Legacy Summaries V2 PDF

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Normal Legacies

LEGACY SUMMARIES Index

NAME Path Order Primary 2ndary Prereq From


Architects of the Future Acanthus Seers Time Mind – SotT
Ascended Adepts Obrimos – Mind Dream – TotW
Awakening Gambit Acanthus Arrow Mind Time fate+tme2 AA
Bearers of the Eternal Voice Mastigos Guardians Mind Space Life 1 GotV
Bene Ashmedai Mastigos Ladder Spirit Mind Mind 1/-/4 SL
Blank Badges Acanthus FC Occultation Mind – FC
Bokor Moros – Death Mind Space 1 TotW
Brotherhood o.t. Demon Wind Mastigos Arrow Time Space Space 1 AA
Celestial Masters Moros Ladder / FC Forcs/Mattr Space Space 1 KttST
Choir of Hashmallim Obrimos – Prime – forcs -/3/4 Summ
Chrysalides Thyrsus Seers Life Mind – SotT
Clavicularius Mastigos Ladder Mind – Spirit -/ -/4 L:tS
Concord of Serpents Mastigos – Mind Space Space 1 Summ
Cryptologos Mastigos FC Mind – High spch FC
Daksha Obrimos Mysterium Life Time Space 1 L:tS
Daoine Acanthus – Fate Mind Space 1 L:tS
Dreamers of the Black Sun Mastigos – Mind Death Death 1 SoM
Dreamspeakers Thyrsus FC Mind Spirit – L:tA
Eleventh Question – Guardians Time Mind,death Matter 1 GotV
Eyes of Ain Soph Obrimos Mysterium Prime Spirit – Myst
Fallen Pillar Thyrsus – Life Prime Prim,Mind L:tS
Forge Masters Moros – Prime Matter Matter 2 L:tA
Gaolers of Ialdabaoth Unknwn Myst / GotV Spirit Death – GoG
House of Ariadne Acanthus – Time Fate,space Fate 1 L:tS
Imagineers Thyrsus FC Mind Spirit – FC
Katsinam Suukya Thyrsus – Spirit Life Life – / –/4 Summ
Keepers of the Covenant Thyrsus Ladder Fate – Spirit1/3/4 SL
Liberatores Mastigos – Mind Spirit – TotW
Lords of the Inanimate Thyrsus Ladder Matter Spirit Spirit 1 SL
Masters of Destruction Moros Seers Death Matter – SotT
Mimir's Voice Mastigos – Forces Mind Mind 2 KttST
Morphean Continuum Acanthus FC Mind Time Fate 1 NH:U
Neocologists Thyrsus – Spirit Life,Matter Life 1 TotW
Orphans of Proteus Thyrsus – Life Matter Mind 1 Core
Path of the Book Any Grimoire Mind Time Fate 2 GoG
People of the Hour Acanthus – Time Fate Fate 1 Summ
Perfected Adepts Obrimos Arrow Life Forces Prime 1 Core
Princes o.t. Many Masks Acanthus Seers Life Mind – SotT
Pure Sovereigns Obrimos Ladder Life Mind Mind 1 SL
Pygmalian Society Acanthus FC Mind Time Fate 1 Lt:S
The Quiescent Mo/O/Ma – Time Death – Noir
Reality Makers Acanthus Ladder Prime Fate – SL
Reality Stalker Mastigos Mysterium Space Mind – Myst
NAME Path Order Primary 2ndary Prereq From
Roses of Eden Acanthus – Life Prime – KttST
Scions of God – Ladder Spirit Spce,Prim Space 1 L:tS
Singers in Silence Moros Mysterium Death Fate Fate 1 Myst
Sisterhood of the Blessed Acanthus Ladder Fate Mind – SL
Skald Acanthus – Mind Spirit – L:tA
Sodality of the Tor Thyrsus – Fate Life, Time – L:tS
Solomon's Lesson Mastigos – Mind Forces – KttST
Sphinx Mastigos Mysterium Fate Mind – L:tA
Stewards o.t. Celestial Orrery Obrimos Ladder Time Prime Prime 1 SL
Stone Scribes Moros Mysterium Fate Death prim+dth1 L:tS
Storm Keepers Acanthus – Forces Time Fate 2 TotW
Stygian Heralds Moros – Death – Matter 1 Summ
Subtle Ones Mastigos Guardians Mind Space Fate 1 Core
Tamers of the Cave Mastigos – Death Mind Mind 1 L:tA
Tamers of Fire Obrimos – Forces Mind – L:tA
Tamers of Rivers Thyrsus – Matter Life Life 1 L:tA
Tamers of Stone Moros – Space Matter Prime 1 L:tA
Tamers of Winds Acanthus – Forces Mind Mind 1 L:tA
Tellurians Obrimos Mysterium Space Prime SAS
The Illumined Path Thyrsus – Forces Spirit, Life Spirit 1 KttST
Thread-Cutters Moros Guardians Fate Death Death 1 L:tA
Threnodists Mastigos FC Space Mind Mind 1 L:tS
Thrice-Great Obrimos Ladder Spirit Prime Prime 1 L:tA
Transhuman Engineers Obrimos (FC) Forces prime –/3/– – L:tS
Uncrowned Kings Moros FC Mind Prime Matter 1 Core
Votaries of the Ordained Moros Guardians Fate Space – GotV
Walker in the Mists Acanthus Mysterium Space Time Life 1 Core
Whipping Boys Obrimos Arrow Life Mind Mind 1 KttST
Wraiths of Epochs Moros Mysterium Time Death Dth+fate1 Myst
DURATION CHART
Factors ○ ● ●● ●●● ●●●● ●●●●●
Instant – 0 dice – 2 dice – 4 dice – 6 dice – 8 dice – 10 dice
Ritual Need +0 sux Need +1 sux Need +2 sux Need +3 sux Need +4 sux Need +5 sux
Transitory 1 turn 2 turns 3 turns 5 turns 10 turns 20 turns
Prolonged Scene / hour 2 hours 12 hours 24 hours 2 days 4 days
Advanced Scene / hour 24 hours 2 days 1 week 1 month Indefinite

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''

PAGE 2 OF 34 LEGACY SUMMARIES - NORMAL LEGACIES


Left-Handed Index

NAME Path Order Primary Secondary Prereq Book


Austere – Guardians Life & Matter Mind – GotV
Carnival Melancholy Acanthus Ladder Death Fate Fate 1 SL
Cloud Infinite Obrimos FC Mind Prime – LHP
Cult o.t. Doomsday Clock Moros – Time Death Death 1 L:tS
Cwn Annwn Obrimos Ladder Prime – – LHP
Devourers of the Flesh Thyrsus Arrow Death Life Life 1 AA
Echo Walkers Obrimos – Life Prime – L:tA
Fangs of Mara Mastigos – Mind Space – L:tS
Illumined path (reversed) Thyrsus Guardians Death Spirit3 /Life4 Spirit 1 KttST
The Legion Any Any Life – – Summ
(Legion) Mastigos Guardians Death Life 2/3/4 Mind 2/3/4 LHP
Logophage Any Guardians Mind Fate Death 1 L:tA
Scelesti Any – Spirit Death, Time Space 1 Core
Scelesti (Unbidden) Mastigos – Mind Forces, Life Space 1 NH:U
Scelesti (Tarot) Moros – Time Death Death 1 KttST
Scelesti (Hunter's Flesh) Thyrsus – Space Life – LHP
Secret Order of the Gate – Seers Space Spirit – SotT
The True Soul Mastigos – Mind Death Death –/ –/ 4 NH:U
Timori – Banishers Mind→Prime – – Ban
Tremere Lich Moros – Death Prime – Core
House Nagaraja – Tremere Mind LHP
House Seo Hel – Tremere Death LHP
Unforgotten Scions Any Astral Mind Prime – Myst

Homebrewed Index

NAME (* =left-handed) Path Order Primary Secondary Prerq


Einherjar Aspirants Moros Arrow Time Death Fate
Explorers of the Beyond Acanthus Mysterium Mind Prime –
Facilitators* Acanthus Ladder Fate Death,Life,Mind,Prime,Spirit –
Fragmented Archive – Guardians Mind Fate, Space, Matter, Forces Masque
Îrîn, the Watchers Obrimos Mysterium Prime Mind, Time Space
Knights of the Holy Grail Acanthus Arrow Fate Spirit –
Reclamation Professors Thyrsus Mysterium Life Time Matter
Riders of Pegasus Obrimos Bellerophon Space Matter, Forces Prime
Shepherds of Night Moros Mysterium Death Matter, Life –
Sons of the Aether* Obrimos FC Prime Mind, Matter Matter
Tamers of Blood* Thyrsus – Prime Life –
Tamers of Ice Mastigos – Forces Death Matter
Tamers of Iron Mastigos – Matter Mind –
Tamers of Light Obrimos – Forces Mind –
Tamers of Radiation* Obrimos – Forces Life –
Tamers of Rain Thyrsus – Forces Spirit –
Tamers of Sand Moros – Time Matter –
Tamers of Trees Acanthus – Life Fate Fate

Path Index Order Index Arcanum Index

LEGACY SUMMARIES - HOMEBREWED PAGE 3 OF34


Attainments
ARCHITECTS OF THE FUTURE
1.Spider's Edge: Free ''Glimpsing the Future'', roll next instant action twice, use best. 1 turn casting
Mind 2: To notice or remember char is at -1/sux,1 hour. As ''Incognito Presence'', Wits+Subt+Mind
2.Sensing Danger: Perma-armor=Time on self, give same to target for 1h,touch, Man+Invest+Time
Mind 3: Can do 1 mental (non-spell) extended or instant action at same time as a mental/phys actn.
3.Weaving the Future: In 1min, see target's future & how to change it, as'Divination' & 'Prophecy'
Mind 4: Astral Travel direct to Omphalos as instant actn, 1M, Com+Wits+Mind, +1M/''passenger''

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

BEARERS OF THE ETERNAL VOICE


1.Perfected Conversation: ●Get +1sux/Mind when lying to someone,+1person/Man, 1use/scene/G
●Convince sleeper vulgar magic was normal, cancelling his Unraveling & sleeper witness effect for
scene. Instant action, Man+Expression–victim's Com, reduces their WP 1 dot/sux on Disbelief chart
Space 2: Can use attainment on anyone communicating two-way with, via phone, internet chat, etc.
2.Gilded Speech: Convince crowd own ideas & pov is right, or lie, get +1sux/Mind to Mn+Exp roll
Space 3: Can use second attainment on crowds that aren't even there, through live media broadcast.
3.Spoken Reality: Conversation edits memories, as 'breach vault memory'. Int+Pers+M vs Com+G
Space 2: Can use 3rd attainment on anyone communicating two-way with (phone, internet chat,etc)
Space 4: Make lasting Intimate symp with target of 3rd, & know whenever he talks about topic you
edited. Can then pay 1M & roll Wits+Emp-2 to hear both sides of that conversation for rest of scene

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)

PAGE 4 OF 34 LEGACY SUMMARIES - ATTAINMENTS


BLANK BADGES
1.Not a Number: Use ''occultation'' as ''Status'' in mundane social situatn, no matter type, no questn
Mind 2: Magic to mentally control, detect or influence them gets -1 per Occultation. Always on.
2.The Quiet One: When has Paradox, roll Occultation. Reduce type 1/sux, to min 1, but same sux.
3.Nothing's True, Anything's Permitted: Instant actn Man+Pers+Occultn before castng spell, give
an explanatn to Sleeper witnesses, get -1 paradox pool/sux. ExSux: Treat onlookers as Sleepwalkers

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.

