Tamers of Powder
  1. Organizations

Tamers of Powder

There are several Legacies that claim to be the masters of different elements or aspects of the Fallen World, such as the widely known Legacies the Tamers of Fire, Rivers, or Stones. There are also those that are less common, but just as powerful, such as the Tamers of Sand, or the Cave. But every now and then, a new discovery or creation inspires a mage, and they forge a connection to this new phenomena - The Tamers of Powder are the latest such Legacy, not even fifty years old.

The Tamers of Powder create and utilize a unique connection to gunpowder - now widely used across the world - to achieve effects that a mortal marksman can only dream of, and many mages fear. Less philosophical than many other Legacies, the Attainments of the powder-mages tend to be direct and explosive.

Perhaps distressingly, Tamers of Powder are known for being quite skilled assassins a mages, a fact that has not been lost on the Seers, or the Arrow. Or certain Banishers for that matter...

Doctrine

Prerequisites: Matter 2, Firearms 2, Science 2, Gnosis 2

Initiation: Quite simple, though painful. When a mentor feels like a prospective member has proven themselves, they tattoo the would-be member. But this is no normal tattoo - the ink has been infused with the essence of gunpowder (a Matter 3 spell), and once the tattoo is complete, the new powder mage must "set" it by touching a slow match to the fresh tattoo, igniting it. Quickly burning out, the resulting scar-tattoo is unique to each Powder Mage and is a lasting symbol of the Legacy.

Organization: *Extremely* loosely knit - predominately just mentor-mentee relationships, the Legacy is not nearly large enough to have an established organization. But if a group of powder-mages were to get together, there would certainly be lots of bragging and showing off of their new weapon'

Magic

Ruling Arcanum: Matter

Yantras: Ingesting a small amount of black powder, such as a quick snort or rubbing into the gums (+1, or +2 for a potentially dangerous amount); taking the time to aim with a firearm (+1); a personally customized firearm (+1).

Oblations: Cleaning or repairing a black powder firearm or cannon; drilling or training with appropriate weapons

Attainments

First: Not a Grain Too Much

Prerequisite: Initiation

Gunpowder, for all its destructive power, has multiple flaws associated with it. At least, flaws for those who are not Powder Mages. This Attainment allows the mage to ignore an amount of penalties directly due to black powder equal to their Matter dots (such as visual penalties from black powder smoke). By taking an Instant Action, the mage can ensure that that they only use the precise amount of powder that they need (not a grain more or less), as well as making sure their powder always lights when they wish it, not a moment too soon or late, in any condition short of being completely submerged.

Additionally, if a Turn is spent aiming (losing all Defense and cannot move) while this Attainment is active, the Powder Mage adds dice equal to their Matter dots to their attack roll - additional turns can be spent aiming as usual, each turn adding one additional die as per usual, up to a maximum of 2+Matter dots.  If taking any other action involving black powder that requires a roll, they can also "aim", but only for one Turn for a bonus equal to dots in Matter.

Lastly, a black powder weapon wielded by a Powder Mage will never misfire due to mundane reasons - supernatural effects provoke a Clash of Wills

Optional: Space 1

Once ignited, gunpowder leaves a very telltale mark ensuring that all it touches are changed. A member of the Tamers of Powder can track these marks, meaning that with just a musket or cannon ball, they can identify the weapon that it was fired from, and who was holding the weapon or the crew manning the cannon that fired the shot. This emulates the Space 1 spell "Correspondence", with its Reach spent on Instant Casting, and the connection of residual black powder acting as a Sympathetic Connection.

Second: Eyes of Powder and Smoke

Prerequisites: Matter 2, Science 1

A Tamer of Powder is always aware of the presence of gunpowder, shot, and firearms around, the best to identify potential threats or opportunities with only a single thought. This emulates the spell "Detect Substance", but only for gunpowder and other items that may be used with it, with Advanced Scale, so it extends to an Area equal to a small warehouse at Matter 2, and a large warehouse at Matter 4. This can be as generic as all gunpowder, or as specific as powder made by a specific person or carried by a specific musketeer.

