Mage/Theme/Legacies/Tamers of Rivers

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The Tamers of Rivers

Source

The Wandering Healer

Wandering healers and artists, the Tamers of Rivers are the often sought as mediators and organizers for the Elemental Masteries. The Travelers embody the primal symbolism of the element of water, and like the river they flow through society's rungs and revitalize it with change and creativity. What's spoken less of is that the waters of life are also the waters of death, and the Tamers can just as easily embody that aspect.

Origins

Parent Path: Thyrsus

Prerequisites: Matter 2, Medicine 2, two dots in one of the following Skills: Empathy, Socialize, Expression, Drive, Brawl

Initiation: The Tamers of Rivers have no fixed criteria for recruitment, and most simply take a pupil when they feel like it. On the other hand, trying to actively find a Traveler is often challenging for would-be applicants. Either way, the elder Traveler teaches the aspirant to change and let go in order to become fluid and harmonious as the water. Once this period of cleansing ends, the new initiate enters naked in a river until he nearly drowns, emerging changed in that limbo of life and death.

Magic

Ruling: Matter

Yantras: Presence of clean, flowing water large enough to sit in (+1); success in a Medicine roll (+2); ointments, tonics, and other liquid medicine (+2); sacrificing something of personal value to a body of water (+1, +2 if the sacrifice is hard to or cannot be replaced)

Oblations: Fishing without bait and without catching anything; beautifying an area; bathing in a natural body of water; cleaning someone’s wounds; stand barefoot in a shallow creek or river of flowing water

Attainments

First Attainment: Know the Rivers

Pre-Requisite: Initiation

Flowing waters may run deep, but the Traveler knows them as clear as a still spring. This Attainment resembles the "Discern Composition" spell, but can only be used on liquids. Reach is assigned to instant use.

Optional Arcanum: Life 1

A living body is a system full of liquids, and a Traveler can analyze those liquids to diagnose the whole body. He replicates the "Analyze Life" spell, with Reach assigned to instant use.

Second Attainment: Refresh the Rivers

Pre-Requisite: Matter 2, Medicine 3

Stagnant waters eventually rot, and a Traveler rarely allows such tragedy to befall. This Attainment resembles the "Lodestone" spell used on the Tamer's person, but only affects liquids and vapors. Reach is assigned to instant use and Advanced Duration.

Optional Arcanum: Life 2

Many cultures regarded internal imbalance of humours and liquids as the source of illness, and the Tamer of Rivers nod in approval. He emulates the "Purge Illness" spell, with Reach assigned to instant use.

Third Attainment: Catch the Rivers

Pre-Requisite: Matter 3, two dots in a second Skill among the initiation Skill list

Like attracts like, and even the fickle waters gather round and dance with a Tamer of Rivers. This Attainment replicats the "Shaping" spell, with Reach assigned to instant use and Advanced Scale. When rolls are called for intricate shaping, the Traveler scores automatic successes equal to her Matter dots.

Optional Arcanum: Life 3

The waters wax and wane even in a living body, and a Traveler can sway that tide to draw or banish the living. He duplicates the "Lure and Repel" spell, centered on his person. Reach is assigned to instant use and Advanced Scale. The Tamer may bypass Withstand ratings when standing amidst a large body of water, or when limiting the effect to creatures that inhabit water.

Fourth Attainment: Tap the Rivers

Pre-Requisite: Matter 4, Medicine 4

The deep waters are which all creation sprang from, and the Traveler may call on that ancient sympathy to return to that primordial depths. This Attainment resembles the "Transubstantiation" spell, but one side of the transmutation is always water. The Traveler can turn spring water into wine, or turn a basin of toxic sludge into sea water, but cannot turn lead into gold. Reach is assigned to Advanced Duration, and the Tamer must bathe in large and deep waters to purify herself for a scene in order to use the Attainment.

Optional Arcanum: Life 4

The waters of life flow from the Tamer of Rivers, healing all that it touches. By submersing his patient in clear water and washing his injuries for a scene, the Traveler emulates the "Knit" spell. Reach is assigned to healing damage from deprivation, and reproducing a full night's rest.

Additionally, the main effect of the Attainment is augmented so that the Traveler can conjure lifeforms from water, but not vice-versa. As usual, Mind 5 allows the transmuted creatures to possess a mind.

Fifth Attainment: Become the Rivers

Pre-Requisite: Matter 5, two dots in a third Skill among the initiation Skill list

All Tamers of Rivers carry the wellspring of life and death in their hearts, and the most potent of them can let it out to flow outwards. This Attainment resembles the "Ex Nihilo" spell, but only something primarily water in nature. The Traveler might conjure a small pond or gallons of milk, but not tanks of gasoline nor molten steel. Reach is assigned to Advanced Scale, and as the previous Attainment the Tamer must undertake a bathing ritual of purification for a scene to use this Attainment.

Optional Arcanum: Life 5

To be one with the river is to be the arbiter of life, and with a single touch the Traveler may heal even the most wracked body. By spending a point of Mana, he replicates the "Regeneration" spell with Reach assigned to instant use and Advanced Duration. The body parts regenerate within a minute regardless of required Potency when the patient is submerged in water. When the effect expires, the body parts either burst into water if external or leak out of the patient's orifices if internal.