BROTHERHOOD O.T. DEMON WIND


1.Yanagi ni Kaze: Permanent Mage Armor=Time dots. Get 3600 vision as reflxv actn, until drops it
2.Tazei ni Buzei: ''Acceleratn'', Time=penlty on atck vs self & Init bonus, speed*1+T.Rflxv,1M/turn
Space 3: Can make Brawl and Weaponry as ranged attacks within sensory. Reflexive, 1M per attack
3.Akuma no Ken: Get ''present as past'' vs 1 person, Wits+Occ+T vs Com+G. Reflexive for 1WP.
Space 4: Can ''teleport'' to any place in visual range as instant action for 1M, potency = Space dots.

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.

LEGACY SUMMARIES - ATTAINMENTS PAGE 5 OF34


CHRYSALIDES
●Develops 'Ideal' form & 'Husk' form. 1WP & roll Sta+G to become Ideal. At 0WP, becomes Husk.
1.Spreading t. Wings: Get Ideal form, choose its appearance. Striking Looks 2, husk at -1 to Social
Mind 2: Get bonus dice = Mind dots to first adversarial social roll vs person met for the first time.
2.Perfection of Form: One physical attribute of Ideal permanent +1/Life, to usual max. Husk gets
-1/2Life in same one, to min 1. Ideal also at Striking Looks 4, while Husk gets -2 on all Social rolls
Mind 3: One Mental attribt of Ideal permnt +1/Mind, up to usual max. Husk -1/2M to same, min 1
3.Pinnacle of Grace: Spend dots=Life on last 2phys attrbts, same as 2nd lvl.Striking looks 6, husk-3
Mind 4: Spend dots=Mind on the last 2 Mental attributes, following same rules as 2nd Attainment.

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

PAGE 6 OF 34 LEGACY SUMMARIES - ATTAINMENTS


DREAMERS OF THE BLACK SUN
1.Harbinger of Fear: Distress own body to cause fear & unease. Others roll Res+Com to not leave;
even if wins: feel unease / aggression. Lasts max 1h. Black vapor in Nimbus, unveil to get +1 Intim.
2.Horrifying Spasm: Twitch & jerk body in freaky way to scare target, distracting actions needing
concentration or coordination. Roll Res+Intim+Mind vs Res+[Skill in use] to make target Fail task.
Death 3: If succeeds, can also make target accidentally damage equipment used, 1Agg per sux>Dur
3.Scream o.t. Dying Sun: Project pain & fear as scream, all in 10yards get -2 this+next turn. Touch
a target & roll Res+Intim+Mind vs Res+Com to make blind 1 scene. ExSux: Scn of -2 / blind 1 day.
Death 4: Can also scorch target's eyes, gives 1L dmg/sux, -1/sux on Social & Blind until dmg heals.

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.

EYES OF AIN SOPH


1.Seeker's Eye: ''analyze enchanted item'' & ''supernal vision'' at will, until deactivated, sux=Prime
Spirit 2: Get both ''peer across the gauntlet'' & see spirits in twilight or possessing,Wits+Occ+Spirit
2.Seeker's Aegis: Protect self & max others touched=Prime VS magic, as ''controlled dispellation''
Spirit 3: Get ''numinous shield'' for Scn, spirit powers vs self get -1/Spirit, 1M/use, can pre-charge.
3.Seeker's Mastery: Dispel any magic with instant action, similar to ''supernal dispellation''.
Spirit 4: Can bind protectors, as per ''spirit guardian'' spell.

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''.

LEGACY SUMMARIES - ATTAINMENTS PAGE 7 OF34


FORGE MASTERS
Affecting items: ●Takes 1 turn ●Target size≤15 ●If not mainly metal, cost +1M & lasts scn,not day
1.Master’s Hand: ●Know on sight if crafted item is magical. ●Can study artifact and enhanced &
imbued item, with Int+Occ+Prime, 10min/roll, need 2sux/dot rating, as ''analyze enchanted item''.
●Work on item to give 9-again on tasks involving it, for up to 1 roll per Prime dot, within one day.
2.Primal Tempering: Make man-made item able to interact with things in Twilight & Spirit world,
but only within item's intended functions. Potency=Prime, Lasts scene, or a day if works on it scene
Also: Imbuing an item always counts as Covert magic, even if the spells being imbued are Vulgar.
Matter 3: When using 2nd Attainment, can also increase item's Durability by +1 per dot in Matter.
Prime 5: Can enable item to inflict Agg damage, for 1M per attack, and can ''install'' M pool for this
3.Primal Forge: Create new items out of Mana, of mechanical complexity ca ≤hand-push 'mower,
but no electronics & no power source. Instant, lasts Scene. Spend Prime dots on: Equipment bonus,
Weapon rating, Armor pts & other relevant Factors. Spend scene: Lasts day, & either ●give it effect
of 2nd Attainment, or ●imbue spells in it, with Factors≤Prime (but they count vs max Active Spells)
Matter 4: ●All items created by the Attainment begin with additional Durability, +1 per Matter dot.
●Temporarily created item can be of Perfected Metal. Gets the Metal's traits and +1 Imbuing Factor.

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.

PAGE 8 OF 34 LEGACY SUMMARIES - ATTAINMENTS


KEEPERS OF THE COVENANT
1.Oath of Synthesis: ●See/hear/speak with spirits in Twilight at will. ●Spirit spells get +dice =Fate
2.Emissary o.t.Pact: ●Sense & talk w. Hisil-spirits at will, as ''peer across Gauntlet''. ●Make locus,
Roll Pres+Pers+Fate – gauntlet penalty, 1 Essence/day/sux. Spirits can't use without permission & if
gets E must do service, as ''command spirit'' with sux=E. Spirit 4: Command at Advanced Duration
3.Eidolon of Union: ●Treat Gauntlet as if lowered lvls =least of Spirit/Fate, when in own favor, but
never when it's not so. ●If reduced to 0, can step across with instant action, or choose to be in both.
LIBERATORES
1.Planting the Seed of Rebellion: Instill wish for genuine freedom in mind of those suffering overt
or covert enslavemnt, give hope of improvng own life, as ''emotionl urging''. Perm mind shield=dots
Spirit 2: Call demonic spirit, Res+Intim+S vs R, as ''lesser spirit summon''. Made to inspire freedm
2.Strengthening the Spine: Choose 1 Mental or Socl Attribt. Inst action to give it +1/Mind, 1 scene
Spirit 3: Drive out possessing demon from victim, extended Res+Intim+S vs P+R, as ''exorcism''
3.Casting off the Shackles: Change target's mind, condition to cope w freedm.Inst Man+Pers+Mnd
vs Res+Com, –dice for Prolonged duration factors if desired. As per ''breach the vault of memory''.
Spirit 4: Reflxiv use 1M to give -1/dot on spirit-powers vs self. Give w touch for scn, Com+Pers+S
LORDS OF THE INANIMATE
1.Commanding the Inanimate: Can hear/talk to spirits in objects & in twilight +sense presence of.
Verbally tell mechanic or electric device what to do & it obeys, as ''control object '',Pres+Pers+Mind
●Talking to spirit of object sometimes lets char learn ca how & when it's been used, +similar details
●Talking to damaged object about what's wrong with it gives +1/sux on rolls to repair it
2.Shepherd o.t.Craft: Touch non-living material item & speak to briefly to use ''repair object'' on it
Spirit 3: Can use ''rouse spirit'' on items. Also, can perma-rouse item he's owned or used regularly
for week, at cost of 1 permanent WP dot. Spirit 4: Rousing gets Advanced Prolongation duration.
3.Honor of Transmutation: Speak to & touch item to use ''reconfigure object'' on it. Sux=complxty
MASTERS OF DESTRUCTION
1.Gaze of Weakness: Seen item loses 1 Durblty/sux, but not Struct. Wits+Weap+Death, as ''Decay''
Matter 1: Examine item to know function & build, as ''craftsman's eye'' & ''find the hidden hoard''
2.Falling to Dust: Seen item gets 1Agg per sux >Durability. Wits+Weap+Death, as ''destroy object''
Matter 3: Make touched item soft as v. stiff clay for 1 hour, on max Durblty=Matter, as ''plasticity''
3.Ghostly Intrusion: Step in & out of ''Underworld'' (?!?) as Instant action, as per ''Twilight Shift''
Matter 4: Attainmnt-destroying items ignores Dur & leaves nothing behind, as ''annihilate matter''
MIMIR'S VOICE
1.Blind Spot: Cloak self mentally & physically, Inst actn Com+Stlth+Forces, for scn. As ''incognito
presence'', and get 8-again on Stealth, win ties to be unnoticed. Subtle moves/sleight'o'hnd –G to see
2.Wasted Potential: Protect self or another vs attack, as 'dodge' action, out of Initiative order. 1M,
Dex+Sci+Forces, reduce attack pool by 1/sux as energy's drained from it. Dramatic Fail is harmless.
Mind 3: Get ''eidetic memory'' merit, use 1M to get 9-again on Mental Skill roll. Can help another
figure out problem/enigma, 1M, Man+Exp+Mind, gives 9-again on 1 related Mntl roll. Not untraind
3.Released Potential: Release potentl energy of stationry item or being of Size≤G, 1M, Dex+Sci+F
Can do: ●Halve item's Speed per sux. ●Move item 1yard/sux. ●Deal 1dmg/sux, ignoring Defense &
armor, but armor spells apply vs it. Any dmg type, but +1M cost for Agg. ●Set item on fire.
Mind 4: Touch target seeking help, use 1M, boost Mental or Social Attribute +1dot/Mind, for Scn.
MORPHEAN CONTINUUM
1.Cogitation Convergence: Permant mind shield, lvl=dots, can 'aim' any action, as ''quantum flux''
2.Benefice of Hypnos: Doesn't sleep if doesn't want to, perm ''sleep o.t.just'', but hallucints 4 of 24h
Time 3: ''Rewind'' one turn, was only dream of possible future, 1M, Pres+Emp+Time. Max 1/turn.
3.Morphean Rhapsody: Make target hallucinate,1 sense/sux,Man+Emp+M vs Res+G; to penetrate
even implausible imagery, to realize it's not real, requires Res+Com–Mind. Gives -2 on pools & Def
Time 4: Retreat into own imaginings, mimics ''temporal pocket'', auto-sux = Time dots.

