legacy is really about their members often seem egotistical loners best left to their own business. In fact, members of this Legacy are the first to volunteer to difficult, even suicidal missions for the sake of the common good.
Like the Tamers of Fire, they too are warriors. They are not, however, inspiring figures and heroes that bolster the morale of the people by leading them; the way of the Iron is a lonesome one.
What´s more, the wars they fought are not always the literal ones of blade against blade, and the battlefields they stand upon are usually as metaphysical as they are real. Part of the philosophy of the Legacy centers around the same concepts of self-improvement trough suffering and conflict distinctive of its parent path and most Tamers of Iron are given more credit and kudos from their peers from a particularly hard-won inner struggle than from dozens of astonishing feats of swordsmanship.
Attainments of the Blade:
1st Attainment “Iron´s Will”
Prerequisites: Gnosis 3, Matter 2 (Primary), Resolve 3
The mage exudes an aura of hardiness as if his metal nimbus deflected incoming attacks. He is considered to be protected at all times by an “Unseen Aegis” spell that grants him armor equal to his Matter dots.
Optional Arcanum: Mind 2
If the mage also posses Mind 2 he can spend an Instant Action focusing his will and determination, which provides him with several benefits for the rest of the Scene. This works as the “Zeal” spell with successes equal to the mage´s Gnosis dots.
2nd Attainment “Sharp as a Blade”
Prerequisites: Gnosis 5, Matter 3
Any bladed or pointed melee weapon made of metal is considered to be under the “Armor Piercing” spell as long as the mage is wielding it. “Metal weapon” includes things as a spear whose pole is made of wood but whose point is metallic as well as the typical sword, axe or knife. Note that the Attainment´s effect end as soon as the mage stops wielding the weapon, so it doesn´t work with throwing attacks.
Optional Arcanum: Mind 3
The mage lives and dies by his force of will. The mage spends an Instant Action and for the rest of the Scene he can “risk” a number of Willpower points equal to his Gnosis dots. If the mage “risks” the Willpower point and the roll succeed, the Willpower spent is not lost and what´s more, he also gains an additional Willpower point in top of that (up to his maximum); on the other hand if the roll fails it is automatically considered a Dramatic Failure.
3rd Attainment “Iron´s Exaltation”
Prerequisites: Gnosis 7, Matter 4
Any weapon or armor made of metal, which is currently being wielded or worn by the mage gains additional equipment bonus equal to the mage´s Matter dots (if it´s a weapon) or protection rating (if it´s an armor) as long as the mage wields or wears it.
Optional Arcanum: Mind 4
The mage spends a whole turn in concentration and for the rest of the Scene he can spend up to two Willpower points per turn. Bonuses stack, so two Willpower points can grant a +6 (+10 if the first Attainment is active) to a dice pool or increase a Resistance Trait by 4 (6 with the first Attainment).
With respect to the second Attainment it doesn´t matter how many Willpower points the mage spent in the roll, if it is successful he will regain just two.
First attempt to create a Legacy. The Seekers of the Supernal Depths (Left Handed) Background: Look at the map of the Cosmology. You'll see how the Abyss is between the Fallen and Supernal Realms, like a line, a floor of traps in the tower that can't be passed. Your thinking is too linear, say the Seekers. They point out that, in the few encounters with the beings of the Lower Depths, it seems that these creatures need large amounts of Mana to survive here. Is it not the same with creatures summoned directly from the Supernal? They theorize, like Columbus, that the Cosmology is round, like a ring, and that the Lower Depths are actually the Supernal Realms themselves. All one has to do is sail the other way. The first Seekers (or Dantes, as they prefer to be called, after the poet who went through Hell to get to Heaven) supposedly found an Artifact of great power deep within the Shadow Realm, in a cave that led into the Underworld. They saw this doorway as an opportunity to venture into the Lower Depths, and through them into the Supernal. Using Prime magic to fuel it with Mana and to convert the surrounding Essence into Mana, they triggered the Door, as they call it, and ventured in. They came back claiming to have shaped their soul, and also claiming that they can teach others how to shape it with trips to this Realm. Most believe that these Dantes are lying, and that the twisted Legacy that they preach is just that - twisted. They are most likely right. The Legacy attainments mimic ordinary enough magic, but it feels wrong to those who have observed it. The powers seem directed at channeling the energies to somewhere else - possibly to the fell creatures of the Fallen Depths. In fact, the Legacy turns the Mage into a channel. Every spell countered by the Mage is not simply disrupted, but is taken through the hole that the mage makes in his soul to the Patron of that mage. It is up to the player to design the Patron with Storyteller approval; however, beyond the themes that the player wishes to give to such a creature, it is too powerful to be given statistics (i.e. it is at least a rank 6 being), and any definitions of the Patron are for flavor purposes.
