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Legacy Summaries V2 PDF
Legacy Summaries V2 PDF
Legacy Summaries V2 PDF
SPATIAL SYMPATHY
Level ○ ● ●● ●●● ●●●● ●●●●● ●●●●● ●
Degree Sensory Intimate Known Acquainted Encountered Described Unknown
Ca link ≤ 200 yards Loved ones Photo/video Co-worker Met once Never met Can't use
Dice –0 –2 –4 –6 –8 – 10 N/A
GAUNTLET STRENGTH
Str Level ○ ● ●● ●●● ●●●● ●●●●● ●●●●● ●
Modifier N/A +1 0 -1 -2 -3 –4
Example Verge Locus Countryside; Small town; Town; Dense urban; ''Dead Spot'',
Location (Gate) (Essence) or Wilderness or Village or Suburb or Metropolis a ''Barren''
Homebrewed Index
ASCENDED ADEPTS
1.Inner Temple: Get ''Meditative Mind'' merit. Affect mind gets -1/dot; pierce psychic fakery at +1/
Dream 1: Speak telepathcly to sleeping targets, experienced as dream; similar to ''voices from afar''
2.Palace of Memory: Gain ''Eidetic Memory'' merit for free, and permanent ''multi-tasking'' effect:
Can simultaneously perform up to 3 extended mental actions or 2 instant ones, if physically possible
Dream 3: Understand any language by tapping into astral repository («akashic records»), as per
''Universal Language''. Inst actn, Wits+Invst, +/- 1 to 3 for on alien-ness of language and concepts.
3.Transcendent Form: Send mind out of body, explore & travel in Twilight, as 'psychic projection'
Instant action, no Mana cost, roll Com + Investigation, Prolongd. Mind 5: Advanced Prolongation.
Dream 5: Enter other people's dreams, as ''Dream Traveler'' & can enter their Oneiros as your own.
AWAKENING GAMBIT
1.En Passant: Can Delay 1 spell/G, -0 pnlty, +0M cost, max 4h.Doesn't count vsTolernce+Capacity
2.Mysterious Rook: Impose feeling or impulse in seen target. Must make sense for person & event.
If Sleeper & not trying to control behavior directly, 1M, no roll. Otherwise: 1M, Man+Pers+Mind–
(Res+G), to affect supernaturals as described, or to implant 1-phrase suggestion in Sleeper target.
Time 3: Rewind time 1 turn, as per ''shifting sands''. Costs 1M, +1M per previous use in same scene
3.Grandmaster's View: Always highest Initiativ in fight, don't lose Def from multiple atcks in turn,
can use Def vs all ranged attacks. Can do 4 non-Phys actions/turn if physically possible, no Ph actns
Time 4: Can ''test out'' different actions for next turn, use 1M, roll Int+Wits+T, max 1 action / Time.
After each, Res+Com to cancl & try different one, else it's what happens. Rewind: Man+Wits-1/actn
BENE ASHMEDAI
1.Diabolist's Circlet: Permanent Mage Armor = Spirit, and can see emotional auras of Spirits
2.Daimon's Measure: Free ''Numinous Shield''. 1M reflxv counters spirit powers, Res+Pers+Spirit
Mind 3: Can 'tune out' Virtue and so get no WP from fulfilling it, but gets 2WP from Vice instead,
and receives a +4 bonus when spending WP on boosting Resistance attribute to withstand powers.
3.Pandemonium's Mirror: As ''Goetic Evocation'' but not Wisdm sin. 1M, Res+Pers+S, sux≤ dice.
Starts at Rnk1, Pow2, Fin2, Res2, Influence2, ''Materialize''+''Possession''. Spend sux on: +1 attribt
(to rank-based max), +1 rank (max 4), +1 influence (max=rank), or 2sux for numen (max 1+2/rank)
BOKOR
1.Bokor's Mark: Make touchd target fade into backgrnd, as ''suppress aura''; No aura, as if zombie,
& -2 on socl rolls. Char knows where target is for 1 day after, as ''Finder''.Space2: Ranged reactivtn
Mind 2: Effect also imposes feelings of lethargy, depression & apathy, as per ''emotional urging''
2.Call to Service: Animate zombie, Pres+Occ+Death, spend sux on stats, as ''quicken corpse''. They
can't be taken control of by others & don't have 'Vulnerability'. Prolongd duration, can add Factors.
If inscribed w glyphs it won't rot, but ends scn after glyph gone. Control found ones w Pres+Occ+D
Mind 3: Give 1B/sux to target in Sensory range if has Symp link item to them, Pres+Occ+Mind, as
''psychic assault''. Can use ''multi-tasking'' to do several zombies w attnmnt without target factors.
3.Bokor's Chain: Turn human into Revenant if max 1h since death, Pres+Occ+Death vs Res+G. It
lasts until destroyed or released by creator. Can spend Mana to give it Essence or WP, 1-for-1 basis.
Can steal control of other Revenants, as with zombies, Pres+Occ+Death, but not the ''intruder'' type
Mind 4: Now ''psychic assault'' does 1L/sux. Can do ''telepathic control'', Pres+Occ+M vs Res+G,
sensory range. Lasts 1 scene on sleeper, 1 turn on mage. Can't make them commit suicide directly.
CELESTIAL MASTERS
1.Celestial Telescope: Extend visual range to 3miles/G with Wits+Com+Sci. Close percptn gets –4.
Inst action to see through any solid object wished, Wits+Sci+Matter, ca as self-only ''steel windows''
2.Everything is Stardust: Transmute energy ↔ matter. Can do light, heat, sound, electricity, fire &
solids, liquids. Affect max Size 5 per use, but can do partials. Can't shape/sculpt material made.1M,
Int+Sci+Matter/Forces (per end result), touch object or perceive energy to affect. Sux=intensity/size
Space 3: Turn energy from good source into 3D model of terrain between self & target object with
good Symp, 60:1 scale. 1M, Extnd Res+Sci+Space, roll/30 min, 1sux/100 yards from target to self
3.Light Long Dead: Can now do kinetic & gas, can turn energy to energy, matter to matter.Sensory
Space 4: Teleport self within line of sight as Instant actn (works w 1st attainment), 1M for reflexive.
CHOIR OF HASHMALLIM
1.Aetherial Cleansing: Reflexively counter abyss-powers sensed, 1M, Res+Occ+Prime
2.Aetherial Avatar: Summon Aether-angel for 1turn/G, Res+Occ+Prime, 1M. Pow/Fin/Res attribts
= char's lowest of same type, size5, race speed 10. It can do ''controlled dispellatn'' or ''celestial fire''
for 1M, with P+F roll. At Prime 4: Lethal. Prime 5: Agg, for 1M. Move own abyssal-dmg to angel.
3.Aetherial Exaltation: Boost summoned angel, Inst Actn, for 1M. Res+Occ+Prime, each sux can:
●Make 1 attribute based on highest in category instead of lowest, ●Grant ''Harrow'' Numen, ●Give
lesser of Forces or Prime as either ▪extra turns of duration. or ▪Armor vs abyssals or ▪bonus Health.
CLAVICULARIUS
1.Reading the Sigil: See people's Vice, Derangements and Mental & Social Flaws
1.Goetic Projection: Inflict own Vice, Derang or Mentl/Socl Flaw on target, as ''Emotional Urging''
2.Goetic Bulwark: Protect self vs Vice & 1 derngmnt or M/S Flaw, when behavior could be altered
by these, roll G+Mind vs own Res+Com. If wins, resist & get 1WP. If lose, must give in. Lasts day
3.The Binding Seal: Choose Vice or 1 Derngmnt or M/S Flaw to trap in item, as ''Create Fetish''.