LEGACY SUMMARIES - ATTAINMENTS PAGE 9 OF34


NEOCOLOGISTS
1.Barrier Breaking: Permanent see & speak with Twilight spirits & ''peer across gauntlet'', 2-ways
Also aware of 'spirits of living beings', so senses health & vitality of creatures, detect parasites, etc.
2.Spirit's Caress: Transfer non-physical, symbolic 'trait' from spirit to item or live being, based on
''transfer median features''. Need fitting spirit to touch target, works on humans. Scn, features=Spirit
Life 3: Giving traits can involve changing target's body physically, as ''transfer median features''
Matter 3: Giving traits can involve changing item physically. Can boost function max +1/Matter
3.Third: Bind spirit into item, as ''create fetish''. Man+Pers+S. If unwilling: –Rank & vs Res. Need
1 sux/Rank, can affect max=Spirit dots. Instant: Lasts scene, item gets Influence+Numina=Spirit. If
Extended: Extra sux can be used on: •Duration, •+1 dot Influence, •+1 Numen. Spirit 5: Advnc Prol
Life 4: Turn non-magic living being into Fetish 'item', gives physical 'Features' = Rank; vs Resolve
Matter 4: Can choose to make Fetish-object develop physical 'Features' = Rank while effect lasts.

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.

PATH OF THE BOOK


1.Secrets Decoded: Get ''reveal enigmas'' for any book, drawing, writing or 2D image seen. Decode
even most complex code or symbolism with Wits+Invest. Advanced pc-made code might take 2+sux
Time 2: In area with significant text or 2D imagery, can pre-know result of actn w 2 results, 1/scn.
2.Gift of Tongues: Permanent ''universal language''. Read, write, speak & understand all languages
Time 3: In area w much text or 2D imagery, rflxv ''glimpses o.t. future'': roll 2 & choose,max 1/scn
3.Flights of Imagination: Go to any part of Astral by reading about it. Read dream journal o.l. gets
into Oneiros. Read right before meditate, need just 1 sux, no hallow/demesne needed, 0M. Can take
others along with by casting ''telepathy'' & having them meditate too, but each 'passenger' costs 1M.
Time 4: In area w much text or 2D imagery, can get ''present as past'' effect, once per scene.

PEOPLE OF THE HOUR


●Can't use attainment-powers on extended actions, or anything that takes prolonged focus or effort.
1.Fifty-Fifty: Auto-win (or fail) at will on simple uncontestd act w 2 potential outcomes, as ''flip of
the coin''. Can ''aim'' any action for up to 3 turns, reducing penalties 1 per round, as ''quantum flux''.
2.Catch As Catch Can: Use 1M to rewind time 1 turn and change their previous action, max 1/scn
Fate 3: Spend 1M as Instant action to get 8-again on 1 roll in upcoming Scene, max use 1/session.
3.Stacking the Deck: After roll, 1M & rflxv Wits+Sci+Time to give it +dice =sux. ½G uses/session
Fate 4: Can rflxvly use 1M to get Rote Quality, as ''probable cause''. Counts as use of 3rd attainment

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

PAGE 10 OF 34 LEGACY SUMMARIES - ATTAINMENTS


PRINCES O.T. MANY MASKS
1.Spy's Assist: Permanent ''body control'', sux=Life. Can use the sux as dice to fool & seem truthful
Mind 2: Auto-''first impression'', get bonus dice = Mind dots on first social roll with anyone.
2.Mask of Flesh: Change 1 feature/sux of own appearance, Wits+Subt+Life, indefint,as ''two faces''
Features: Color of eyes/skin/hair, hair length/texture, finger/toe length, face form, +/-2 inch, +/-10lb
Mind 3: Make target(s) think you're someone else, Int+Subt+M vs Com+G, indefint, as ''imposter''
3.Ultimate Perfection o.Disguise: Be copy of person, indefinitely,Int+Subt+Life, as ''doppelgangr''
Mind 4: Edit target's memories for 1h/use, Int+Subt+M vs Res+G, as ''breach the vault of memory''

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.

LEGACY SUMMARIES - ATTAINMENTS PAGE 11 OF34


REALITY MAKERS
1.Marked Cards: Change surface of seen item, cover in phantsm, Int+Exp+Prime,1h, can maintain
Fate 2: Perm ''winds of chance'', always has good fortunes. Can wish for something, Man+Subt+F,
to get ''shifting the odds'' on fulfilling it, which gives minor benefits (temporary car, find 200$, etc)
2.Ace up the Sleeve: Create solid phantasm of size≤ 5, in place clearly seen/touched, same roll, 1h
Fate 3: Get the 8-again benefit on 1 roll per sux on Man+Subt+Fate, as per ''superlative luck''
3.High Stakes Prize: Make useful items, as ''phantasmal weapon'', equip bonus =sux, 1h +maintain
Fate 4: Easily find cheap & efficient transport to chosen destination, as per ''coincidental travel''.

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.

PAGE 12 OF 34 LEGACY SUMMARIES - ATTAINMENTS


SISTERHOOD OF THE BLESSED
1.Good Fortune: Perm ''winds of chance'', always has good fortunes.Make wish & Man+Subt+Fate
to get ''shifting the odds'' on fulfilling it, which gives minor benefits (temporary car, find 200$, etc)
Mind 2: Inst action to blend w. background, unworthy of comment & forgotten, as''incog presence''
2.Exclusive Benediction: To perceive or alter character's destiny, potency must exceed Fate dots.
Mind 3: People react as if you're a (minor) celebrity, Man+Subt+M vs Com+G, as ''False Fame''
3.Accidental Auspices: Focus 1turn & Man+Subt+Fate, 1roll/sux get Rote Qlty. -2 to seem accidntl
Mind 4: Make target hallunicate anything imaginable, Man+Subt+M vs Res+G, as ''hallucination''

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.

SODALITY OF THE TOR


●Have inner ''god-self'', true divine persona ●Define its features ●Behave differently when ''divine''
1.The Spiral Dance: Grant Fate sight to others, even sleepers, if willing to follow. Dex+Exp+Fate
2.Drawing Down the Moon: Get 8-again on actions fitting god-self's theme, 1/sux, Pres+Exp+Fate
Life 3: When activating, can also change own body to fit god-self's image, 1 feature/sux spent on it.
3.Immanent Divinity: Now 8-agns usable on any roll leading to god-self's goals. Also:can give self
''Rote Quality'' on 1 roll/sux, but only actions fitting god-self's theme, as Instant actn Pres+Exp+Fate
Time 4: When activates, can also choose to know planned actions before occurs, as''present as past''
resisted with Com+G roll. ●At start of each turn, learn what all affected targets plan to do. ●Can act
at any desired point during initiative, trumping all other Init effects. ●Also get +1 Def per sux vs all
affected targets. ●Prolonged duration, but must distribute sux between this & getting Rote Qualities.

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.

LEGACY SUMMARIES - ATTAINMENTS PAGE 13 OF34


Mind 3: Know what any speech & writing means.Research & learning-relatd extnd Mentl in ½time
3.Off the Path: Focus 3 turns to remove self from fate, until cancld: ●Can't use 2nd atnmnt ●Can't
affect fate of others (f.ex. curse or 9agn) ●Immune to all spells (even their own) that perceive, alter,
improve or reduce their own fate (f.ex. can't give self 8agn) ●All Sympathetic magic targeting them
considered 4 additional steps less connected ●Has Occultation=Fate dots ●All Stealth rolls get+3
Mind 4: Study target 1 turn, then roll Int+Aca–Com, to read their memories & subconscious. As it's
deduction, not telepathic invasion, Mind-mages don't get roll to notice it. As ''Read the depths''. Can
get memories with total sum of length≤ Duration. Prolongd vs sleepers, Transitory vs supernaturals,
(With Mind 5: Prolngd vs supers too). Reading subconscious can f.ex. reveal target's Virtue & Vice.
Roll to find experience that significantly contributd to developmnt, even if repressed, can get bonus.

STEWARDS O.T. CELESTIAL ORRERY


1.Skein of Heaven: Know best time to act, ±1/sux, Wits+Invest+T–Symp.Prime sight, but not auras
2.Celestial Diagram: When casting spells,Temporal Sympathy is +2 steps better (except Unknown)
Prime 3: Create source of perpetual energy, equivalent to Ley-Node but unrelated to area's actual
Ley setup. Choose output's energy format at creation. Instant action, Lasting. Amount it can power
per Prime: 1dot: Small room, f.ex home office. 3 dots: Small home. 5 dots: Large home or mansion.
3.Supernal Clarity: Accurately see 1 turn/sux of future, Int+Inv+Time–Temp Symp (– cloak), 1M.
Must specify exact time sought. Can only see future of beings/items/area currently in sensory range.
Prime 4: After making energy source with previous effect, use 1WP to become Hallow, lvl =Prime.
Can produce Mana like Hallow once per day, but themself can't do Oblation for it, only others can.