Optional: Space 2, Time 1

Extending their training from the previous Attainment, a Powdermage learns now how to extend their senses through the weapons that they use. By taking a scene/hour attuning themselves to the weapon, cleaning and caring for it, they can then fire it sometime within the next day (or next week with Space 4) and project their senses along with the bullet, seeing whatever they could normally see with their natural senses (which may be augmented with other magic), as if they were the bullet. The basic understanding of the Time Arcana allows them to slow their perception so that even though the bullet moves quite quickly, the Powdermage has all the time in the world to look from their bullets-eye view. Many a Powdermage has used this ability to scout an enemy position from a high vantage or to penetrate a wall and see inside a fortified position. This lasts for 2 Turns at Space 2, 3 Turns at Space 3, 5 Turns at Space 4, and 10 Turns at Space 5. For reference, a musket ball travels at approximate 1000 ft/sec, or 3000 ft/Turn.

Third Attainment: Musket Mastery

Prerequisite: Gnosis 4, Matter 3, Firearms 3, Subterfuge 1

As being without a weapon is highly undesirable for a Powdermage, one of a certain skill has to learn to hide a weapon in any circumstance - this Attainment allows just that. By attuning themself with their weapon for a scene/hour, the weapon, its ammunition, and any other requisite gear becomes undetectable by any mundane means (and provoking a Clash of Wills for magical means) for the next week, or longer (month at Matter 4 and year at Matter 5), though once fired it can be noticed.

This has the effect of barring unusual circumstances, a Powdermage can always get off at least one ambush shot. This can be used on a cannon and cannonballs, up to Size 10, or 15 at Matter 4, though that may have other logistical problems.  Most cannons are Size 8-10; a Size 15 cannon is more accurately an artillery piece and is roughly the size of an elephant.

This emulates "Hidden Hoard" with Advanced Scale and Duration.

Optional: Space 3, Prime 2

A Powdermage who has become an Initiate of Prime and a Disciple of Space is truly fearsome, for now, little can stand in their way. By attuning to their weapon for a scene, a Powdermage learns how to penetrate any physical obstacle with it. This effect lasts for one week or longer (month at Matter 4, year at Matter 5), though can only be active on a single weapon at a time.

Once attuned, by taking a Simple action, the weapon ignores all physical matter of choice, bypassing it completely for the remainder of the scene. A bullet can ignore breastplate and hit the man beneath it; a cannon firing grapeshot could ignore a ship's hull or a forte's walls and shred the sailors or soldiers within.  This emulates "Ban" with Advanced Duration, and the Matter 2 effect.

And this is not the most worrisome - this penetration applies even to Mage Armor, reducing its effect by the Powdermage's dots in Prime. The only protection that is potentially unaffected is that of the Space Arcanum, which provokes a Clash of Wills.

Fourth Attainment: I Do Not Shoot With My Hand, I Shoot With My Gnosis

Prerequisite: Gnosis 6, Matter 4, Firearms 4

This Attainment allows the powdermage to perform truly impossible shots - firing two (or more) rounds with a single shot.   By loading multiple rounds into their weapon (up to their dots in Matter), the mage can fire them all with a single shot.  Add a bonus to the attack roll equal to one fewer than the number of rounds loaded (so +1 for two rounds, +2 for three, +3 for four, or +4 for five).  If firing at multiple targets (which must all be in the same general area unless using the Optional portion of this Attainment), subtract a number of dice equal to one fewer than the number of targets, up to a maximum of the number of rounds loaded, and then roll a separate attack roll for each target.

Optional: Space 4, potentially Mind 1

Enhancing the Second Attainment, the Powdermage can now intimately control the path of the shot.  By taking a scene/hour attuning themselves to the weapon, cleaning and caring for it (which can be combined with the Second Attainment ritual), when they fire it within the next week, they can manipulate the bullet when fired, weaving it around obstacles and friendlies (which when combined with the Second Attainment allows them to move it around targets that they were unaware of initially), and hitting precisely their target.  In addition to avoiding these sorts of obstacles, the Powdermage gains a bonus to the attack equal to their dots in Matter on this attack.   If used with the first half of this Attainment, and the Mage has at least Mind 1, this bonus is applied to each attack, as they can splinter off fractions of their mind to track and control each bullet.

Fifth Attainment: ???

Supposedly the Fifth Attainment has yet to be solidified within the souls of the powder-mages, as no current members have achieved it.   At the very least, Skaưi is working on developing one.

Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience for less than the cost of a fancy coffee. Become a member.