Also benefits of lvl2 vs that one while bound, but doesn't even have to roll. Bind: Pres+Intim+Mind
CONCORD OF SERPENTS
1.Virtue's Pact: When fulfills Virtue can instead use 1M to get +2 on rolls upholds or benefits from
Virtue, for rest of scene. Can't be used if already got WP through Virtue this game session, counts
as. Can identify/detect target's Virtue with Instant action, Sensory range, Wits+Emp+M vs Com+G
2.Inharmonious Rhapsody: When only 3 Health left, get 1wp per further L or A from life-or-death
situation. Can be self-inflictd if made dangerous. When wins vs Wisdm loss or new Degenrtn: +1wp
Space 3: Give away 1st attainmnt effect to willing target, Sensory, scene, 1M, rflxv Res+Emp+Mind
3.Manumission's Fetter: When fulfills Virtue, can instead use 1WP & rflxvly roll Res+Com+Mind
to get +1M/sux, to normal max. This M can't be stolen. Max 1 use/session, doesn't limit Virtue-WP.
Space 4: Give 2nd attainmnt effect to willing target, for 1 action. Sensory,1M, rflxv Res+Emp+Mind
CRYPTOLOGOS
1.Way with Words: Retains Defense when using High Speech. Intead of getting standard +2 for
High Speech, can get 1 + 1 per sux on Wits + Academics (max 1 sux/Atlantean Language; 3)
2.Universal Language: Get all languages, always on. Dice pool: Intelligence + Academics + Mind
3.The Hidden Word: All obey spoken orders, as ''telepathic command'', Man+Aca+Mind vs Res+G
DAKSHA
1.Teisara-Akh: Third eye gives 360O vision. Get ''body control'', Spend Life dots on: ●Need 1/2 air,
●2x Time before Fatigue, Poison or Deprivation sets in ●Get +1 Initiative (per) ●1/2 time to heal B
●Can safely stop own heart for 1 minute. [Instant actn to re-assign. Two ''1/2'' effects =''1/(1+Two)'']
2.Androgyne Condition: Has 3 shapes, can switch between at will: Male, female & hermaphrodite.
Perma–''body mastery'', gives following: ●Natural healing time of B & L divided by (Life dots+1),
●Get +1sux per Life dot vs poison, drugs & deprivation ●Get +25 years/Life dot to natural lifespan
Time 2: Read text-description of the past of person or place seen with 3rd eye, as ''Postcognition''.
3.Homo Superior: Instant action to distribute dots = Life rating on physical attributes, for scene.
Time 3: Read text-description about the future of person or place seen with 3rd eye, as ''Divination''
DAOINE
1.The Eye & the Fist: See sympathy of seen target, or in general, at will, as ''correspondence''. Can
curse seen target, give -1/Fate for rolls=Fate, as per ''evil eye''. Max use on same target: 1/moonrise.
2.Slings & Arrows: Curse item, spend Fate dots on reducing tool rating & T duratn. Each use after
the first, on same target within the same moonrise, costs 1WP. Mind 3: Cursed targets know the bad
luck is due to their misdeeds which need correction. If caster knows how target violated, they do too
3.Doom of Promise: Make target's promise binding, as per ''sanctify oaths'', with potency = Fate.
Mind 4: Those bound to a promise believe following oath is their own idea &perfectly logical to do
DREAMSPEAKERS
1.Dreamwalking: Enter Astral anywhere, and as 1-turn Instant action. If extended, get bonus dice =
Mind. Can simultaneously perceive material & astral; instant action to switch which one to act in.
2.Call Upon t. Dreamborn: M or S attrbt at +1/Mind, 1scn. Dreamtime & 1m1wp to change which
Spirit 3: Part-manifest pacted Dreamborn in item/place, as ''Rouse spirit'', but Influence dots =Spirit
3.Dreamself: Can do ''psychic projection'', can also move psyche from twilight to Astral w 1st atnm,
but then not be in both. Can be hurt by others in twilight, gets WP dmg from it. Res+Occ+Mind
Spirit 4: Psychic project in/out of Hisil with Res+Occ+S-Gauntlt, lose 1wp after Scn, then 1/h/Scn
ELEVENTH QUESTION
1.The Unobvious Answer: Observe target/area 1 turn, check past of matter-traces, Int+Invest+Time
Sux: Deduce basic facts of target's life +specific facts of activities in past 24hrs. ExSux: Reconstruct
target's actions for past 72 hrs + get intimate details of their life, including secrets nobody else know
Death 1: Can deduce exactly what corpse died of & how long ago, -1die if >year ago and -1/decade
Mind 1: Also deduces target's current emotional condition, as per ''aura perception''
2.The Chance Answer: Consider 1 question about a past event, either with a yes/no answer or with
possible answers≤Time. Instant Wits+Inv+Time to know which one's right, through a hunch or clue.
If none of the answers being considered are correct, only learns they're all wrong. Only gives facts.
Mind 2: Also learn something of motives involved, why person did (or did not) do something.
3.Timely Answer: Consider 1 action, deduce when in future target will do this, as instant action.But
need Symp to target; can be 2nd-hand (study evidence/possessions/home).ST rolls int+emp+T-symp
Space 2: Deduce where target will act. ST rolls wits+emp+space-symp. Mind 2: Also deduce why.
FALLEN PILLAR
1.The Enlightened Skin: Get ''supernal vision'' + ''body control'' (but not quick-heal), Use Life dots
on: ●Need 1/2 air, ●2x Time before Fatigue, Poison or Deprivation sets in, ●Get +1 Initiative,
●Safely stop own heart for 1 minute. Instant actn to re-assign. Two ''1/2'' effects = ''1/(1+Two)''.
2.The Willing Victim: Move dots=Life from 1 Phys Attribt to another, appear weaker/frailer, 1 Scn
3.The Unshackled Soul: Get dice=Life vs any instinctual response (fear, lust, anger), resistane rolls
of Stamina, rolls vs poison & disease, and ignores wound penalties (unless body physically broken)
Prime 3: Powers trying to affect character's soul gets -1/Prime, as per ''armor of the soul''.
GAOLERS OF IALDABAOTH
1.Prepare the Canopic Jar: Enchant container to hold spirit, based on ''Soul Jar''. Wits+Occ+Spirit
Spirit 3: Advanced Prolongation. Death 2: Can also be used on ghosts.
2.Compel Pneuma: As per ''control spirit'', 1 simple command/sux. Prolng,Pres+Occ+Spirit vs Res
Spirit 4: Advanced Prolongation. Death 3: Can also be used on ghosts.
3.Stilling Spiritual Flight: As per ''Bind Spirit'', need 1 sux/Rank, Prolngd, Man+Occ+Spirit vs Res
Spirit 5: Advanced Prolongation. Death 4: Can also be used on ghosts.
HOUSE OF ARIADNE
1.Attune: Walk city 6h attunes to it, can then see its past, as ''postcognition'', 'get' its symblsm/resnc
2.Discovery Meditation: Focus to let city guide char to item/person sought, no symp needed.
Fate 3: City details give answers to broader questions about the destiny of city or large groups in it
3.Geomantic Meditation: Walk city 1h or day to know what to do to achieve goal or conseqnces of
planned course of action. Get 1 follow-up or consequence per Time dot. Answr seen in city symbols
Space 4: Walk leads to place best suited to char's purpose, whether from resonance, defences, etc.
IMAGINEERS
1.Dreaming Doorway: Can enter astral anywhere, except to Dreamtime.''Meditative mind'' in astral
2.Meme Complex: Have subroutine-selves to mentally parallell-process, so can do 3 extended or 2
instant M actions simultaneously. Add Crafts to astral travel & navigation rolls, except Dreamtime.
3.Manifest Idea: Give ''possession'' numen to astral being. Int+Exp+Mind, 1 use/sux, for 1M/rank.