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

PAGE 14 OF 34 LEGACY SUMMARIES - ATTAINMENTS


SUBTLE ONES
1.The Subtle Dance: Get ''incognito presence'' & mage sight of Fate for 1 hour, as instant action.
2.False Presence: Make target think you're different, as ''imposter'' spell, 1 sense/Mind, for 1 hour.
Also, can disguise own aura, both for emotional state & true nature, at potency = Mind.
Space 3: Can increase Sympathetic connection between 2 seen things +1degree/Space, instant actn
3.Occlude the Mind: Edit target's mind, as ''breach vault of memory'', instnt actn, Man+Subt+Mind
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.
Space 4: Instnt act co-locates self max places=Space, can multi-task ≤ 2 inst mentl/socl or 3extnded
TAMERS OF THE CAVE
•Based on using ''etheric mirror'', and must make some in order to use second & third attainments.
•Created from the Void itself, it's similar, but not identical, to the ephemera of spirits & ghosts.
•Appears to be a window, through which one can see infinite space & stars; sometimes as a mirror.
1.Etheric Communion: Spit out ''etheric mirror'' as Instant actn, until scene or effect used on ends.
●Can use as dedicated Tool, ●Can mold into any shape, ●Can be mirror showing ghosts & Twilight,
●Ghosts can 'wear' it to manifest without penalties for place or witnesses, and it takes on their shape
●Has base Size 5, Solidity 0. Distribute +1/Death between the two. ●Otherwise, as ''Ectoplasm''.
Also: Can see emotional auras, as ''Aura Perception''. Prolinged, Instant, roll Wits+Invest+Mind.
2.Etheric Doorway: Make door into Twilight, as ''ghost gate'', one can go through per turn, for scn.
Mind 3: Question target wisely to make them stop & ponder. Maintain by talking, Conctrn dur, but
must comprehend, & ends if target harmed, attacked, or endangered. Roll Man+Pers+M vs Com+G
3.Etheric Transfiguration: Transform self & gear into ''etheric mirror'', become Twilight, as instant
action, Prolonged, rolling Sta+Occ+Death. Instant action to cancel, no roll. As ''Twilight Shift''.
Mind 4: Give target vision to change their mind, as ''hallucination'', Pres+Emp+Mind vs Com+G
TAMERS OF FIRE
●Attainments affecting physical flame require having your own small flame as a focus for the power
●Other attainments can use symbolic fire instead, f.ex. courage, rage, flashing eyes, passnt talk, etc
1.Touch the Fire: Talk to flame to make it move where you want, even leap through air. Fling at a
target max 3yrds from flame per Forces, does dmg per Intensity+Size of moved Fire. Sux>1 lets fire
leap to adjacent targets, each max 3yrds from previous one.Transitory, roll Pres+Exp+Forces(–Def).
Usually makes fire use up available fuel next turn, but if target's clothes too flammable, might ignite
Result 1 sux 2 sux 3 sux 4 sux 5 sux Size of Fire Torch Bonfire Inferno
Targets 1 pers 2 pers 4 pers 8 pers 16 pers Max affected 2 targets 4 targets 16 targets
●Fire automatically inflicts L dmg each turn of exposure (no attack roll needed), by its heat + size.
●In general, if exposure to fire persists for more than a turn, anything combustible begins to burn.
●Character who's on fire continues to take full damage, even if they escape original source of fire.
●Most armor can block points of fire dmg = Armor rating, for an equal number of turns.
Intensity Candle Torch Bunsen burner Chemical fire / Size Torch Bonfire Inferno
Burn lvl 1st degree 2nd degree 3rd degree molten metal
Damage +0 L +1 L +2 L +3 L Dmg +1 L +2 L +3 L
Mind 2: Speak passionately as Instant actn to do ''Emotional Urging'', Pres+Pers+Mind vs Com+G
2.Catch the Fire: Talk to flame to change its Intensity & Size, distributing ±1/sux between the two.
Mostly Transitory, but extinguishing by reducing dmg rating to 0 is Lasting. Roll Pres+Exp+Forces.
Mind 3: Speak passionately of goal to give listeners 1WP, only usable on related actions, for Scene.
Sux gives number of targets, as chart above. Works once/scene/target. Pay 1M, roll Pres+Exp+Mind
3.Become the Fire: Make own body emit heat, enough to ignite stuff within 1yrd, at Intensity=sux,
so deals 1L/sux each turn. Melee attacker dmgd by heat. Flammable item ignites once fire dmg>Dur
Self immune, carried/worn gear won't burn, can exempt targets=G per turn. Instant, roll Pres+Intim
Mind 4: Coach target, gives +1/sux in 1 Mntl or Socl Att, max +1/Mind, Scn. Roll Pres+Exp+Mind

LEGACY SUMMARIES - ATTAINMENTS PAGE 15 OF34


TAMERS OF RIVERS
1.Refresh the Waters: As ''transmute water'', but only to/from water-based. If volume>gallon, roll
Wits+Occ+Matter, sux per table in core p197. Can check health of human being,as ''healer's trance''
2.Mold the Waters: Shape & move liquid at Sensory, as ''shape liquid''. Roll Dex+Crafts+Matter
Life 3: Heal humans B or L =sux, Dex+Med+Life. Each scn, free uses=best of G & Life, then 1M/
3.Tap the Wellspring: Make water come from solid earth/stone, volume as ''lesser transmogrfction'
Life 4: Make target act on instinct chosen, as ''trigger the lizard brain'', Dex+Intim+Life vs Res+G
TAMERS OF STONE
1.Finding the Stone: Find place of power, as Symp ''finder'', see area's Resonc, as ''supernal vision''
2.Surveying the Stone: See many places in same area/buildng, as ''multispatial perc'',Wits+Craft+S
Matter 3: Touch structure to give it +/-1 Durability per sux, Wits+Crafts+M, as per ''alter integrity''
3.Stepping Behind the Stone: If unseen, can ''teleport'' to any place at Intimate or Known sympthy
Matter 4: Instantly reshape item by working on it, as ''reconfigure object'', roll Dex+Crafts+Matter
TAMERS OF WINDS
1.Hear the Wind: Move sound & adjust volume, Wits+Inv+Forcs &''1mind,2thoughts'' hrs=G or M
2.Grasp the Wind: Air moves/lifts item, as ''telekinesis'', Str & Dex 1, distribute +1/sux. Int+Ath+F
Mind 3: Get ''multi-tasking'' for hours =best of Gnosis & Mind, but 1M to re-use for 24 hours after
3.Friend o.t.Wind: Make wind lift you off ground & move around, as ''levitation'', Pres+Com+Frcs
Mind 4: Edit target's mind by talkng to, as ''breach the vault of memory'', Pres+Pers+M vs Com+G
TELLURIANS
1.Map o.t.Land: See all ley lines in sight line, color=Resonance, outside sight range w. Wits+Invst
2.Riding Between: Enter ley line & exit at any node, seems like teleport, is ''portal'', line as conduit
3.Manipulating Telluric Currents: Redirect ley lines, roll Prime+G, with Prolonged Duration.
THE ILLUMINED PATH
1.In the Dark Wood: See in dark, as ''nightsight'', at will. Grant it with touch & Pres+Emp+Forces,
if target 'ready for it' (f.ex. Morality 7+, or experience w magic). 1M brightens light to ca 100W, scn.
2.Safeguard the Path: Cover targets in 'haze of light'; gives Mage Armor=Forces. 1M, Res+Perc+F
-Target Factors (if any). Can do at max 20ft range. Or telekintc push vs hostiles, 1M, Str+Intim+F-
Targt Factrs, need light source. Rflx Str+Ath to move towards char, ½ spd even if wins. Conc duratn
Spirit 3: Give touched Sleeper Unseen Sense vs own magic +spirit-activity. 1M, Pres+Occ+Spirit,
lasts 1 scene. May get to buy merit. Death2: +death-related phenomena. Prime2:+Awakened magic
3.Light of Wisdom: Enchant light source illuminating target so it makes the 'truth' glow. 1M, Wits+
Subt+Forces. Reveals hidden doors, true form of possessing entity, lips glow while truthful, etc. Scn
Life 4: When absorbing Paradox as dmg, 1M & reflexivly roll Sta+Occ+L to negate 1B/sux from it.
THREAD-CUTTERS
1.Sense the Fraying Thread: Sense target's effect on world, past+potential. Wits+Emp+Fate gives:
Sux1: •Conditns in which char's most likely to fulfill Vice, •if has ever murdered, •condtns in which
char's most likely to kill a person, & •whether has ever influencd someone to try to kill another
Sux2: •If their actns contributd to another's Morality loss or Vice fulfiild, +conditions it occurred in.
•Conditns in which char's likely to inspire another to do murder, ca likelihood & possible scenarios.
•Whether targets taken or broken magically enforces oath or not.
Sux3: •If char's indirectly inspired murder/Vice/Morality loss in Acqntd folk, or at 1 lvl socl separtn
(f.ex membrs of same business, neighbor). Unintentnly, but must be primry cause. •Cndtns in which
char's likely to inspire such actns. •If char's destiny's magically altered. •dots in Fame,Occltn,Destny
Sux4: •Whether or not char is primary cause of murder/Vice/Mor loss in Encntrd folk or 3O socl sep.
•Condtns in which char might influence so in future. •presence & nature of direct magic influenc on
char's mind & behavior. •target's probable influence on big institution (f.ex. business, Order caucus)
Sux5:•track target's full destructv inflnc on people,institutns & whole societies (defined as murder,
indulgng Vice & Morlty loss), but in statisticl terms, 'moral calculus' of char's influence. •major turn
points, like actns that'd lead to death & degradatn of many, stand out. Revealed as symbolic visions.

