Mage/Theme/Legacies/Dreamspeakers

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Dreamspeakers

A clever quote.

Uncovering the Dreams of the World

Stuff.

Origins

Parentage: Thyrsus, Free Council, Children of the Tree

Background: Stuff.

Appearances: Stuff that isn't racist.

Doctrine

Prerequisites: Mind 1, Occult 2

Initiation: Stuff.

Organization: Stuff.

Theory: Stuff.


Magic

Ruling Arcanum: Mind

Yantras: Stuff

Oblations: Stuff

Attainments

First: Heightened Awareness

Prerequisites: Initiation
The Planet Spirit calls upon the power of her celestial body. It makes the Spirit more aware of her surroundings, harder to surprise, and far more likely to spot an ambush before she walks right into it. Similar to the Life 1 effect Heightened Senses, enjoy a bonus on perception rolls based on the attainment's potency.
Optional: Mind 1
Planet Spirits experience more, sense more, feel more. With this optional effect, they are able to commit to memory those experiences they wish to be able to recount later. This sensory recall is perfect, and similar to that afforded by the Mind 1 effect Perfect Recall.

Second: Dashing Solar Strike

Prerequisites: Life 2, Weaponry 3, Expression 2
The Planet Spirit is one with her weapon and her armor. Able to leap vast distances in every direction, this power is often used to engage or disengage with an enemy. At the cost of 1 potentia, the Spirit may move her full movement multiplied by this attainment's potency in any direction so long as at the end of that distance, she is able to strike an enemy. This power counts as using the character's full movement for the round, and cannot be done while dodging or otherwise committing defense to another action.
Optional: Mind 2
Being charged at by an armor clad battle maiden wielding an axe that is also a guitar while said battle maiden is running on a cushion of light through the air and screaming at you is, to put it mildly, a heck of a thing. The Spirits are able to strike terror into the hearts of their opponents. Targeted enemies cannot attempt to move away or use ranged weaponry. They must stand their ground and either fight in close combat, dodge, or surrender. This power is withstood by resolve, and its primary factor is potency. It costs 1 potentia to activate and maintain per opponent.

Third: Dreamwalking

Prerequisites: Mind 3, Occult 3
The Dreamspeakers are perhaps best known for this attainment. With it, the Dreamspeaker may roll to enter the Astral each round as an instant action, rather than with the standard meditation rolls. In addition, the Dreamspeaker is able to remain aware of both locations simultaneously. This functions in a manner similar to one mind two thoughts, in that the Dreamspeaker may make mental actions in either reality simultaneously, but social and physical actions require focused concentration on one reality over the other. This has the unfortunate consequence of making the Dreamspeaker appear to be speaking with or interacting with unseen beings and objects. In addition, the Dreamspeaker finds travel through the astral to be far simpler. Add their dots in the Mind Arcanum to their Astral travel rolls.
Optional: Spirit 3
Dreamspeakers rarely undertake dream travel for purely recreational purposes. When entering a dream or the shadow to resolve an issue for their community, they find they tend to attract spirits and goetia who will prove useful in resolving the matter down the road. These spirits are often tied back to the choirs of the Dreamborn. Spirits and goetia summoned in this way have a good first impression of the Dreamspeaker by default, but still require convincing to assist the Dreamspeaker, often including payment.

Fourth: Reshaping Way

Prerequisites: Life 4, Expression 3, Athletics 3
The Spirit is able to reshape her form into that of an animal aligned with her Path. The Spirit doesn't typically get a say in what they transform into, precisely. The most common local variety of a given sort of animal tends to be it. And given this power's use in infiltration and evasion, anonymity in ubiquity is a bit of a blessing in disguise. With Matter 4, items carried by the Spirit transform along with her.
Optional: Mind 4
The Planet Spirit draws forth from the temenos a goetic construct aligned with her Planet. It may be given simple, singular commands and will carry them out diligently until the effect's duration expires. With either Death or Spirit 2, the construct may be summoned materialized, otherwise it exists only in twilight. These are often used for spying, or to cover a retreat. Even a modest Goetia ordered to 'cover our retreat' can make getting away an awful lot easier. This power costs one potentia per rank of goetia summoned, and attempting to summon a being above rank 2 in such a fashion causes an immediate clash of wills.

Fifth: Dreamself

Prerequisites: Mind 5, Occult 4
Rather than split the attentions of their consciousness from their material body, this attainment allows the Dreamspeaker to become the stuff of dream entirely. Using the rules for Dream Forms found on page 249 of mage core, the Dreamspeaker's whole body, mind, and soul are concentrated into a single presence and point of being. When calculating the stats of their dream form, add their Spirit Arcanum to their Power, Finesse, and Resistance. While in this form, the Dreamspeaker may pass through one phase of being to another as an instant action. This means they can pass from twilight to manifested, twilight to an oneiros, and so on each as an instant action. Similarly, while in the Astral, travel may be undertaken each turn as a single instant action. It is possible for a dreamspeaker to lead others through dream travel in this way. Dreamspeakers whose corpuses are destroyed while in this form can suffer one of numerous fates. They may simply drop to the ground in their physical form with 0 willpower, they may also lose their minds and wander the astral until their amnion gives out and the winds take them. The point is, it's almost always unpleasant and cause for future roleplay.
Optional: Spirit 5
The goetic dreamwalker can now travel into the Shadow as well. Their spirit form can claim up to five numen or up to five dots in influence, or any combination of numen and influences totaling five. Travel into and out of shadow takes an instant action of power+finesse-gauntlet rating.