Parent Path: Any. Obrimos who join get Spirit as their Primary Arcanum; Thyrsus get Prime. Members of other paths can choose either to be their primary. First Attainment: Toe in the Water. Prerequisites: Gnosis 3, Prime 2, Spirit 2, Occult 2 The Dante, his soul now touched by a creature of the Lower Depths, becomes capable of channeling magic down to its patron. The Mage becomes capable of using Counterspell Prime, as per the rote (M:tAw 222). The mage still must use a point of mana, however, to open the door for that brief instant. The Mage also is capable of interacting with spirits in Twilight, as per Gossamer Touch (M:tAw 247). However, this also makes him vulnerable to them if they notice him, which they can anytime he is using this power (he may turn it on and off reflexively). Optional: Death 2 The Dante Also gains the ability to use Touch of the Grave (138) reflexively as well. The power is used at the same time as the Spirit Equivalent; it cannot be used separately. Second Attainment: Knee Deep in Hell Prerequisites: Gnosis 5, Prime 3, Spirit 3 The Dante becomes capable of challenging spirits who would attack him, and is able to enchant his weapons (and only his weapons) as per Ephemeral Enchantment (p225). Further, the Mage is now capable of using his First Attainment against spirit powers, as per Numinous Shield (249-250). The mage does not gain the other benefits of this spell, however. Most Dantes usually possess a familiar of some sort by this level, though it not a requirement. Any such familiar is actually an extension of the Patron of the Dante (up to the player); any familiars that they possess before this point become tainted and twisted by the Patron. This is a thematic change, however. Optional: Death 3 The Mage may use the Counterspell to affect the powers ghosts and other creatures of Death, such as Prometheans and Vampires. Third Attainment: Black Water Prerequisites: Gnosis 7, Prime 4, Spirit 4 The Dante can now channel ambient mana out of the Tapestry itself. The mage can use Siphon Integrity (229) to refuel his own reserves once every 24 hours, in addition to being able to cast the spell (thus giving the mage two uses of this spell). The mage also can facilitate possessions by spirits, via Spirit Possession (253). This attainment is how the Legacy passes itself on: an applicant to the Dante's is taught how to shape his soul in such a way as to have a hole for the patron (not always the same as the casting mage, however); Black Water is then cast through the teaching mage's spirit hole, linking the applicant to the Depths and bringing him into contact with whatever entity answers the call.
Ranger: Nothing is impossible. Impossible just takes a few more phone calls. My Comics/WoD/Politics Blog
Thorbes:Just one little crticism, I wouldn´t consider Prometheans "creatures of death" so I wouldn´t allow the second Attainment to affect their powers. Vampires, ghosts and Sin eaters, though, are fair play.
Lankin:Prometheans are not undead.
Lankin:They have a pulse, they have a liquid in their veins that flows not unlike blood. They breathe, they eat food.
PtC p161:Yet it is only the energy of this undying flame that animates the dead flesh of a Promethean’s body. As such, Prometheans aren’t really “alive,” the way human beings understand the term. The Azoth that animates them and keeps them going doesn’t spark the same organic processes that human beings call life, nor is it subject to the same circadian rhythms that human bodies maintain.
Lankin: Clumping prometheans together with "creatures of death" is akin to clumping cats together with bonfires because both of them are warm. Prometheans are not undead, they are merely differently alive.
“We are the Hollow Men, the Stuffed Men, the folks of rags and tatters and velvet gowns. We possess nothing that isn’t lost, discarded or stolen. We are the caretakers of the dead and the thieves who steal the coins from the dead’s eyes. But not before they pay their toll, for we are nothing without the dead and that which came before.”
The Hollow Men claims to have always existed, that they were always here. However many suspect that their origins lie in more recent history of events rather than the ancient. The first official appearance of the Hollow Men in modern days was when a large cabal of apostates influencing the local Goth and punk movements of San Francisco. They operated out of a run down warehouse that had been converted into a nightclub, called the Low Down. The club sat on a decently sized Hallow that had formed only in the last five years or so.