PAGE 16 OF 34 LEGACY SUMMARIES - ATTAINMENTS


2.Preserve the Thread's Measure: Cloak+armor target's fate, Res+Emp+F, as ''occlude destiny'', at
-2 per condition that'll end effect (if any chosen). To perceive or alter the destiny takes potency >sux
Death 3: Effect also gives -1/sux on scrutinizing target, as per ''suppress aura''. Both are Prolonged
3.Sever Thread: Target 'cut off' from world & ties to it for scene. 1M, Res+Emp+Fate–Com–Fame.
Reduce equipmnt bonus of tools used & penalty on socl rolls relying on society/organiztn by 1/Fate.
Can set conditions that'll end it, -2 on roll per added. Doesn't affect anything target's Intimate with.
Death 4: First person target kills while cursed becomes ghost, target as Anchor, unless it wins R roll

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

VOTARIES OF THE ORDAINED


1.Soldier of Fortune: ●Attune to person/creature/place/item for 1M, is now your ''charge'', always
Intimate. ●Get 9-agn on rolls=Fate each scene, but only to protect Charge or help it meet its Destiny
Space 1: Get ''Finder'' on Charge at all times it's within 1mile/G; ''omnivision'' if it's area & in it.
2.Doctoring Fate: Reflexivly ''occlude destiny'' & ''Fabricate Fortune'' on Charge, potency = Fate
Life 2: If charge is living being, instant actn to cure it of poison, as ''purify bodies''.Sta+Med+Life
Space 2: See Charge, wherever it is, as per ''Scying''. One instant action, no roll or Mana needed
3.Fate Defends Itself: All target's rolls vs Charge at -1/Fate. Scn, 1M, Res+Intim+F–Target Factors
Space 3: May ''apportate'' item-Charge to self. If person or area, can ''portal'' self there, need no roll

LEGACY SUMMARIES - ATTAINMENTS PAGE 17 OF34


WALKER IN THE MISTS
1.Peer into t. Mists: Make scry window to any place with some plant life, Wits+Surv+Space–Symp
Time 2: See past of area scrying on, as ''postcognition'', if the plants in area now existed back then
2.Mist Haven: Ward area +any Ban has Arcnm for. If no green growth, 1WP cost. 1area factr/Space
Time 3: Can divine future of target scrying on, get 1 question/Time dot answered, once /24h /target.
3.Paths Through the Mists: Make portal to & from place w plant life, concentration duratn or else
lasts until next turn ends, one Size ≤5 person can use per turn. Com+Surv+Space–Sympthy to make
Time 4: While in warded 'mist haven', can do ''prophecy'', inst actn, 1answer/Time, once/24h/target

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''

PAGE 18 OF 34 LEGACY SUMMARIES - ATTAINMENTS


Left-Handed
AUSTERE
●Machine bits look normal when 'inactive', cloaked vs metal detectors & scan. Don't heal: repair it
1.Mainspring: Design, build & implant device in self. Get ''body control'', each dot in Life gives: ½
air needed, ×2 time before fatigue+deprivatn+poison, +1 Init, ½ heal-time for B dmg. Scn. Any Life
or Matter spells that could reveal char's true nature need sux>own dots in same, else seems normal.
Mind 2: If in area of large group, seem like vague member, as ''incog pres''+''first impressn'', sux=M
2.Cog in the Machine: Transfer features=Matter from mechanical item to another, or to own flesh,
scn. Latter limited by size of item added, must fit in body(part). Not harmd by item's effect while in.
Mind 3: If fails degeneration roll, can roll it again. If sux, no risk of degeneration. If fail, roll Wis.
3.Major Enhancement: Design & build replacement or modification of own body-part, but only 1:
Independent Hand: Detachabl semi-autonomic, Dur3,Stru4,Spd3, do pre-set tasks or remote-control
rflxvly but Inst actn to make it do task.Can add new functions with 2nd atnmnt, even when separated
Independent Eye: Detachabl, Dur3,Stru4,Spd3, spidery legs, see what it does. Need conc to remote-
control. If lost, touch to re-link. Add new featurs w 2nd pwr, even if separtd Space2: Don't need conc
Prehensile Eyes: On stalks, extend max 4ft, fiberoptic camera, also ''omnivision''. 2nd pwr can add to.
Implanted Weapon: 1 melee wpn, hide/access as Inst actn. Make Armor Piercing 1 attack/Matter/scn
Circulation Upgrade: Blood modified, wounds self-seal. Reflexively heal 1L or 2B per M used.
Secondary Body: Robot mini-me stored in chest, unfolds to 1/5th own size, trance to possess it. Has
same Phys/Mntl attrbts,Def, Health at Size1. Can't cast but spells on self pre-use carry over. Out of
sensory rng must conc to keep up, if not then return to own body. Space2: Don't need conc, is rflxv

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.

LEGACY SUMMARIES - LEFT-HANDED PAGE 19 OF34


CULT O.T. DOOMSDAY CLOCK
1.Time Out of Joint: Armor = Time dots, get Mage Sight for time magic only, can tell perfect time
2.Bid Time Return: Rewind time 1 turn, as per ''shifting sands'', for 1M per use. No roll needed.
Death 4: Auto-rewind time 1 turn when dies, but without keeping the death-cause damage, 1M/use.
3.Off the Clock: Speed up or slow down time, as ''temporal pocket'', ÷/×(sux+1), Wits+Occ+Time
Death 4: Delete info about part of the target's past. Max span removed +symptahy penalty = Death

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.

DEVOURERS OF THE FLESH


1.Mask t.Hunger: Alter appearance of a corpse, add/remove 'features' (a wound or disease conditn)
= Death, but can't change total mass, Indef durtn. Ca as ''Corpse Mask''. Also has ''Healer's Trance''
permanent active, with sux=Life, so can discern living being's state of health, and identify illnesses.
2.Life Feeds on Life: Eat flesh of human, dead no more than 1min/Sta, takes 5 turns per size, to get
+1[WP or M] per Size point eaten, max=least of its Sta/Size. If eats all its Size, only bare bones left.
Life 3: Can now use eating to heal self, curing 1B, 1L or 1Agg per Size, to max=least of its Sta/Size
3.The Sweetest Savor: Savagely bite & rend grappled, helpless or willing person, eating their flesh.
Give [-1 Social & 1L]/sux. Each dmg counts as 1size pt eaten for attainmnt. Str+Brwl+Death(–Def)
Death 5: Spend 1 Mana before making such an attack to upgrade any damage it might inflict to Agg
Life 4: Can use eating to give self +1[Str or Sta] per [Size or L dmg] eaten, to max +1/Life in each,
(and max =lesser of its Sta/Size if a corpse), for 1 hour. Stacks with spells, but they only last 1 turn.

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

PAGE 20 OF 34 LEGACY SUMMARIES - LEFT-HANDED


ILLUMINED PATH (REVERSED)
1.Darken the Woods: Make situation scary, so all sleepers in character's sight get -1/Gnosis on Res
& Com rolls, and both Res & Com reduced same amount when used as Defense trait, for one Scene.
2.Losing the Path: Sleeper loses 1WP/sux, P & M actns get-1/G for 1turn/sux, Pres+Occ+Dth–Res
Spirit 3: Touched sleeper made aware of supernatural, but can't ''shut it out''. ●Sees spirits of dark
& nightmare everywhere, who follow & feed on their reaction. ●Has bad dreams each night, gets no
WP from sleep. ●Distraction gives -3 on Perc & Mentl actns. ●1 day/sux, roll Man+Occ+Spirit–Res
3.Hungry Shadows: Drain vitality of seen target who's in shadowed area, giving –1 Str per sux. If
Str reaches zero, target collapses & can't stand while shadow's on them. Roll Pres+Intim+Death–Sta
Life 4: When absorbing Paradox as dmg, 1M & reflexivly roll Sta+Occ+L to negate 1B/sux from it.

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

LEGACY SUMMARIES - LEFT-HANDED PAGE 21 OF34


3.Awakened Masque: Absorb soul & identity of mages, resists with Res+G. Keep max souls=Mind
But can't use Mage soul to make a combo ●Can adopt Virtue of a soul absorbed with any attainment
Effects: ●Due to soul loss, victim's Gnosis reduced 1dot/24 hours, ●Lost G goes to the stolen soul.
●Can cast spells in absorbed identity at G=lower of own & dots in that soul. ●Spellcast with Arcana
=lower of own & victim's, to max set by current G. ●Adopts victim's Real Name & aura & Nimbus.
●Sympathy bonds & Tools are unchanged, ●Scans of subconscious get -1/Mind to find true identity.
Drawback: Permanently loses own Virtue, only has one by adopting the Virtue of an absorbed soul
Life 4: Can change body into perfect physical copy of victim until duration of absorption is over.

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

SCELESTI (HUNTER'S FLESH)


1.Taste o.t.Prey: Can do ''scrying'' at Intimate range for 24 hours after tasting target's flesh or blood
Life 2: Cast ''Control base life'' in immediate vicinity of their prey (usually hunt or fight instincts)
2.Follow t.Prey: Can do ''portal'' at Intimate for 24h after tasting target, arrive close by. 1M per use
Life 3: Alter nervous system, muscles & body's connection to space to move supernaturally quick.
Rflxv 1M, for rest of turn each Life dot gives: ●+1 init, ●-1 to attack you, ●+(base spd) to spd. But
can't get more benefit than dots ≤ Space rating. Works as ''acceleration'', which it doesn't stack with.