Spirit 4: Grant ''ideological attack'' numen. Pres+Craft+Spirit-sympathy. Gives 1 use/sux, 1M/sux
KATSINAM SUUKYA
1.Understanding the Katsina: Permanent see & speak with Twilight spirits+''peer across gauntlet''
Choose personal ''spirit guide'' symbol (animal, elemental, plant, etc). In spirit world, get 'traits' of it
2.Calling the Katsina: Get Influence of type = 'spirit guide', dots = ½G, rounded down. To use, roll
Spirit+G & spend Mana instead of usual E cost. Can regain 1M/day if near instance of the Influence
Life 3: Control up to 1 living being(animal)/Life, Inst Pres+AnKen+Life, as ''control median life''
3.Becoming the Katsina: Become as 'spirit guide' for scene. Can cross gauntlet as instant actn, Life
spells to harm need equal dots in Spirit. Instant actn to activate, 1M, Sta+Occ+Spirit, can use sux to:
•get 1 feature from base or median being, as ''transform life'', as fitting guide, even if elemental, OR
•get 1 Numen fitting the 'spirit guide', spending Mana instead of Essence, roll Pres+Spirit to use it.
ORPHANS OF PROTEUS
1.Snake Skin: Heal self 1B or L/sux, Sta+Ath+Life, reflexive with 1WP. Life 4: 1M to cure Agg
1.Protean Tongue: Can communicate with animals in their own language, with instant Pres+AnKn
2.Beast Gift: Can get 1 chosen animal feature, 1h. If naturl wpn it's +2L, if protective it's +2 armor.
Matter 3: Can get 1 chosen mineral aspect for hour. If to attack, it's +4B, if protective it's +3 armor
3.Beast Form: Shift into 1 chosen animal/plant reflxv, no risk of losing self, 1 hr. Plant can't move,
but can talk w nearby plant-spirits without Spirit, and in Astral can interact with Dreamtime-plants.
Matter 4: Clothes shift too. Also, be 1 mineral: sense surroundings, speak to mineral spirits/astrals.
PERFECTED ADEPTS
1.Body Temple: Perm. ''body control'', 1sux/Life. ''supernal vision''vs life beings, see their Mana pts
2.Chi Force: Choose 1 phys att, Inst actn to boost +1dot/Life for hour. Stacks w spell, but Trans dur
Forces 3: Hit distant target, as per ''telekinetic strike'', Res+Brawl+Forces, 1B/sux. ''Aimed'' effect.
3.Perfect Body: Choose 2nd phys att to boost as with previous attainment. Can use simultaneously.
Forces 4: Telekintc strike deals L dmg. Can deflect bullets etc, as ''turn projectile'', Dex+Brwl+Forc
PURE SOVEREIGNS
1.Blood of Silver: ●Decide own emotions+instincts, Res+Exp+L ●Perm ''body control'', rflxvly use
Life-dots on: •Need ½ air, •+1 Init, •heal B in ½ time, •x2 time until fatigue/deprivatn/poison sets in
Mind 2: Edit own memories, stop remembering for 1hour/roll, Res+Exp+Mind, as ''memory hole''
2.Flesh of Gold: Time to heal all dmg halved per Life, +1 sux/dot vs disease+poison, live +25 yrs/L
Mind 3: Can at same time do up to 3 extended mental actions or 2 instant ones, as ''multi-tasking''
3.Incarnation o.Diamond: Be body-copy of persn, indf, Int+Exp+Life–lvl known, as ''dopplgangr''
PYGMALIAN SOCIETY
1.World in a Grain of Sand: Conversation, or own art (if not performance, must still be there), can
bring up memory of desired emotion, make people feel it. Man+Exp+Mind-spell Factors vs Com+G
result as ''emotional urging''. If used on self, must still roll to resist, but can reduce pool by -1/Mana.
Get perm. synesthesia & can analyze bonds those now emotion-urgd have to people in sensry range,
as ''Interconnections''. Roll Wits+Emp+Fate, can learn: ●Sympathy lvl, ●Destiny lvl, ●If has broken
oath or geas. ●Direct & indirect •Supernatural mind control, •Spiritual possession & •Alteration of
destiny (any supernatural effect that will/might make their destiny unfold other than it's ''meant'' to)
●interconnections of destiny (if one target is destined for something involving another seen person).
2.Arrows of Desire: Can hide complex communication in own actions, performance or speech, that
targets automatically understand, but others don't. Choose if target knows it's a message or if it's just
thought popping into their head. Doesn't work over transmission or recording, only in person. Based
on ''universal language'', Int+Exp+Mind–Target Factors. If works, can use 1st attainmnt on message
Time 3: Rewind events 1 turn, as per ''shifting sands'', but costs 1 Mana per previous use in Scene.
3.Eternity in an Hour: Edit target's memories, so has an epiphany, sudden understanding of a past
event, or gets fake memory of inspirational life-changing event (good or bad). Only lasts Prolonged,
+1 Duration Factor per sux, but still remember what it felt like afterwards. Man+Subt+M vs Res+G.
As ''breach the vault of memory''. If used on self must still resist, can get -1 on roll per Mana spent.
Trivial memory (-0): Where left lunch money; that they saw person in ugly clothes walk by earlier.
Deep-seated (-1): Favorite colour; restaurant visited daily; shy & nice guy has worked there a year.
Life-altering (-3): Being parent of 10yr old; paralyzed neck-down until age 17; walked w.Jesus 2yrs
Redefining (-5): Almost total memory-wipe; redefine on all but most fundamental levels. F.ex forget
everything has learned about communicating w. others; or believe they're Napoleon or Joan d'Arc
Time 4: Know what needs to happen for target to make history/True Art, or prevent it, as''prophecy''
THE QUIESCENT
1.No Past: Mundane & spell attempts to discern char's past need sux>Time, stacks w ''chronos shld''
2.No Present: Sense when situation has someone seeking you w bad intent. Wits+Stlth+Time, 1 day
Death 3: Spend 1M to add Gnosis to any roll to dmg or destroy inanimate item (unless it's Vulgar)
3.No Future: Decide the future, player narrates 1 beneficl circumstnce change, 1M, Man+Sci+Time
Death 4: Spend 1M to add Gnosis to any mundane attack on living being. It can't be magic boosted.
REALITY STALKER
1.Gazing Through tCracks: Perm space sight. Scry any place seen once, Wits+Stlth+Space–Symp
Mind 2: Hide through cracks in folks' perceptions & thoughts, ''incognito presence'', Man+Subt+M
2.Cracking Open the Flaws: Open portal, step through or move item, size≤5. Dex+Invest+S-Symp
Mind 3: Make target not notice changes in area's items. Int+Stlth+M vsWits+G. Mind 4: Advnc Prl
3.Tame t. Flaws: Can make ''pocket realm'', Size 20, take items in/out, or enter it self, with 2nd powr
Mind 4: Target can't perceive you, or an item you've touchd of size ≤6, Wits+Stealth+M vs Wits+G
ROSES OF EDEN
1.Blossom's Whispers: Permanent Life Sight, and reflexively know age,gender & species of living
being with Int+Sci or AnKen roll, & know what isn't alive. Get +2 to any reaction to surprise roll.
2.Tree of Life: If in direct sunlight or touching earth, reflexivly cure all own B dmg (max 1/scn), or
downgrde all L to B for 1M, & auto-stabilizes if full of L dmg & dying, stop getting worse, for 1M
Prime 3: Grow tree from seed/sapling, without magic,but 1M/day. Fruit heals B or L=G.Life 4:Agg
3.Tree of Knowledge: Biologically link touching targets, make part-plant, for scn. Pres+Emp+Life,
vs Res+G if unwilling. Targets sense health of all involved, can't atck each othr, & collective reactn
to surprise. All injury distributed, and 'absorbed' if group's big: 2 members per B, 5 per L, 8 per Agg
Prime 4: Linked group also gets Prime Sight, and spells on one member penalized as if cast on all.
SCIONS OF GOD
1.Angelic Sight: Perma-''peer across the gauntlet'', +space so material stuff doesn't block vision.
Seeing spirits is reflexive actn, Gauntlet strength can modify percptn roll, -1 for material barriers.
2.Divine Command: Generalized ''command spirit'', but rolls Attrbt+Skill+Spirit pairing best suits
circumstance, as when dealing with people (flatter, seduce, command, etc). 1 short command/sux,
or 1 element of complex one/sux, for Scene. At Spirit 4: Advanced Prolonged, penalties for Factors.