When a cabal representing the Consilium of San Francisco encountered Neville Sinclair, the first 'official Hollow Path' when asked who he and his followers were he paraphrased T.S. Elliot and simply stated "We are the Hollow Men. We've always been here." The Consilium recognized their right to the Hallow and to their existence, and they have been known to the Awakened as the Hollow Men ever since. Also since the first appearance of the Hollow Men in San Francisco, other Consiliums in North America and Europe have noticed that large cabals of apostates with similarities to each other and to the Hollow Men have been revealed. It was if the Darklings had been sitting in wait, awaiting the time when they could reveal themselves to the Awakened community at large.
But modern origins aside, the Hollow Path claim to have ties to every age and every practice. There have always been those who gained insight from the dead. From ancient Egyptian priests, eating the brains of corpses, to Tribal Shamans who read the portents from the entrails of dead. The Darklings of the Hollow Path are the magpies that take from the dead and the destroyed. The bits of knowledge and views of the future and past are all gained from understanding and stealing from that which has come before. As such they claim to be the oldest of legacies, predating even the Atlantean orders.
That they knew what to do after the rise of the Abyss, and they let go of the ties of Atlantis as one would let go of a cherished loved one. No evidence of their claim has ever been substantiated though, and both the Guardians of the Veil and the Mysterium regard their claims as hubris-laden delusions of grandeur.
So instead the Hollow Men is considered a modern legacy with ties to an older truth. With this modern declaration the Darklings have adopted whatever culture of despair was popular at the time. Flappers of the 20ths, Beatniks of the 50s, Punks and Goths of the 80s, which has continued until modern times. Though many have started to take a long look at the urban culture of the inner city as the new culture of despair.
Parent Path: Moros (though rumored to be any by some)
Nickname: Darklings
Background: Those who have been touched by death are common to the Moros path, as are those who try to understand it. Those who find their way to the Hollow path, however wish to tend and live in death. Those who learned something from loss, instead of being crippled by it, tend to find that they wish to experience that learning again. When they do, they come to the Hollow Path. Many of the gothic, punk, urban, and disfranchised find themselves seeking to find meaning in the blackness. They become the Hollow.
Orders: A large number of the Hollow Men are apostates. This worries many as they wonder why such a powerful group of augers would stay out of the Orders. They seem to avoid the orders and their politics calling it all "pointless in the face of the Abyss and death." This seemingly pessimistic outlook on their role in things has made it so that many orders wouldn't even want to recruit one of the Hollow Men into their order.
Appearance: Many of the Darklings, look the part. They dress in black lace and leather and other things that fit well with the clothing style of gothic aristocrat. Many have even come to wear white featureless masks and other garb to represent their role as auger.
However there are some Hollow Men that have chosen to live by the mores and styles of other cultures of death. Some may dress as a 20s flapper or an 18th century romantic, it all depends on the flavor of the darkling involved. In the end, the one constant of the Hollow Men's dress is that they all act the part they dress. A female Darkling dressed as a 20s flapper is more than likely going to act as if she were a 20s flapper, up to accent, slang and more.
Organization: If there could ever be excess in lack of organization than the Hollow Path would have it. Half don't care to be organized and half can't be bothered to, and half (I know it's three halves but there are a large number of them) have seen portents telling them that it would be bad to organize the Darklings. However there is one exception to all this. The Hollow Men tends to take care of it's own and tend to congregate together. Cabals of all Darklings are very common and even when they aren't cabal mates the unwritten rule applies. Darklings do not fuck with other Darklings.
Suggested Oblations: Tend to a ritual for the dead, give ritual thanks to a destroyed building or object, spend an hour living as if you existed in another time, walk through the bad part of town with no defense assured of your safety
Concepts: Byron-obsessed poet, dark prophet of the nightclub, gothic witch, absinthe-laced rambler, urban primitive, disenfranchised rapper, anarchists, modern flapper, the eternal pessimist
With an obsession with both the past and with those things that have fallen away from it, the Hollow Men have learned to harness the dead remains of the ages to add them. Locked in with the concepts of despair and premonition, the Hollow Men see dark omens all around them. Omens that only they fully understand.
1st: Shadow of the Past
Prerequisites: Time 2 (Primary), Death 1, Academics (history) 2
The Darklings seems to live in some dark version of the past. This is in a way true. Their habits, clothes and demeanor give them sympathy to a specific period of time, which they choose when learning this attainment. Using the knowledge of the past, the Darkling add his Time rating to his Dream merit, for skill and knowledge relative to this period. Additionally, due to their dark vision of the world, the gain the use of the Grim Sight spell.
2nd: Dark Fate
Prerequisites: Time 3
The Darkling is able to make a "Divination" effect, with a number of successes equal to his Time rating. The future shown to the Darkling is always the darkest possible, the worst scenario available.