PAGE 22 OF 34 LEGACY SUMMARIES - LEFT-HANDED


SECRET ORDER OF THE GATE
Place Between: Another dimension, the border between reality & Abyss. Their attainments use this.
Looks like material world area character enters from, except all is twisted, rotting & corroded. New
buildings are ruins covered in thickly-scrawled sigils, the sun is pale & the stars are red, arranged in
unknown constellations. Think of Place Between as the ''shore'' or ''beach'', where Abyss are ''ocean''
1.Shroud o.t.Borderland: Look freaky, spells vs self at -1/Space, use portals of 2nd atnmt. 1M, Scn.
Know 'parametric lang.', abyss-speech, can use to talk. others can't learn Gives spells vs abyssals +1
Spirit 2: Summon abyssal being, Res+Occ+Sp, as Inst spell, Proln. As ''Manifestation'' of lvl=Spirit
2.Walk t.Place Between: Open gates to & from Place Between. ''Portal''-ish, but must walk to exit.
Dex+occ, travel spd is (×2^sux), max ×32. Trapped if dur ends while there. Trans, Wits+Occ+Space
Spirit 3: Can touch abyss-being even if it's in Twilight, spirit world, Place Between, or Possessing.
Can interact solely with possessing abyssal & not body, whether attack or pull it out of current host.
3.Dwell in t. Place Between: As 2nd atnmnt, but Prolngd & can bring other members or Manifestns
with them. Can force them through as well, Wits+Occ+Space–(Res+G or R).Talk w. abyssals there.
Spirit 4: Make abyss-being obey, as ''spirit guardian'', though can ask other services, but must state
a specific target. Can bid it follow them back through gate into material world. Pres+Intim+Spirit–R

THE TRUE SOUL


1.Soul Gauntlet: Permanent mental shield, rating = Mind. Vice becomes Pride, oblate 1/day or -1M
Death 2: Any magic targeting character's soul suffers penalty = Death
2.Return to t. Diamond o. Self: Any magic or mundane change in Socl/Mentl attrb, alter Vice/Virt,
memories or give derangement (except degen), G+Mind to revert to 'true' mental state, at scene end.
Virtue if Fort, gets ''multi personlty'' (other is Taz's psyche: Up to 3 dots Sta/Com->Int/Res, max=G)
Death 3: Eject entity possessing their body or regain soul if severed from them, rolling Death+G
3.Soul of Tazanteotl: Become total psychic clone of Taz, the 'multi persnlty' takes over, atlantean is
native language, dots in Comp/Drive/Firea/Street moved to Occ/Surv, to max lvl=G. Death, Mind &
Space rotes cost 1xp/lvl, lose 1 Wisdom, up to 3 dots Sta/Com to Int/Res, max=G,to min Sta/Com2.
Can't extend life with magic at all, dies of age at 80 yrs old. Knows many things from ancient times.

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.

LEGACY SUMMARIES - LEFT-HANDED PAGE 23 OF34


TREMERE LICH
1.Soul Nourishment: Get unnaturally extended life, without any signs of aging, on indefinite basis.
As long as they can feed their hunger for souls, their natural lifespan has no age-based endpoint.
Years old 1 to 50 51 to 75 76 to 100 Over 100 Mage Soul: Eating it reduces ''age'' by 1 stage
Soul lasts 1 year 9 months 6 months 1 month Soul Erosion: Without, -1WP/week, then 1Ag/w
1.Hideous Stipend: Sever sleeper soul, Pres+Intim+D vs Res, roll/hour, 1sux/WP, max 1roll/WP, if
victim wins a roll attempt fails, max 1use/24h/person, the one who severed it can see & touch soul.
Touch rng, Death 5: Sensory. Soul Jar: water-tight container made able to hold soul, Man+Craft+D,
roll/hour. Death 3: Advanced prolongtn. Soul Marks: See souls & their health at will, Instant Action
2.Wicked Claim: Bind soul to target. Pres+Emp+D, roll/hour, 1sux/G of soul, 1 if sleeper. Lasting.
Devouring the Slain: Move 1WP per sux from target to self, and/or inflict 1L & get 1M per sux, but
only if target's taken Agg, need new dmg to re-use. Grapple, Man+Intim+D–Sta. Death 4: Sensory.
Prime 3: Turn soul into Tass, M=(WP dots+max M pool). Lasting, until canceled or Mana used up.
3.Supernal Theft: Sever mage soul, same rules but vs Res+G. Enervation, give -1 Str dot per sux,
max –1 per Death, to min 1. Roll Pres+Occult+Death–Sta. Requires grapple. Death 5: Sensory.
Initiated: When a Tremere consumes their first Awakened soul, they get following characteristics:
Hollow Identity: Can change own aura into that of soul they're eating or have in attainment-soul jar,
as reflexive action, costs 1M, lasts scene. ExSux on aura-reading effect reveals something is wrong.
Soul of No Soul: Magic used to take or alter character's soul affects the one they're currently eating.
If targeted by soul-affecting magic, 1M to reflxvly make it instead hit soul in their possession, if any
Stave Off Annihilation: When would get ''Soul Erosion'' from keeping worn-out soul too long, may
roll Res+Sta–victim's (Res+G) to shift consequences (-1WPdot, rstnt Ag) from self to soul's owner.
Only works if target still lives. If soul rescued before victim dies or hits 0WP, all effects revert back.
Tremere Houses: Specialized sub-factions within Legacy that can be joined, if accepted by house.
Membership only possible because of Tremere's unique 'soulless' nature, so no other mages can join
Benefit: May learn House attainments in addition to standard Legacy attainments.
Price: 2nd Attainment costs 8xp, 3rd costs 12xp. Teachers don't need to use WP dot. No xp 'stipend'
Limits: Can NOT grant ●1st Attainment, ●New primary Arcanum, or ●Separate legacy oblations.
Weakness: Each House has signature Weakness, inherent drawback permanently gained by joining
Hunger: A members of a House must consume twice as many souls than normal in order to survive
If fails to devour enough, House attainments are lost (Weakness still remains), until they eat enough
Tuition: As they use up resources quicker, all Houses ask payment for getting in. Usually 5-6 souls
HOUSE NAGARAJA
Weakness: Regain 2 less WP from fulfilling Virtue, though can't be reduced to less than 1 regained.
2.Inflict Vice: Give target ''emotional urging'' & ''Obsessive Compulsion'' matching the Vice of any
stolen soul they've got stored. (f.ex: Wrath makes him clean his weapons, or goad others into fights.
Gluttony can be overpowering urge to eat anything close, even poison, if its smell or texture's nice)
3.Conquer Vice: After satisfying the Vice of a stolen soul they've got stored, regain WP=Mind lvl,
and get +1 Com/Mind dot, which can give WP score>10.Costs 1M, lasts 1hour, can stack with spell
HOUSE SEO HEL
Weakness: Half character's body is rotted & necrotic,which is hard to conceal or to even pass off as
normal deformity, as it looks like crude sculpture of something between wood & mummified flesh.
Auto-fails Social rolls that need inoffensive or pleasing appearance & lose all ''Striking Looks'' dots.
Spells used to remove or conceal the weakness get Transitory duration, no matter its usual one.
2.Crafts from the Grim Hall: Can materialize copy of any item significant to a soul they possess,
from simple rock to complex device. It looks deathy, has Dur=Matter, lets the caster use the Skill
rating of the soul instead of their own when using the item. 1M, roll Mattr+G, ca as ''touch ot grave''
3.Tools of Poison: Infect seen item for 24h so anyone with Agg dmg touching it affected as if hit by
''devouring the slain'', for 1M. When touched, roll Matter+G–victim's Sta, either take 1WP/sux from
them & add to own, OR give 1dmg/sux to get +1M/dmg self. Doesn't even require caster's presence.
Once it has affected a victim, they must suffer a new Agg wound before item can drain them again.
PAGE 24 OF 34 LEGACY SUMMARIES - LEFT-HANDED
UNFORGOTTEN SCIONS
1.Indelible Intimation: Speak idea to perma-imprint it in target, Man+Exp+Mind, -Res if another.
If sleeper, suffers Fixation to share it w others, Res+Com to not when reminded/thinks of. Can pay
wp dot to overcome derangement. Through telepathy at Mind 3. Also gets ''whispers'' merit for free.
2.Truths Best Unknown: 'Speak' wordlessly to target's mind, not pleasant, can't resist. Or can do it
aggressively, roll Man+Exp+Mind–Res, sends info but also deals 1B/sux. Other members unharmed
Prime 3: Can make advanced spellbook. Same rolls & effort as rote casting of ''inscribe grimoire'',
but doesn't remove Rote from own mind. Mages & sleepwalkers can use it even without Arcanum,
rolling only G or using WP to roll 3 dice. Learning or using, Res+G–Mind or get Fixation to share it
3.Eternal Dreams: Touch self-made text/creative work to turn it into spirit, Rnk1, +1/day, to≤Mind
It intimately knows contents of work made of, exist only to promote & spread those ideas.
Typical numina: ●Discorporation ●Fetter (on item suitable for containing work it's made of; turns
item into copy of that work) ●Living Fetter ●Gauntlet Breach ●Indelible Intimation (as attainment,
P+F, 1E/use, but only on Living Fetter or person reading/studying inanimate Fetter) ●Innocuous.
Ban: Can't implement or even conceive of any actions not pertaining to their focus, & inability to
attack their creator or target him with Numina. But not concerned w his welfare or obedient at all.
Prime 3: Spirit made of Grimr from 2ndatnmnt can teach the Rotes & let others cast them if touched

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)

LEGACY SUMMARIES - LEFT-HANDED PAGE 25 OF34


Homebrewed
(* = Left–handed legacy)
EINHERJAR ASPIRANTS
1.Observing t. Orlog: Roll non-magic twice, get best, 1M/use, see Destiny-bits of ''interconnectns''
2.Facing the Fylgja: Continual ''divination'' on self: 'most likely death'. 1/day on others, if tell them
Death 3: ''Suppress own life'', rflxv for 1WP or if combine-cast w spell on own corpse (f.ex.'haunt')
3.Fetching the Folloge: Inflict part-conditions of target's future death now, give -1/Time if age. Scn
Death 4: If dies unfitting/w unfinished business, or life suppressed by foe, be Revenant,1passion/D

EXPLORERS OF THE BEYOND


1.Chameleon Observer: Get ''Incog pres''+''first imprsn'', 1sux/Mind, vs 1template; 1day to change
Prime 2: Perma-disguise own aura to be like template currently focused on, sux>Prime to pierce it.
2.Blending with natives: Max 1target/Mind hallucinates you're member of templte focusing on, but
can only pretend for (sub-)type you've studied & know exists. Sux>Mind on Com+Pwr Stat to resist
Mind 4: Upgrade to Area Effect, 1factor/Mind dot. Mind 5: Upgrade to Advanced Area, 1factor/Mn
Prime 3: Make fake ''phantasm''-props needed to fit in with the group studied, up to 1 item/Prime.
3.Monkey See, Monkey Do: When casting spell, make 1target/Mind hallucinate that it looks/seems
identical to power of creature-type pretending to be, if you know they can do. Res+PT, sux>M resist
Mind 5: Upgrade to Area Effect, with factors = Mind dots (usually 5).
Prime 4: If knows that creature impersonating can 'summon' animals/beings, fake it by making
''phantasm''-creatures, as ''marionette'', max 1/Prime, 1 hour. Prime 5: Fake 'human' to use as victim

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.