Space 3+Spirit 4: Can ''command spirit'' sympathetically, f.ex through targets of its power. Fetter or
victim of soul-sale: Intimate. Ex-fetter or target used 1 power on: Known, for 1 week, Acq 1 month.
3.Hand o.t.Elohim: Phys affect Twilight or across gauntlt at will, at penalty=gaunt. lvl, or step over
Prime 4: Use E interchangeably with Mana, as if was spirit. As a spell: add cel fire to Brawl w. 1M.
SINGERS IN SILENCE
1.The Knowing: ●Perm hear & speak to ghosts. ●Perm Death-sight. ●Sense any fated to die in 24h
2.The Calling: Summon ghosts through song, can't be resisted, Scene. The living feel dread, as per
''emotional urging'', roll Com+G, need sux ≥ Death rating, or else get -2 on all non-reflexive actions
Fate 3: Sense of omens & doom gives armor = Fate dots. Can turn on/off as instant action.
3.The Keening: Cry/lament to sleeper, if dies in 1day/Death become ghost, 1anchor: pressing issue
Or sing at site of sleeper's death or burial within 1day/Death of demise makes them into Ghost.
Fate 4: Sing out, sleepers get 1B/instant actn, unless Com>Fate. Listeners think of greatest regret.
SKALD
1.Soothe t. Beast: Sense emotional conditn of crowd. Perform verbal art 1 min to project 1 emotion
into listeners & who/what it's felt about. Max targets=Man+Exp+Mind. ''first impression'' sux=Mind
2.Pride Goeth Before: Do criticizing/satiric verbal art, target loses 1wp/sux. At 0WP, flee or admit
faults &submit to peers' judgmnt. Man+Exp–Com, max 1/Int on target in scn. If not 0wp: regains all
Spirit 3: Perform vocal art composed for 1 listening spirit, makes it do 1order/sux, ''control spirit''.
Takes 1min/Rank, Pres+Exp+S vs R, and spirit isn't upset at this, as it now wants to do these tasks.
3.Hearing t. Kind Piper: Do verbl art, Inst actn, to impose compulsn, Man+Exp+Mind vs Com+G,
as ''telepathic control''.Isn't obvious, not seen with Mage Sight, can do target factors,Trans vs mages
Mind 5: Prolonged on mages, Advanced Prolongd on sleepers. Code says: only use to better people
Spirit 4: Make spirit capable of entering body, as ''spirit posession'' spell. Instant action, no roll.
SOLOMON'S LESSON
●Variant offshoot of Clavicularius legacy, shares 1st attainment. Doesn't have 3rd attainment yet.
1.Goetic Projection: Inflict own Vice, Derngmnt or Mental/Social Flaw on target,as ''emtnl urging''
2.Light a Candle: Give 1WP to seen targets=sux,Pres+Socialize+Mind. Feel surge of emotional str
Forces 3: Increase brightness of light source with hand-wave. Pres+Pers+Forcs, as ''light mastery''
SPHINX
1.Hidden Meaning: Instant actn to see links between anything in sensory range, as 'interconnectns'.
Auto-get info as if 5sux on scrutiny. Subjects analyzed can be people, places, things and institutions
(like corporate brands & fashions). Can learn: ●Sympathy lvl, ●Destiny dots, ●If has broken oath or
geas. ●Direct & indirect •Supernatural mind control, •Spiritual possession + •Alterations of destiny
(any supernatural effect that will/might make target's destiny unfold differently than it's ''meant'' to)
●interconnections of destiny (if one target is destined for something involving another seen person).
Can also encrypt info/message in other media, a code that's impossible to crack mundanely, with
Int+Inv or Aca. To read it, need this attainment & roll Int+Invest (or as Fate 2 spell), 5sux/[encryptn
sux] is needed, 1h/roll. Can decide to encrypt without rolling, in which case any Sphinx can decode
it automatically.Get +3 dice on all Mentl rolls involving riddles, puzzles, mazes & such conundrums
Mind 2: Get bonus dice=Mind on 1st Social roll made with a target, similar to ''First Impressions''.
2.Truth Without Knowledge: Study situation as Instant actn to get 8again on 1roll/G in that scene,
but this also gives others +1 to scrutiny you with ''Fate Sight'' & ''Interconnections'' spells & effects.
STONE SCRIBES
1.In Memoriam: ''Scribe Final Name'', no roll, 1 potency/Fate. Get ''Grim sight'' as instant action.
2.Unearth the Stone: Get Final Name post-humously.Max time since death: 1 prolngd factor / Fate
Death 3: Use Advancd Prolngtn for age & reduce penalty from lacking sympthy items by -1/Death.
3.Name-Taking: Get Aura, Resonance & Sympathy of a Name.Wits+Subt+Fate, +1 Duration / Fate
Death 4: Can use on ghost/revenant/vamp, can edit 1 anchor or passion/sux.Death 5: Advancd Prol
STORM KEEPERS
1.Shading the Pattern: Make weather more/less severe,as ''influence''/''control''spells. Int+Sci+Frcs
Time 2: If thinking of changing weather, get info on conseqncs to area, as ''augury''+''momntry flux''
2.Direct Storms: Change direction & movemnt of seen weather, can ''call lightning'' in storm. May
reduce or increase intensity of storm 1 ''degree'' sans roll, +1 more per sux on Int+Science+Forces
Time 3: Change storm's timing, comes earlier/later, Wits+Sci+T. Move lightnig ≤ 10 min forwards
3.Weather Making: Fine control over storm & other phenomn, change 1 type weather to another w
Int+Sci+Forces, as ''change weather'', or turn weather energy into other type, per ''transform energy''
Time 4: Delay weather 1h/sux on Wits+Sci+T. Can get advice on how changes will affect future.
STYGIAN HERALDS
1.Heroic Armament: Boost 1wpn and/or 1armr touchd, scn, Res+Occ+Death. Use sux on: •+1 dmg
rating, max=Matter. •+1 armor, max=M. •9-agn quality (wpn only). User gets speclty, isn't untrained
2.Heroic Presence: Summon bit of dead hero into targt (not self).Extnd Res+Occ+Death, vs Res+G
if unwilling. Need 5sux, lasts 1h/G. Target is inspiring, but uncomfortbl & troubling. On unwilling
target: Wisdom sin 6. Word: Rousing speech, Pres+Exp, once/scn, gives allies 1WP/sux, can exceed
max, lost after scn. Deed: When succeeds on actn, allies seeing it get +3 to do similar actions.
3.Heroic Soul: Summon dead hero's ghost into targt (not self) until sunrise. Extnd Res+Occ+Death,
vs Res+G if unwilling, need 15 sux. Host remains in control, gets benefits of 2nd attainment, plus:
•Get Rote Quality on Physical Skill, for 1WP. •+1 Defense/attack on self in turn, not -1. •Resist rolls
get +4 from WP, instead of +2. •Wound penalties become bonuses. If unwilling target:Wisdom sin 3
THRENODISTS
1.Superluminal Information Transference: ''Scry'' on area, symp lvls=Space & perma-Mind Sight
2.Correlated Entanglement: Improve sympathetic link between 2 targets by degrees = Space dots.
3.Non-Locality: Can ''teleport'' at will to target or area, if sympathy degrees from top ≤ Space dots.
Mind 4: Can send mind out of body to move in Twilight, as per ''psychic projection'' spell.
THRICE-GREAT
Magic: Boost rituals by using planet correspondences (links), at +1 interval: 3 links:+1 on co-op
spells as if symbolic cabal, even Inst castings. 5 links: Ignore drawbacks of 1st spell in combo cast.
3 links: Ignore -1 penalty. 5 links: Ignore -2 penalty. 3 links: -1 paradox. 5 links: -2 paradox.
1.Celestial Beacon: ●Can in/de-crease Gauntlet lvl at Hallow or ley-node, max ±1/Spirit, for scene.
●Instant action to get Mage Sight of Spirit Arcanum. Can scrutinize & see area's Gauntlet strength.