Optional Arcanum: Death 3
The Darkling is able to see through divination his own or other's death. This particular fate is not set in stone, but the particular mindset of the Hollow men tend to think it is, unless proved otherwise. A Darkling knowing how he will die may add his Death rating to fear resistance roll.
3rd: Helpless Witness
Prerequisites: Time 4
With this attainment, the Darkling really lives in the past. Or in the future. It mimics the Space spell Colocation, but in Time. In this way, he is able to be in different eras in the "same time", not knowing what is present and what is not. He is bond mystically to not interfere with the flow of Time and Fate, only witnessing the events. He acts the same in each time, which give the Darklings their eerie feeling (sleepers cannot witness Hollow Men not in their present time). Many Hollow Men know today may be only reflection of past or future Darklings. Mechanically, for a present Darkling, this attainment works as both Prophecy and Post cognition. Future and past Darklings can interact in important ways (alteration of Time and Fate) only with other Hollow men.
Optional Arcanum: Death 4
The reflections of the Darkling become undead bodies, sharing his attributes and appearance. They are mindless automatons, but follow his orders. As above, they are banned from interference in the flow of Time and Fate, but allow in a way the Hollow Man to take different action in different times.
EndlessKng:Second Attainment: Knee Deep in Hell Prerequisites: Gnosis 5, Prime 3, Spirit 3 The Dante becomes capable of challenging spirits who would attack him, and is able to enchant his weapons (and only his weapons) as per Ephemeral Enchantment (p225). Further, the Mage is now capable of using his First Attainment against spirit powers, as per Numinous Shield (249-250). The mage does not gain the other benefits of this spell, however. Most Dantes usually possess a familiar of some sort by this level, though it not a requirement. Any such familiar is actually an extension of the Patron of the Dante (up to the player); any familiars that they possess before this point become tainted and twisted by the Patron. This is a thematic change, however. Optional: Death 3 The Mage may use the Counterspell to affect the powers ghosts and other creatures of Death, such as Prometheans and Vampires.
Nightwolf:In Tome of the Mysteries it was directly written, that a Mage can not Counter an ability of those creatures. With Ghosts I am not sure, but with the rest I am.
The Clavicularius Legacy is devoted to defeating its members' fallings, and in doing so present an example to other mages. It's considered to be an honorable calling, though some question the Legacies methods. Other Mages, though, consider it prudent to fix the faults of others first, and trust one's allies to help you fix yours. These would be the Mages of the Court of Purgatory. The Court seeks to remove hubris and sin from the world as much as possible, but they consider their ways to be humane - they show their fellow Mages their flaws and often push a type of redemption on them to help them along the path back to Wisdom. However, the Legacy knows that it isn't above reproach, and even that its own actions can be a form of sin. They do not consider themselves above their own law, and members of this Legacy keep a close eye on their fellow Jurists, as they are known, to make sure that they do not fall down the mountain of hubris in their quest to lead others to the peak. In any event, there are few recorded members who have fallen away from the light in their quest; this is either a testament to the Court's adhering to their own code, or to its ability to eliminate problems before they make the light of day. In either event, the Court is a gadfly; no one really likes it, but they can't deny that it is good at pointing out the flaws of their fellow mages (and humans in general, in some cases). Path/Order: Mastigos or Silver Ladder Oblations: Studying the Lex Magica or other forms of law (secular or religious); atoning for one's own sins; helping others come to atone without using the Attainments. First Attainment: Jury Prerequisites: Gnosis 3, Mind 2, Prime 1, Death 1 At this level of development, the Jurist is part of the Jury - capable of studying the Defendants (other humans or formerly human supernatural creatures - anything with a Morality or variant thereof) and determining their level of guilt; unlike mortal American juries, they DO have the power to deliver a sentence upon those found wanting. This ability is similar to a mix of three spells - Aura Perception, Supernal Vision and Soul Marks. He is able to perceive the aura of any creature he looks upon with a morality rating and determine his current emotional state and nature. He is also able to determine the Defendant's Morality, and is able to determine the level of degeneration that the subject has suffered. This is most often reported as seeing a type of chain around the subject's neck and body, which grows longer and heavier with deeper sins; however, the player of a Jurist may describe it in whatever terms he chooses to. The Mage only perceives sins that have caused a degeneration role; the Attainment is only concerned with those who rationalized away their crime to avoid feeling guilt over it (i.e. it won't tell a mage that the Defendant killed someone if they didn't degenerate); however, a few crimes DO appear (Soul Theft and the creation of a Soul Stone especially, in the case of mages; for other creatures, this might be Diablerie), whether the check was failed or not. The mage can also determine the presence of derangments, but can't determine what they are. This ability cannot be turned off, but it can be easily ignored; however, most Jurists keep an eye out for any major sinners. The Mage can also make use of an Emotinal Urging effect as per the spell. They can create any emotion, but anything other than a sense of guilt for the subjects crimes suffers a -1 to -3 penalty to the roll (though it cannot Dramatically fail); the ST determines this based on how foreign the emotion is from guilt (though the player can mitigate this with situational roleplaying, such as invoking a sense of relief for atoning). 