PAGE 26 OF 34 LEGACY SUMMARIES - HOMEBREWED


ÎRÎN, THE WATCHERS
1.Vigil: Constant ''Supernal Vision'' & ''Omnivision'', 1 sux/Prime. All known Arcana adds to Sight.
2.Who Watches the Watchman: ●Potency of attainment-Sight is now = sum of all Arcanum dots,
●Scrutiny gets +1die/Prime. ●Has perma ''Unseen Spy'' variant on self: When Scrutinizes someone,
reflexive Int+Subt to hide this from target's automatic Wits+Com roll to sense what you're doing.
Mind 3: Can simultaneously scrutinize targets = Mind dots, & don't look weirdo while scrutinizing.
3.Unclouded Eyes: ●Can see true resonance once cloak-spells pierced, even if usually impossible
●Don't need 10 minutes per roll to spot cloaking spells, can manage in 1 min per, or 1 turn for 1WP.
●For Prime 2 concealed spells, don't need x2 potency to detect them, only normal potency
●Get Prime dots as bonus dice on reflexive Wits+Com roll to spot spells hidden w. Prime 2 ''cloak''
Time 4: If focuses on a single target, can do several scrutiny rolls in same turn, up to 1 per Time dot

KNIGHTS OF THE HOLY GRAIL


1.Semper Fidelis: Can swear up to 1 Oath/Fate dot, get Fate Armor of rating = Knight Oaths sworn
2.Fortes Fortuna Adiuvat: Get 8agn on rolls done directly for Oath. Each can boost 1 roll per Scn
Spirit 3: Perform ''exorcism'', no matter type of being, and ''restore lost soul''; Res+Religion+Spirit
3.Third: May do ''coincidental travel'' & ''gift of fortune'', if effect fulfills Oath, or leads to fulfilling
Spirit 4: As ''living land'', gives bonus/penalty = Oaths, on 1 roll/Spirit in scn, per person,use 1/day

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

LEGACY SUMMARIES - HOMEBREWED PAGE 27 OF34


SONS OF THE AETHER*
1.Aether Goggles: Detect Pyros&Flux, item used only sees 1 type. Int+Crft to make. Wits+G to see
2.Odyllic Furnace: Can ''imbue item'', use 1Azoth to relinquish 5 items sans WPdot cost, even if no
willing donor. 5 sux on Int+Crft to make item. 1 day & Sta+Craft+Prime vs Sta+Azoth to steal pwr
Mind 3: Built item makes wearer immune to Disquiet, Int+Crafts, expended after 1day/sux of use.
3.Aether Array: Device wakes pandorans & sensed by Created as if an Promethean of Azoth = sux,
max=G. Int+Craft to make. Also produces free power as Node, no matter ley lines, magnitue=Prime
Matter 4: Can make the Array produce Wasteland-effect instead of Azoth-ish aura, of type desired.

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

PAGE 28 OF 34 LEGACY SUMMARIES - HOMEBREWED


TAMERS OF RADIATION*
1.Mastery o.t. lesser Frequencies: In/de-crease light & temp, Instant actn. As per ''control heat'' &
''Control Light'', sux=Forces. Can also see radioactivity as new part of visual spectrum, new colours.
2.Radiation Suit: Become utterly immune to radioactivity and other harmful radiation.
Life 3: Give radiation burns by touch, 1B/sux, [Str or Dex]+Brawl+Life–Def. In a grapple, reflxvly
1M to begin process, roll Life each turn, inflicting 1B/sux, continues each turn until contact broken.
3.I Am Become Death: Irradiate item/person/place, Intensity≤Forces, dmg rating=Sux, Int+Sci+Frc
Life 4: Give radiation sickness/symptoms of it, roll Res+Med+Life–Sta, 1 lvl/sux, per ''Radiation''.

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''

LEGACY SUMMARIES - HOMEBREWED PAGE 29 OF34


Path Index
ACANTHUS LEGACIES Path Order Primary 2ndary Prereq From
Daoine Acanthus – Fate Mind Space 1 L:tS
Tamers of Winds Acanthus – Forces Mind Mind 1 L:tA
Storm Keepers Acanthus – Forces Time Fate 2 TotW
Roses of Eden Acanthus – Life Prime – KttST
Skald Acanthus – Mind Spirit – L:tA
People of the Hour Acanthus – Time Fate Fate 1 Summ
House of Ariadne Acanthus – Time Fate,space Fate 1 L:tS
Awakening Gambit Acanthus Arrow Mind Time fate+tme2 AA
Blank Badges Acanthus FC Occultation Mind – FC
Morphean Continuum Acanthus FC Mind Time Fate 1 NH:U
Pygmalian Society Acanthus FC Mind Time Fate 1 Lt:S
Reality Makers Acanthus Ladder Prime Fate – SL
Sisterhood of the Blessed Acanthus Ladder Fate Mind – SL
Walker in the Mists Acanthus Mysterium Space Time Life 1 Core
Architects of the Future Acanthus Seers Time Mind – SotT
Princes o.t. Many Masks Acanthus Seers Life Mind – SotT

MASTIGOS LEGACIES Path Order Primary 2ndary Prereq From


Tamers of the Cave Mastigos – Death Mind Mind 1 L:tA
Solomon's Lesson Mastigos – Mind Forces – KttST
Mimir's Voice Mastigos – Forces Mind Mind 2 KttST
Liberatores Mastigos – Mind Spirit – TotW
Dreamers of the Black Sun Mastigos – Mind Death Death 1 SoM
Concord of Serpents Mastigos – Mind Space Space 1 Summ
Brotherhood o.t. Demon Wind Mastigos Arrow Time Space Space 1 AA
Threnodists Mastigos FC Space Mind Mind 1 L:tS
Cryptologos Mastigos FC Mind – High spch FC
Subtle Ones Mastigos Guardians Mind Space Fate 1 Core
Bearers of the Eternal Voice Mastigos Guardians Mind Space Life 1 GotV
Clavicularius Mastigos Ladder Mind – Spirit -/ -/4 L:tS
Bene Ashmedai Mastigos Ladder Spirit Mind Mind 1/-/4 SL
Sphinx Mastigos Mysterium Fate Mind – L:tA
Reality Stalker Mastigos Mysterium Space Mind – Myst

MOROS LEGACIES Path Order Primary 2ndary Prereq From


Tamers of Stone Moros – Space Matter Prime 1 L:tA
Stygian Heralds Moros – Death – Matter 1 Summ
Forge Masters Moros – Prime Matter Matter 2 L:tA
Bokor Moros – Death Mind Space 1 TotW
Uncrowned Kings Moros FC Mind Prime Matter 1 Core
Votaries of the Ordained Moros Guardians Fate Space – GotV
Thread-Cutters Moros Guardians Fate Death Death 1 L:tA
Celestial Masters Moros Ladder / FC Forcs/Mattr Space Space 1 KttST

PAGE 30 OF 34 LEGACY SUMMARIES - PATH INDEX


MOROS LEGACIES Path Order Primary 2ndary Prereq From
Wraiths of Epochs Moros Mysterium Time Death Dth+fate1 Myst
Stone Scribes Moros Mysterium Fate Death prim+dth1 L:tS
Singers in Silence Moros Mysterium Death Fate Fate 1 Myst
Masters of Destruction Moros Seers Death Matter – SotT

OBRIMOS LEGACIES Path Order Primary 2ndary Prereq From


Tamers of Fire Obrimos – Forces Mind – L:tA
Choir of Hashmallim Obrimos – Prime – forcs -/3/4 Summ
Ascended Adepts Obrimos – Mind Dream – TotW
Transhuman Engineers Obrimos (FC) Forces prime –/3/– – L:tS
Whipping Boys Obrimos Arrow Life Mind Mind 1 KttST
Perfected Adepts Obrimos Arrow Life Forces Prime 1 Core
Thrice-Great Obrimos Ladder Spirit Prime Prime 1 L:tA
Stewards o.t. Celestial Orrery Obrimos Ladder Time Prime Prime 1 SL
Pure Sovereigns Obrimos Ladder Life Mind Mind 1 SL
Tellurians Obrimos Mysterium Space Prime SAS
Eyes of Ain Soph Obrimos Mysterium Prime Spirit – Myst
Daksha Obrimos Mysterium Life Time Space 1 L:tS

THYRSUS LEGACIES Path Order Primary 2ndary Prereq From


The Illumined Path Thyrsus – Forces Spirit, Life Spirit 1 KttST
Tamers of Rivers Thyrsus – Matter Life Life 1 L:tA
Sodality of the Tor Thyrsus – Fate Life, Time – L:tS
Orphans of Proteus Thyrsus – Life Matter Mind 1 Core
Neocologists Thyrsus – Spirit Life,Matter Life 1 TotW
Katsinam Suukya Thyrsus – Spirit Life Life – / –/4 Summ
Fallen Pillar Thyrsus – Life Prime Prim,Mind L:tS
Imagineers Thyrsus FC Mind Spirit – FC
Dreamspeakers Thyrsus FC Mind Spirit – L:tA
Lords of the Inanimate Thyrsus Ladder Matter Spirit Spirit 1 SL
Keepers of the Covenant Thyrsus Ladder Fate – Spirit1/3/4 SL
Chrysalides Thyrsus Seers Life Mind – SotT

PATHLESS OR MULTIPLES Path Order Primary 2ndary Prereq From


Eleventh Question – Guardians Time Mind,death Matter 1 GotV
Path of the Book – Grimoire Mind Time Fate 2 GoG
Scions of God – Ladder Spirit Spce,Prim Space 1 L:tS
The Quiescent Mo/O/Ma – Time Death – Noir
Gaolers of Ialdabaoth Unknwn Myst / GotV Spirit Death – GoG

SEER LEGACIES Path Order Primary 2ndary Prereq From


Princes o.t. Many Masks Acanthus Seers Life Mind – SotT
Architects of the Future Acanthus Seers Time Mind – SotT
Masters of Destruction Moros Seers Death Matter – SotT
Chrysalides Thyrsus Seers Life Mind – SotT