2.Planetary Portal: Gate to Spirit world, for 1turn+1/Spirit>Gntlt lvl. Takes 1M & turns=lvl–Spirit
Prime 3: Counter or assist Influence of planetary spirit, +/- dice=sux, Prime+G, vs P+F if Counter.
3.Orb o.t. Firmament: Trap spirit in place, as ''bind spirit'', instant actn Spirit+G vs Rank+R, 1 Scn
Prime 4: Can turn a Hallow into a Locus of same dot–rating, for one scene.
TRANSHUMAN ENGINEERS
1.Connection: Hear any wireless transmission with Wits+Sci, visual w ExSux,as ''tune in''.Can then
highjack w own voice for 1 minute/Gnosis, as ''transmission''. Can limit to 1 receiver, & symp range
2.Dissolution: Make self invisible & silent for scene, as ''personal invisibility'' & ''sound mastery''.
Prime 2: Hide own aura from detection, obfuscated vs magic, sux = Prime, ca as ''transform aura''.
3.Activation: Can fuel any and all mundane devices desired within yards = Forces dots, of any type
UNCROWNED KINGS
●One type of work is their 'calling', must do at least 1/month. Int+Craft,30 min/roll,need sux ≥Mind
1.Nigredo: Perm mind shield=Mind. See own aura in items you've altrd w Mattr, +2 to Mind-boosts
2.Albedo: Select 1 Mentl/Socl att, Inst actn to get +1dot/Life for 1h. Stacks w spell, but Trans durtn
Prime 3: Trying to affect your soul gets penalty = Prime, as permanent ''armor of the soul'' effect.
3.Rubedo: Choose 2nd Mntl/Socl attrb to boost as with previous attainment. Can use simultaneously
Prime 4: Siphon 1M/sux from item you've altered w. Matter, but gives 2 Structr dmg/sux, once/day
WHIPPING BOYS
1.Pain is Strength: Dream use: +1/G. If harmed, pay 1M for +1/dmg on next Physcl actn, even rote
2.Pain is Skill: When harmd, 1M, Sta+Res+Life, rflxv if outside source. Choose 1 Skill, its 1st roll
for scn gets Rote Quality, then 1M/roll for same. To get on more than 1 Skill at a time, must re-use.
Mind 3: Use 1M to reflexively get +1/Mind to Res or Com for 1 turn/G, can do as 'dodge' action.
3.Pain is Perfection: When harmd, 1M, Sta+Res+Life, rflxv if outside source. Choose 1 Attrbt, 1st
use in scn gets Rote Q, then 1M/roll for same. To get on more than 1 Attribute at a time, must re-use
Mind 4: After BDSM-session can do ''psychic projection'' for hour. Can keep up w spell, but Covert
WRAITHS OF EPOCHS
●Get -1/attainmnt to see future with Time & on Skill-use for modern tech, invented within ca 100yrs
1.All Things Lost: Touch target & state a time, ''postcognitn'' that period with 1sux per Time dot, as
long as concentrating on it. Needs at least Described sympathy to it. Or see vision guided by Fate.
Also perma-death sight, see decay in all, except when seeing into the past. See deleted past if <Time
2.Never Forwards: Body in perma-stasis, as ''metabolic suspension''. Also, 1st attn don't need conc,
seeing entire vision takes inst actn. If touchs item w strong res linkd to big event in past, auto-vision
Death 3: Not sensed or affected by Life arcanum, but can be with Death-equivalents at +1 dot level.
3.Shadows o.t. Past: Copy any item ever seen in past with 1st attnm. Inst actn, no roll, as ''temporal
phantasmal weapon'', sux=Time, effects exchange Time dots for Prime. Max 1h, only 1 at a time.
Also: 1stattnmnt past-visions can be indefinite, see all of item's past, until ends it, within Instant actn
Death 4: Turn self & personal possessions Twilight, no roll or M cost, Inst actn, as ''twilight shift''
CARNIVAL MELANCHOLY
1.Nothing up my sleeves: Store souls in self, max 1/Fate, +1die on fate sight per. Pres+Subt+Death
2.The Slow Hand: Sever soul of touched sleeper from its body without being noticed, extended
Man+Pres+Death vs Res. Social rolls vs victims of this gets +1/Fate bonus. Death 5: Sensory range
Fate 3: Use up 1 Morality of soul kept in self (0=destroyed),roll Pres+Subt+F, get 8agn on 1roll/sux
3.Nostrum Remedium: Put taken soul in mundane item, can use up 1 Morality to get 8ag on 1 use.
Max current items = Fate, can release kept souls reflxvl, any range. Can use +2 lvls symp vs holder.
Fate 4: Use up 1 Morality of soul kept in self, roll Pres+Subt+F, to re-roll a fail, 1/roll. 0 morality:
soul's destroyed. May also add this to item (as base attainment), either instead of or addition to 8-ag.
CLOUD INFINITE
●Can work with soul stones meeting symbolic requirements: must be an information storage device
1.Exploit Spare Cycles: Delegate thought-effort to Sleeper target, make them subconsciously do 2
extended mental tasks or 1 instant, then telepathically relay results back. Accesses needed info with
same bond, but Mental dice pools rolled for task based on target's traits. Ca as ''Multi-Task'', except
can cast spells too. Must keep line of sight, max 1 target at a time, Prolonged. Int+Aca+Mind–Com.
Drawback: Victim's unaware of effort they do, but can't access Vice meanwhile, get no WP from it.
Prime 2: Don't need to maintain line of sight, have results of delegated Mental tasks be recorded in
any info storage medium in victim's sensory range, by 'charging' item with 1M. Manifests in format
of item (can remote-read if pc files), but doesn't take up capacity, others can't perceive it, lasts 24hrs
2.Thought Administration: Steal Sleeper's soul with extended Int+Pers+Mind vs Res, sux = WP.
Can use soul's Mental Attrbts & Skills as Teamwork–assistant on Mntl tasks, for 1M/roll. Can only
use one soul at a time. May also use ''Exploit Spare Cycles'', the first attainment, on a stolen soul.
Drawback: Soul & victim lose 1 Mental Attribt dot & 1 Morality/week. If 1 Attrb at 0, soul's useless
Prime 3: May store soul in soulstone that's in form of info storage device. Touch, Instant actn, 1M,
same to retrieve. Stone can store souls=lower of Mind/Prime. Doesn't lose Attrb dots while in stone.
3.Soul Processing: Take Mntl Attrbt dots≤Mind from souls they have & add to own ratings for Scn,
as Instant action (can be from 2nd attnmnt, or Soul Jar). Stacks with spells, but they turn Transitory.
Drawback: While character's traits return to normal when effect ends, victims don't regain lost dots.
Prime 4: Remote–access souls (in stone or jar) through Ley Line, 1/turn, max=least of Mind/Prime.
CWN ANNWN
Hound of Annwn: Rank 2, P5,F5,R3, Init10, Def5, Spd25, Size4. No WP, corpus, E or Influence.
Is invisible, intangible, twilight, detectable with Death/Spirit 1+Prime1 unveiling. Uses owner's WP.
Becomes character's Familiar, replacing any previous. Can do 1 Stru/sux to all in 3ft/G or 1B/sux to
living being, with P+F vs Sta+G. Has owner's resonance. To direct or stop, Res+AnKen or pay 1M.
1.Opening the Door: Can access special pocket-realm in Lower Depths with defiled lvl≥3 Hallow
of right resonance. Absorb its Mana & 10 sux on meditate to arrive, body left behind, as per Astral
2.Afterimage: Can make Lasting item/animal from nothing, as ''Phantasm'', Int+[craft/AnKen] sets
quality. Hound now deals L dmg, or 2 Struct/sux. Stuff it destroys reproduced in Annwn, but static.
3.Stolen Strength: Can do ''siphon integrity'' with Res+Occ, & ''marionette'' & ''phantasml weapon''
Living beings destroyed by Hound now show up in Annwn as animated phantasm-replications.
ECHO WALKERS
1.The Temple Inviolate: Reflexively cure self of disease and/or poison. If magic ones: Sta+Res+3
2.Form of the Nephilim: Add +1dot/Life to one Phys attribute at a time, for scene.