2nd Attainment: Records of the Court Prerequisites: Gnosis 5, Mind 3 The mage may use Augment the Mind to increase any Social attribute by a number of dots equal to the Jurist's Mind. The mage may only have this active on one ability at a time, and only for an hour at a time, though he can use the regular spell to upgrade another ability. He also must study his own aura for at least a turn and understand his degree of sin and the consequences thereof, usually by looking at his reflection in the mirror. This otherwise functions as the primary Albedo Attainment for the Uncrowned King Legacy. Jurists most often use this to help convince another to find the path back to redemption. 3rd Attainment: Scene of the Crime Prerequisites: Gnosis 7, Mind 4 The Jurist can force Defendent's to suffer the pain of sin. The mage can use an effect similar to the Humiliation spell. The Defendent is forced to relive his last sin for the whole scene, again and again. However, the effect has the added edge of the Emotional Urging effect of the Jury Attainment, making the subject feel guilty for his sin (the target only makes one Resolve+Gnosis roll for the whole effect, and only when it is cast upon him unless a real threat comes up in the real world). To outside observers, the victim appears to be in a bad dream during the effect. However, no matter when the victim wakes up, they lose a number of willpower points equal to the difference between the Jurist's roll and the Defendent's Resolve+Gnosis. Most who suffer this at least begin to attempt to redeem until they regain Willpower up to their maximum; their Vice does not bring new points of Willpower because of the guilt involved.
Deimos_Masque: The Hollow Men “We are the Hollow Men, the Stuffed Men, the folks of rags and tatters and velvet gowns. We possess nothing that isn’t lost, discarded or stolen. We are the caretakers of the dead and the thieves who steal the coins from the dead’s eyes. But not before they pay their toll, for we are nothing without the dead and that which came before.”
Deimos_Masque: 3rd: Helpless Witness Prerequisites: Time 4 With this attainment, the Darkling really lives in the past. Or in the future. It mimics the Space spell Colocation, but in Time. In this way, he is able to be in different eras in the "same time", not knowing what is present and what is not. He is bond mystically to not interfere with the flow of Time and Fate, only witnessing the events. He acts the same in each time, which give the Darklings their eerie feeling (sleepers cannot witness Hollow Men not in their present time). Many Hollow Men know today may be only reflection of past or future Darklings. Mechanically, for a present Darkling, this attainment works as both Prophecy and Post cognition. Future and past Darklings can interact in important ways (alteration of Time and Fate) only with other Hollow men.
Not everyone has access to these formats of media and this media isn’t openly available for anyone who wants to use it. While members of the Protocol of Digitization appreciate those who work to make technology more readily available to the masses (and occasionally work to help their endeavors), that isn’t the goal of this Legacy. Instead, members of the Protocol of Digitization work to make all digital media and information available to the masses. They do so through a combination of good old-fashioned hacking and Supernal manipulation of machines.
Parent Path and Order: Obrimos and the Free Council
Appearance: Members of the Legacy do not look very different from other members of Sleeper society. The most defining difference is that Scanners always have the latest in communication technology on hand. The newest cell phones with all the features, digital cameras, laptop computers, you name it. They’re always decked out in the latest gear. Most just seem to think they’re keeping up with the trends, but the Scanners know better - there are secrets to be archived.
Nickname: Cracks, Scanners, Troubleshooters
Background: A group of Free Council magi from all over the world were overwhelmed with joy at the creation of email and message boards. Within mere weeks, a board had been created outside of normal cyberspace by an unknown Libertine. It was a simple board dedicated to the Awakened and encrypted in the symbols familiar only to the Awakened. Its popularity grew immensely in the following years, gathering Libertines and even a few magi from other orders to share in their discoveries. It became a haven for the techgnostics and a store of great Supernal wisdom as great as the vast archives of the Mysterium. These mages speculated that if the rest of the world had a board similar to their own, that there would be no more Lie for it would simply be ripped apart by the truth available to all.