LEGACY SUMMARIES - PATH INDEX PAGE 31 OF34


Order Index
ARROW LEGACIES Path Order Primary 2ndary Prereq From
Awakening Gambit Acanthus Arrow Mind Time fate+tme2 AA
Brotherhood o.t. Demon Wind Mastigos Arrow Time Space Space 1 AA
Whipping Boys Obrimos Arrow Life Mind Mind 1 KttST
Perfected Adepts Obrimos Arrow Life Forces Prime 1 Core

FREE COUNCIL LEGACIES Path Order Primary 2ndary Prereq From


Pygmalian Society Acanthus FC Mind Time Fate 1 Lt:S
Morphean Continuum Acanthus FC Mind Time Fate 1 NH:U
Blank Badges Acanthus FC Occultation Mind – FC
Cryptologos Mastigos FC Mind – High spch FC
Threnodists Mastigos FC Space Mind Mind 1 L:tS
Uncrowned Kings Moros FC Mind Prime Matter 1 Core
Transhuman Engineers Obrimos FC Forces prime –/3/– – L:tS
Imagineers Thyrsus FC Mind Spirit – FC
Dreamspeakers Thyrsus FC Mind Spirit – L:tA

GUARDIAN LEGACIES Path Order Primary 2ndary Prereq From


Eleventh Question – Guardians Time Mind,death Matter 1 GotV
Subtle Ones Mastigos Guardians Mind Space Fate 1 Core
Bearers of the Eternal Voice Mastigos Guardians Mind Space Life 1 GotV
Votaries of the Ordained Moros Guardians Fate Space – GotV
Thread-Cutters Moros Guardians Fate Death Death 1 L:tA

LADDER LEGACIES Path Order Primary 2ndary Prereq From


Scions of God – Ladder Spirit Spce,Prim Space 1 L:tS
Sisterhood of the Blessed Acanthus Ladder Fate Mind – SL
Reality Makers Acanthus Ladder Prime Fate – SL
Clavicularius Mastigos Ladder Mind – Spirit -/ -/4 L:tS
Bene Ashmedai Mastigos Ladder Spirit Mind Mind 1/-/4 SL
Pure Sovereigns Obrimos Ladder Life Mind Mind 1 SL
Thrice-Great Obrimos Ladder Spirit Prime Prime 1 L:tA
Stewards o.t. Celestial Orrery Obrimos Ladder Time Prime Prime 1 SL
Keepers of the Covenant Thyrsus Ladder Fate – Spirit1/3/4 SL
Lords of the Inanimate Thyrsus Ladder Matter Spirit Spirit 1 SL

MYSTERIUM LEGACIES Path Order Primary 2ndary Prereq From


Walker in the Mists Acanthus Mysterium Space Time Life 1 Core
Sphinx Mastigos Mysterium Fate Mind – L:tA
Reality Stalker Mastigos Mysterium Space Mind – Myst
Singers in Silence Moros Mysterium Death Fate Fate 1 Myst
Stone Scribes Moros Mysterium Fate Death prim+dth1 L:tS
Wraiths of Epochs Moros Mysterium Time Death Dth+fate1 Myst
Daksha Obrimos Mysterium Life Time Space 1 L:tS
Eyes of Ain Soph Obrimos Mysterium Prime Spirit – Myst
Tellurians Obrimos Mysterium Space Prime SAS

PAGE 32 OF 34 LEGACY SUMMARIES - ORDER INDEX


Arcanum Index
DEATH–LEGACIES Path Order Primary 2ndary Prereq From
Stygian Heralds Moros – Death – Matter 1 Summ
Singers in Silence Moros Mysterium Death Fate Fate 1 Myst
Masters of Destruction Moros Seers Death Matter – SotT
Bokor Moros – Death Mind Space 1 TotW
Tamers of the Cave Mastigos – Death Mind Mind 1 L:tA

FATE–LEGACIES Path Order Primary 2ndary Prereq From


Daoine Acanthus – Fate Mind Space 1 L:tS
Sisterhood of the Blessed Acanthus Ladder Fate Mind – SL
Sphinx Mastigos Mysterium Fate Mind – L:tA
Votaries of the Ordained Moros Guardians Fate Space – GotV
Thread-Cutters Moros Guardians Fate Death Death 1 L:tA
Stone Scribes Moros Mysterium Fate Death prim+dth1 L:tS
Sodality of the Tor Thyrsus – Fate Life, Time – L:tS
Keepers of the Covenant Thyrsus Ladder Fate – Spirit1/3/4 SL

FORCES–LEGACIES Path Order Primary 2ndary Prereq From


Storm Keepers Acanthus – Forces Time Fate 2 TotW
Tamers of Winds Acanthus – Forces Mind Mind 1 L:tA
Mimir's Voice Mastigos – Forces Mind Mind 2 KttST
Transhuman Engineers Obrimos (FC) Forces Prime –/3/– – L:tS
Tamers of Fire Obrimos – Forces Mind – L:tA
The Illumined Path Thyrsus – Forces Spirit, Life Spirit 1 KttST

LIFE–LEGACIES Path Order Primary 2ndary Prereq From


Princes o.t. Many Masks Acanthus Seers Life Mind – SotT
Roses of Eden Acanthus – Life Prime – KttST
Daksha Obrimos Mysterium Life Time Space 1 L:tS
Perfected Adepts Obrimos Arrow Life Forces Prime 1 Core
Pure Sovereigns Obrimos Ladder Life Mind Mind 1 SL
Whipping Boys Obrimos Arrow Life Mind Mind 1 KttST
Orphans of Proteus Thyrsus – Life Matter Mind 1 Core
Chrysalides Thyrsus Seers Life Mind – SotT
Fallen Pillar Thyrsus – Life Prime Prim,Mind L:tS

MATTER–LEGACIES Path Order Primary 2ndary Prereq From


Tamers of Rivers Thyrsus – Matter Life Life 1 L:tA
Lords of the Inanimate Thyrsus Ladder Matter Spirit Spirit 1 SL

MIND–LEGACIES Path Order Primary 2ndary Prereq From


Path of the Book – Grimoire Mind Time Fate 2 GoG
Awakening Gambit Acanthus Arrow Mind Time fate+tme2 AA
Morphean Continuum Acanthus FC Mind Time Fate 1 NH:U
Pygmalian Society Acanthus FC Mind Time Fate 1 Lt:S
Skald Acanthus – Mind Spirit – L:tA
Bearers of the Eternal Voice Mastigos Guardians Mind Space Life 1 GotV
Clavicularius Mastigos Ladder Mind – Spirit -/ -/4 L:tS
Concord of Serpents Mastigos – Mind Space Space 1 Summ
Cryptologos Mastigos FC Mind – High spch FC
Dreamers of the Black Sun Mastigos – Mind Death Death 1 SoM

LEGACY SUMMARIES - ARCANUM INDEX PAGE 33 OF34


MIND–LEGACIES Path Order Primary 2ndary Prereq From
Liberatores Mastigos – Mind Spirit – TotW
Solomon's Lesson Mastigos – Mind Forces – KttST
Subtle Ones Mastigos Guardians Mind Space Fate 1 Core
Uncrowned Kings Moros FC Mind Prime Matter 1 Core
Ascended Adepts Obrimos – Mind Dream – TotW
Dreamspeakers Thyrsus FC Mind Spirit – L:tA
Imagineers Thyrsus FC Mind Spirit – FC

PRIME–LEGACIES Path Order Primary 2ndary Prereq From


Reality Makers Acanthus Ladder Prime Fate – SL
Forge Masters Moros – Prime Matter Matter 2 L:tA
Choir of Hashmallim Obrimos – Prime – forcs -/3/4 Summ
Eyes of Ain Soph Obrimos Mysterium Prime Spirit – Myst

SPACE–LEGACIES Path Order Primary 2ndary Prereq From


Walker in the Mists Acanthus Mysterium Space Time Life 1 Core
Reality Stalker Mastigos Mysterium Space Mind – Myst
Threnodists Mastigos FC Space Mind Mind 1 L:tS
Tamers of Stone Moros – Space Matter Prime 1 L:tA
Tellurians Obrimos Mysterium Space Prime SAS

SPIRIT–LEGACIES Path Order Primary 2ndary Prereq From


Scions of God – Ladder Spirit Space,Prim Space 1 L:tS
Gaolers of Ialdabaoth Unknown Myst / GotV Spirit Death – GoG
Bene Ashmedai Mastigos Ladder Spirit Mind Mind 1/-/4 SL
Thrice-Great Obrimos Ladder Spirit Prime Prime 1 L:tA
Katsinam Suukya Thyrsus – Spirit Life Life – / –/4 Summ
Neocologists Thyrsus – Spirit Life, Matter Life 1 TotW

TIME–LEGACIES Path Order Primary 2ndary Prereq From


Eleventh Question – Guardians Time Mind,death Matter 1 GotV
Architects of the Future Acanthus Seers Time Mind – SotT
House of Ariadne Acanthus – Time Fate,Space Fate 1 L:tS
People of the Hour Acanthus – Time Fate Fate 1 Summ
Brotherhood o.t. Demon Wind Mastigos Arrow Time Space Space 1 AA
The Quiescent Mo/O/Ma – Time Death – Noir
Wraiths of Epochs Moros Mysterium Time Death Dth+fate1 Myst
Stewards o.t. Celestial Orrery Obrimos Ladder Time Prime Prime 1 SL

NONCONFORM LEGACIES Path Order Primary 2ndary Prereq From


Blank Badges Acanthus FC Occultation Mind – FC
Celestial Masters Moros Ladder / FC Forcs/Mattr Space Space 1 KttST

ORDER–COMPLEX LEGACIES Path Order Primary 2ndary Prereq From


Path of the Book – Grimoire Mind Time Fate 2 GoG
Celestial Masters Moros Ladder / FC Forcs/Mattr Space Space 1 KttST
Gaolers of Ialdabaoth Unknwn Myst / GotV Spirit Death – GoG

PAGE 34 OF 34 LEGACY SUMMARIES - ARCANUM INDEX

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