Prime 3: Get ''Phantasm''-'disguise' & gear while boosted, cloaks own aura+nimbs, div Socl bonus
3.Seeds of Loyalty: Impose any instinctual response target's capable of, Pres+Med+Life vs Res+G.
Make target unable to convert short-term memory to long-term, 1 scene, Man+Med+Life vs Res+G.
Prime 4: End any supernal magic sensed, if sux ≥potency. Res+Occ+P. As ''Supernal Dispellation''
FANGS OF MARA
1.Fear’s Icy Hand: Inflict unease, Pres+Intim+Mind vs Com+G, gives -1/Mind on all rolls 1 scene.
All who've been initiated (or gone through same ordeal as a Mind 5 ritual) can send Mind-based
message-effects, through the dreams of Acamoth, to any person who has experienced it. This counts
as a ''Familiar''-type connection. Can't be tracked, overheard or intercepted, except by such people.
2.Glimpse of Madness: Make target hallucinate horrors, can't do actions except defend self or flee.
Roll Man+Intim+Mind vs Com+G, lasts 1 turn/sux>target. Mind 4: Can decide hallucinatn content.
Space 3: Make 'false' sympathy with thinking being, +1step/Space, for 1h or until cancels. To sense
takes ExSux on Mage Sight, ignores wards without Mind & Space, only carries Mind & attainments
3.Throw Wide the Gates: Expose target's mind to full horror of abyss. Drain -1WP per sux>target,
& gets m. derangmnt (sev. if has 1+ already). Pres+Intim+Mind vs Com+G. Re-use after regaind wp
Space 4: Can enter another's Oneiros, at sensory, through sympathy link, or optional 2nd attainment
THE LEGION
●At each level of Attainment, choose 1 of the body parts listed. Exchange it with abyssal version.
1.Eye: Can always see Abyssal powers & phenomena, know them for what they are; also paradox
1.Hand: Poison touch, 1 mana, Toxicity = 1/2 Gnosis (rounded down), which deals Lethal damage.
1.Tongue: Talk to inflict target with a desired Derangement, Man+G vs Com+G, lasts until gets WP
2.Lungs: Don't need to breathe & can exhale Anomaly of own Path for 1M, radius 10yrds/G. 1h/G
2.Skin: Get +1/G on Stealth to blend with environment if mostly nude
2.Stomach: Vomit acid, 1 resistant L/sux, 5ft+1/G>5. 1M, Dex+Ath+Life –Defense –magic Armor
3.Brain: Immune to Derangements. If failed to resist mind-power, 1M to reflexively re-roll, 1/turn
3.Heart: If 'dox in sensory range has sux>0, rflxv Sta+G to 'eat'. Get 1M/sux, but 1 res L/sux>own
3.Spine: If another has Paradox within sensory range, make it Manifestation you directly control.
(LEGION)
Legion Derangement: In moment of guilt or shame, roll Res+Com. Fail: Disguises self as another
person at first chance. Refuse to acknowledge own identity. Can drop false ID if does Virtue, or 24h
If meets (Legion) mage: Inutitively sense kinship, can unconsciously join through regular contact. If
joins, derangement episode makes them use attainment to steal identity at first safe opportunity. Are
unaware of own actions until after power's duration ends. ST call: GotV can get it from wisdom loss
1.True Masque: Focus on specific goal & grab sleeper to absorb their soul. Man+Subt+Dth vs Res,
extended, need sux=WP. Over when goal achieved, up to max 24 hours, freeing soul to fly to owner.
Self: True mind retreats behind absorbed one, just dimly aware, but acts as a subconscious impulse
to make new ego fulfill chosen goal. Taken soul can't use info it doesn't know, but rationalizes away
the urge to act out true self's mission. Distracts ego so it's ok with f.ex. new body, seeing victim, etc.
Effects: ●Gets owner's aura & surface thoughts ●Can't cast spells ●Resonance, nimbus & spiritual
signs of awakening vanish ●Use lower of own or victim's Mental+Socl Skills ●Max 1 soul at a time
●Spells cast on self pre-absorbing remain, but won't hide their Resonance ●Victim loses 1 Morality.
●Searching subconscious can detect true identity ●Sympathetic bonds & real name are unchanged.
●Afterwards, soul's owner remembers it all as a dream. ●Takes steps to disguise self, to compensate
Life 2: When absorbs soul, change appearance to match victim, features=Life, until theft ends. This
counts as ''natural'' form. Features: •Color of eyes •Skin color •Hair color •Hair length •Hair texture
•Slightly alter length of fingers/toes •Amount of body hair •Dry or oily skin •Height (max ±2 inches)
•Weight (max ±10 lbs) •Notable mark (scar, mole, beard, etc) •Age (~10 yrs) •Facial shape/features.
2.Quicksilver Masque: Absorb several souls (max=least of Mind/Death) & not suppress own mind.
●Create new identity by combining their traits. Choose name, gender, ca backstory, then use 1WP,
to use it as persona with 1st attainment. ●Can adopt Vice of any soul absorbed with any attainment.
●For Mental & Social Skills, use lower of own rating or that of highest-rated among absorbed souls.
●Souls are kept long enough for victims to suffer the debilitating effects of soul loss.
Drawback: Permanently loses own Vice, can only have Vice by adopting one from absorbed souls.
Life 3: May adopt major physical traits of absorbed souls, max 1feature/Life, counts as natural form
Traits: •Gender, •Size rating, •Body shape, •Age, •Ethnicity, •Face, •Unique/distinguishing feature.
Life 5: Become perfect duplicate of any soul's owner, or entirely new body of combined souls' traits
LOGOPHAGE
1.Security o.t. Lost: Unrolled, deletes info from own mind, this can grant WP to separate pool, or
may lock away info, as ''memory hole'', gives -1/sux to detect char's lies about subject. Res+Occ+M
2.Knowing o.t.Unknown: Understand all language sensed,cas ''universl lang'', may suppress at will
Fate 3: Gets 8 again on rolls for determining if a bit of info is major secret or points to one.
3.Righteous Theft: Target forgets one thing, 1 day. Res+Occ+Mind vs Res+G. Doesn't count as one
who knows that secret for 1st attainment while lasts, if manages to aplly it the deletion is permanent.
Fate 4: Get Rote Quality when using third attainment.
SCELESTI
Abyssal: Spirits & ghosts affected by these attainments over long period of time, if manipulated &
exposed for at least a week, can become tainted & twisted, getting 1 dot in ''Influence (Corruption)''.
1.Magic Circle: While in marked area, get ''gossamer touch'' +''spirit tongue''. Area factors = Space
Death 2: The Attainments can now also affect ghosts in the same way as they work on Spirits.
2.Abyssal Command: If in area, do ''Control spirit'', Pres+Intim+Spirit vs R, obeys 1command/sux
Time 3: Get answers about target's future, 1Q per Time dot, as ''Divination''. Max once / target / 24h
3.Shadow Circle: Cross gauntlet while within marked area, Pres+Occ+Spirit–Gauntlet lvl penalty.
Time 4: As ''Prophecy'', answers 1 question/Time, on what might happen. Max once / target per 24h
SCELESTI (UNBIDDEN)
1.The Stains of Sin: Detect Vice & morality lvl of all within 1 yard, ×2 per Space >2. Usable 1/day.
2.Unholy Lash: Touch target to inflict Agg = their morality lvl –5, to min of zero. Also hell-visions.
Forces 3: The atck leaves brand, Life to remove. Smolders 1 scn, so +2 to track/detect due to smell.
3.Power in Pain: Get +1 dot to Mntl or Socl atrbt per dmg char has,until healed. No -1/-2wnd pnlty
Life 4: Cover up own wounds so looks unharmed, no bleeding. Dmg can now boost Str & Dex too.
SCELESTI (TAROT)
1.Inevitable Ending: All Time magic used on character gets -1/Time, stacks with all other defenses.