This Legacy was born soon afterward. At first it comprised only of the administrators and occasional regular user of the board that realized its existence. This group cracked and uploaded any information the users desired. If they didn’t already have it, they could get it. All that one had to do was ask. The board was taken down one day and no one knew what happened. With no way to reliably contact other users, the Libertines did what they could to salvage anything still accessible. The members of the Protocol of Digitization created a new private board for only their members to attempt to find out what happened. It was a mystery. Some say it was the Guardian’s plans to shut them down finally coming to fruition, while others believed the Seers gained access and shut it down from the inside. Regardless of how it happened, the secrets archived were lost and scattered to the far reaches of cyberspace.
It was then that the Protocol of Digitization took a more active approach to gaining new members. They believe the truths their board contained are still floating along in cyberspace, waiting to be rediscovered. The focus has broadened a bit since then, though. Members don’t simply search for the lost secrets of the board, but now the Protocol of Digitization work to provide a free flow of information and computer cracks to anyone - be they Sleeper of Awakened - that asks.
Organization: Members of the Protocol of Digitization have access to a special forum designed for their benefit. Simply being a member of the Legacy grants access. Those trying to access it that are not members find nothing at all. Shadow names become user names on the board and the Supernal is shared freely by the members. Other than this board, members do not organize meet ups to discuss anything. The board is all there is and all there will be and the Protocol of Digitization guards this board fiercely.
Attainments:
The attainments of the Protocol of Digitization are implements used to make the transfer and spreading of information easier. To do this, they use themselves as organic digital media storage and copy files they find onto any networks they can crack. Surprisingly enough, while they don’t look down on the practice, members of the Legacy treat creating a wireless connection through magic as cheating and refrain from doing so as much as possible – one of the primary reasons it is absent from this list.
Human Hard Drive
Requirements: Gnosis 3, Computer 2, Mind 2 (primary), Forces 2
-The mage gains the ability to use the “Electronic Eye” (The Free Council, pg 108) spell as an instant action rolling Wits+Computers+Forces. The mage needs only to be able to touch the medium where the information is stored. Once connected, the mage can read information in this way. In addition, she can create a copy of the information and store it in her mind. By touching another digital storage medium and rolling Wits+Computers+Forces once again, she may transfer the digital information from her mind to the new storage unit.
Mental P2P
Requirements: Gnosis 5, Computer 3, Mind 3 (primary), Empathy 2
-Free flow of information is vital to the survival of those who have crafted their souls to this Legacy. Using this, they gain the ability to tap into the unconscious network of all people in their vicinity. The mage gains an effect similar to the “Telepathy” (MtAw, pg 212) and “Gain Skill” (The Free Council, pg 111) spells. The mage cannot use this ability to read the thoughts of others, but instead is able to scan the minds of others in the area to temporarily increase a skill of their own by a score equal to or less than their Computers skill. This ability can only be used in the presence of other people and it can only be used to copy skills known by people in the vicinity. If the mage is looking to increase her Academics, she may only do so if someone in the vicinity is knowledgeable of Academics. This requires a roll of Wits+Empathy+Mind. Each success increases the chosen skill by one dot for the rest of the scene. If the mage chooses to use this ability again to boost another skill, the old bonus is lost.
Optional: Forces 3
-Using Forces 3, the mage is able to psychically scan any digital medium within his vicinity. By rolling Wits+Computers+Forces and gaining a single success, the mage may adopt a single specialty that the medium would realistically contain. For example, if the magus is in a hospital, the specialty gained would be in Science or Medicine. This effect lasts for the duration of the scene.
Psychic Server
Requirements: Gnosis 7, Computer 4, Mind 4 (primary)
-At this level of mastery in the Legacy, the mage becomes a hub for information stored by both human and computerized means. Rolling Wits+Empathy+Mind (resisted by the target’s Resolve+Gnosis), the mage is able to create a copy of a target’s memory or thought in his own mind. He can then later transfer it to a digital medium using the Human Hard Drive Attainment of this Legacy or he may transfer it to another’s mind. Information transferred in this way is still unable to be interpreted without first having been transferred into a digital medium. Memories can be transferred in any form deemed appropriate by the storyteller – videos, pictures, sound clips, etc. In addition, the mage is able to scan the minds of others in the area and use the “Bestow Skill” (The Free Council, pg 111) spell in a similar fashion to the Mental P2P Attainment in this Legacy.