2.Beginnings & Endings: See past & remaining future of touchd item/being, Int+Craft/Inv+Time –
Com, 1M. Get 1/sux from: ●1 fact of char's choosing about target. ●Ignore 1 Def on 1 atck. ●Ignore
1 Dur for scn. ●+1 on social vs target for scn. ●+1 on Mind spells manipulating target's thoughts or
emotions, until they get sux on reflxv Res+Com to shut their mind vs it, roll each time bonus used.
Death 3: Touch item, 1M, Man+Occ+Death, dmg 1 Structure/sux, ignoring Dur. It looks like aging.
3.Third: Unknown. Death 4: Deal 1L/sux. Touch, 1M, Man+Occ+Death, looks like ravages of time
TIMORI
●Don't count as living pattern, changing, boosting, healing or wounding with Life magic auto-fails.
●Person can be subjected to these Attainments max times = Sta+G. After, they're shattered wrecks.
1.Plundered Lore: Steal magic lore from mage. 1wp, Res+Intim+Mind vs Res+Subt+G, 5 min/roll,
first to 20 sux. If char wins, can take for yourself either: •1 Rote (if has Arcanm dots), •1 dot Occult,
OR •Arcane xp=target's G. If victim wins: can't re-try on them for days=sux>own. Wisdm sin: lvl 4
2.Quintessal Harvest: Steal 1M/sux from mage. 1M, Res+Intim+Prime -Sta-G. Is stored in pattern,
up to 2*normal M pool, but unspent is lost at 1M/day. Can spend M per turn=G, to get: •age only 1
day per week per M spent on it, •heal 1B, •2M to heal 1L, •5 to heal 1Agg. (This healing is reflexiv)
•If pool full, can convert it all to Arcane XP, 1 point per 5M, ignores per turn limit. Wisdm sin: lvl 4
●After first use of 2nd attainment, gets permanent & incurable Flaw: Addiction, for Mana & Gnosis.
3.Quintessal Theft: Steal 1 Gnosis. Use 1stolen M, Res+Occ+Prime vs Res+Sta+G, 5min/roll, first
to 20 sux. If target wins, can never re-try on them. If char wins, spend stolen G on either: •Get +1G
for 24 hours, •Roll Sta+Occ to not age for year, or •seem 10 yrs younger/sux on Res+Med for week.
Mage reduced to 0 G: Becomes Sleeper, only keeps partial dream-like memories. Wisdom sin: lvl 2.
SOUL LOSS
Stage 1: Each week the character is without a soul they lose 1 dot of Morality/Wisdom/etc
Stage 2: Once Morality has been reduced to 1, character's WP score reduced by 1 per week instead
Stage 3: When at WP 0, character can't function (f.ex. catatonic, listless, mutter to themselves, etc)
●Attempts to Possess a soulless person receive a +2 bonus
●Once soul is regained, lost ratings return at 1 dot per day, beginning with WP score, then Morality
Soulless Mages:
●Lose 1 Gnosis per 24 hours
●Gnosis & Arcana develop from a mage’s knowledge and intuition. The Awakened soul enables
them to manifest, but the traits aren't “stored” in it. Ratings are character's skill at wielding the soul.
●Considered a mage (has all powers & traits) while they've still got Gnosis dots. If soul still exists.
●At Gnosis 0 the character becomes a Sleeper, losing all powers of mage template
●Also becomes Sleeper once their soul is beyond recovery (f.ex. permanently ruined or destroyed)
●Once they receive an Awakened soul (even if it's not their own) they regain full Gnosis & Arcana
●If they receive a Sleeping soul, regain +1dot in current Gnosis, up to max=Gnosis before soul loss.
If has become Sleeper, it returns their Awakening, but only at Gnosis 1 (1 over current rating of 0)
FACILITATORS*
1.The Art o.t. Deal: Can 'store' pacts done with entities & transfer to others later, but -1WPdot/kept
2.Drawing up t. Contract: Create new agreement/deal, as Fate-oath, punishment's non-dispellable.
Can also transfer pre-negotiated pacts (established with 1st attainment) to other members of Legacy.
Death 3: Can buy/sell pieces of an Awakened Soul, equivalent to soulstone, or potential Gnosis dot.
Life 3: Can buy/sell Physical skills, max dots per deal =Life, as well as target's Senses & such traits
Mind 3: Can buy/sell Mental skills, max dots per deal = Mind, as well as memories.
Spirit 3: Can buy/sell Social skills, max dots per deal = Spirit, as well as relationships & standing.
Prime 3: Can buy/sell Rotes known, though customer can't use Rote bought without Arcanum dots
3.Signed in Blood: Can make deal enforced/bound by customized Geas, can make deal generationl,
passed down to descendants/inheritors number of times=Fate. Can buy/sell Destiny merit, dots=Fate
Death 4: Buy/sell years of life, as per ''steal lifespan'', max years/deal = Death, as well as full souls.
Life 4: Buy/sell Physical attributes, max dots per deal = Life, as well as Health, Youth & Beauty
Mind 4: Buy/sell Mental attributes, max dots per deal = Mind, as well as Mental merits.
Spirit 4: Buy/sell Social attributes, max dots per deal=Spirit, as well as (non-magical) Social merits
Prime 4: Buy/sell div magic merits or powers, like Dream merit, Blessings, imparted Numina, etc
FRAGMENTED ARCHIVE
1.Lacuna: As ''memory hole'', but compartmentalizes each new memory into one of the pre-created
ego ''fragments'', can then recall 1 set of memories at a time. Max nr of fragments =Mind+Masques.
Fate 2: Can designate conditional triggers that'll turn fragment on/off, or end Attainment, nr =Fate.
2.Hyperspecialization: Each fragment is assigned 1 Mental/Socl Attribute, can't choose same Attrb
for fragment until all are already selected. While fragment is active, its linked attribt at +1 dot/Mind
Space 3: Permanent ''Cloak Sympathy'' on self while in fragment, conceals ties that don't fit with it.
3.Alter Ego: Create entirely new personas not based on own psyche, max 1/Mind. Each can have
1dot/Mind of Soc/Mntl Atrbts redistributed while active, & different Virtue/Vice. Perm once chosen
Matter/Forces 4: May convert & store info (analog/digital) in ego-fragment that's not being used.
RECLAMATION PROFESSORS
1.No Stranger to Danger: Get Armor=Life dots for scn, can stack w. Spell, but then Transitory dur.
Find secret compartments, hidden doors, etc, with Wits+Invest+Matter, ca as ''sense hidden hoard''.
2.Veteran's Reflexes: Get highest of Wits or Dex as Defense for 1 turn/Life, reflexive, 1M per use
Time 3: Touch item, or fragment of, to learn outline of its history, Int+Invest+T. Can use on human
remains if also has Death 1. 1 sux ≈ 2-3 paragraphs of info, 2 Sux ≈ 1 page, 5 sux ≈ 15-20 pages.
3.As Good as New: Reflexively heal self, 2B or 1L per M used, but if has B dmg must heal it first.
Time 4: Right after failing non-magic action, rflxv 1M to retroactivly add dice=Time. 1 use per turn
RIDERS OF PEGASUS
●''Bonds'' with 1 vehicle at a time. ●''Vehicle''–powers only work with ''Bond'' ●Takes 1WP +1 day.
1.Vessel Awareness: ●Can ''Scry'' on & around vehicle. ●Constant ''supernal vision'', at sux =Prime.
2.Cargo Capacity: ●Can do ''Expanded volume'' on vehicle & ●''Double shape'', on items≤ Space.
Matter 3: Repair vehicle, even apportating pieces that are missing or lost, as per ''Reassembly'' spell
3.Winds o.t.Void: Warping space gives vehicle propulsion,1Acclrtn/sux,+1 Handl/Space,Int+Sci+S
Forces 4: As ''Control Velocity'' on vehicle, speed is doubled or halved for each Forces dot (min 16)
SHEPHERDS OF NIGHT
Degree of Dark N/A ● ●● ●●● ●●●● ●●●●●
Ca Equivalent Light cloudy; gloom sunset; murky moonlit night moonless midnight deep caverns
Perception roll – – – -1 -2 -3
1.Usurpando Auctoritate Hebdomad: Intensify, reshape & animate shadow, 1 yard radius, scene.
Moves at Speed =Res+G. Spend 1dot/Death on: ●+1 yard radius, ●+1 degree darker, ●+1 Speed.
Can direct it reflexivly. No roll, unless used as 'tool', for task, or for quality. Get perfect darkvision.
2.Manifestabo Est Scelesti: Make shadow semi-solid, 1 yard radius, scene. Spend dots =Death on:
●Size,●Dur,●Str. Boost: Touch, 1M, roll Pres+Pers+Death, spend +1/sux, max (+1/shadow lvl) each.
Matter 3: Make non-mechanic items out of shadow, size≤Matter. Equip bonus =shadow's darkness,
2dur/Death, max 2/dark lvl. In brighter light than made in, each turn roll (5+2per diff), –1 struct/sux
3.Tenebras Respirat: Animate shadow of seen person, Pres+Occ+Death, 1M, can control 1/Res.
Stats: Pow1, Fin2, Res1, with +1/sux distributed on. Vice & Size=origin. WP=P+R, Spd=P+F+10.
Life 4: Turn self into living shadow, Transitory, duration factors = Death. Prolonged at Death 5.
Matter 4: Also change held items/clothes/equipment into usable equivalents when becomes shadow
TAMERS OF BLOOD*
1.Imbibe: Can put sacrifice-M in ''Magic Shield'', hostile magic at -1/Prime, until stored M used up.
Life 2: Touch target to rid them of toxins, poisons and any other impurities of the blood.
2.Thicker Than Water: Store M in blood of touched target, M=Prime/turn, inflicts 1B per M>size.
Can be drained as Tass, then be stored or eaten. Instant act returns M in own blood back to M pool.
Ca as ''Imbue Mana''. M stored in blood of creature/person auto–added to M from sacrificing them.
Life 3: Drink human's blood, worth≥3L dmg, get +1dot/Life in 1 Phys Att donor has more in, Scene
3.Sublime Oblation: Convert blood of touched target into mana, give Resistant L=Prime, get same
nr of Mana. Mage victims roll Sta+G, keep 1M/2sux for themself.Usable max once/scene per target.
Use is Wisdom 4 sin. May use this M on ''Imbibe'' Attainment reflexively. Prime 5: Use at Sensory.
Life 4: Kill & drink blood of human, get +1/Life in 2 P. Attrbts victim had more in, until dusk/dawn
TAMERS OF ICE
1.Confidence Betrayed: Make touched item or surface slippery for scn, -1/Forces if problem. For
area or size>1, Wits+Occ+Forces, 1Area factor or +1 size per sux. Forces 3: Can do at Sensory rng.
Death 2: Scrutinizing char or their spells, or see aura, gets -1/dot, as ''suppress aura'', if not canceld
2.Transparency is difficult to see: Turn own body transparent/invisible 1scn as Inst actn. Can't cast
spells, but can do physical actions if not too heavy labor. Otherwise as per ''personal invisibility''
Death 3: Fake own death, as ''suppress own life'', Com+Subt+D, Prolonged, 1 Factor/sux. 1WP for
reflexive. Death 4: Advanced Prolongation & can decide on shorter time than result, or end-conditn
3.Flash Freeze: Freeze or melt touched substance, result similar to ''lesser transmog'', Int+Occ+Frc,
volume Factors =sux. Lasting, but it reacts to temp of area normally after. Can melt as if max 40 OC.
Can sustain indefinitely by continuing to concentrate on it. Forces 5: Can do this at Sensory range.
Death 4: Give frostbite with touch and 1M, Str+Intim+Death–Sta, deals 1L/sux & -1 social/sux.
TAMERS OF IRON
1.Discipline of the Self: Verbally rebalance tool/wpn/machine of iron, Res+Exp+Matter, 9agns/sux.
Mind 2: Instant action to get mind shield = dots for scene, reflexive for 1WP. Mind 3: Permanent.
2.Reinforcements o.t. Will: Harden touchd item, Com+Occ+Mattr, +1Dur/sux, as ''alter integrity''
Mind 3: Focus for turn and roll Sta+Occ+Mind to get +1 Resolve per sux, max=Mind, for 1 hour.
3.Bending Without Breaking: Reshape iron/steel item touchd, as ''reconfigure object'', Dur=Matter
Mind 4: Can spend 1 minute to convert Mana to Willpower points, on 1 for 1 basis, 1use/day/Res.
TAMERS OF LIGHT
1.Emanation: Each Forces dot can either bend light 900 or double/halve light strength, Inst action
Mind 2: Send telepathy, sensory range, max words per turn = Mind. Between members: As speech
2.Shining Armor: Grant seen target mage armor = Forces for 1M. Fueled by light source, for Scene
Mind 3: 1M to give target +1dot/Mind in 1 Skill for scene. If mage, 1turn/sux on Wits+Pers+Mind
3.Calling Forth the Sun: ●Make light from hands in 30O arc, intensity ≤ Forces, as ''light mastery''
●Can extinguish any light source seen, unless magic of potency>Forces. ●Spend 5M & take 1 Agg
to make true sunlight, for scene. Has area factors & potency = Forces. As per ''create sunlight'' spell.
Mind 4: Give target +1 dot/sux in 1 Socl or Mentl Attrb for scene, max = Mind. If mage, 1 turn/sux
TAMERS OF RAIN
1.Weathered: Perma-Armor = Forces, but *2 vs weather. Inst actn to get +Forces to predict weather
Spirit 2: See & communicate w. all weather & emotion spirits in Twilight for Scn, & use magic on
2.The Storm's Vengeance: If cloudy/stormy, can do ''call lightning'' with Dex+Athletics+Forces
Spirit 3: Weather & emotion spirits obey 1 order/sux, Pres+Intim+Sp–Res. If fits own emotions:+3
3.Coming When Called: Make rain start or stop, or alter amount, as ''change weather'', sux=Forces
Spirit 4: Give own current emotion to spirit as extra Influence, lvl=its own.Int+Occ+S-R, 1scn/sux
TAMERS OF SAND
1.Omnia Mutantir: Touch remains of ruined item/area to see the past it experincd, as ''postcogntn'',
Int+Surv+Time, no sympathy penalty. 1 turn/sux. Time 3: Get 1min/sux. Time 4: Get 10 min/sux.
Matter 2: Control & move touched sand, as per ''shape liquid'', sux=Matter. Matter 3: Sensory.
Volume: 1sux: Milk jug. 2:Gas tank. 3:Bathtub. 4:Swimming pool. 5:Olympic pool. Strength: 1/sux.
2.The Sands of Time: Rewind events 1 turn, as per ''shifting sands''. No roll, costs 1 mana per use.
Matter 3: Touch item/structure to reduce its Dur & Structr 1/Matter. At 0 Stru, turns to sand & rust.
3.The End of All Things: Observe person, structure, organization,settlement or culture to see when
& how it'll fall. Know which parts are unstable, when people must leave, etc. ''Prophecy'', sux=Time
Matter 4: Turn touched item into sand, Advncd Prol, sux=Matter. If precious material, just Prolngd
TAMERS OF TREES
1.Root & Branch: Can restore tree to good health, or change plant to different one, with a touch &
Int+Surv+Life. Also permanent ''interconnections'', sux=Contacts+Allies+Status, but only on people
2.Verdant Allies: Touched tree animates & fulfills command, Pres+Surv+Life. 1hour/sux, max size
= 5+sux. Only 1 command per tree at a time. Otherwise as per ''animate object'', potency = Life dots
Fate 3: Realize what you need to do in social situation to achieve desired end, as ''perfect moment''.
3.Arboreal Apotheosis: Become animate & mobile tree, Hardness=Life dots, Sta+Surv+Life–Size
change, for Scene. As ''shapechanging''. While active, ages slow as a tree. Life 5: Indefinite duratn.
Fate 4: Make a promise binding, if spoken by member of tended community, 1M, as ''Sanctify oath''