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Daoine

See Legacies The Sublime for all of the lore

Doctrine

Parentage: Mastigos 

Prerequisites: Fate 2, Space 1, Occult 2, and 2 dots between Expression, Intimidation and Streetwise 

Initiation: Engage in the punishing, extended training of the Daoine, involving demeaning tasks and plentiful menial chores until such a point that the aspirant has fully grasped and understood their station is below their tutor’s. Once this has been achieved, the tutor will teach the aspirant how to sense the Scales of the Wyrd, and the myriad connections that make up that vast, tangled tapestry. 

Magic:

Ruling: Fate 

Yantras: Succeed on an Occult roll relevant to the spell (+2), spend time perform a hex or blessing ritual (+2), focus on the justice you seek through your spellcasting (+1), inform the subject of their failings and flaws (+1), drive yourself into a righteous fervor in your pursuit of justice (+1, +2 if this imposes a Negative Condition). 

Oblations: Weaving at a loom, visiting faerie rings at the solstices or equinoxes, bringing vengeance without the use of magic on one who has wronged you, publicly calling down a curse on someone who deserves it, rewarding someone else’s act of generosity without that person knowing your involvement.

Attainments:

First Attainment See the Scales

Pre-Requisite: Initiation

From initiation, the Good Folk learn how to read the weave of Fate known as the Scales of the Wyrd. Every action people take pulls on the threads that make up the Wyrd, affecting themselves and others. The Daoine make common use of this first attainment to read the Wyrd and judge those who has upset its balance.

As an Instant Action, the Daoine may perceive the Scales of the Wyrd until the end of the scene, revealing to their sight the tangle of Fate and the patterns within it. This renders visible to the Mage the presence of any Destiny, Fate-sworn Oath, or other supernatural effect tied into the nature of Fate. Furthermore, while perceiving the Scales, the Mage can spend a further Instant Action to focus on an individual within sensory range in order to sense the most powerful influence they have upon the Scales.

Doing so provides the Mage with an impression of the strongest influences which the individual has engaged upon the world around them through their actions, revealing a number of influence equal to the Mage’s dots in the Fate Arcanum. These impressions generally take the form of various actions the individual has undertaken, and usually relate to murders, abuses, as well as all manner of injustices perpetuated through means mundane or mystical. Influences are mitigated however through reparations, as an individual themselves undertakes effort to balance the Scales, and even cold-blooded murder may fade from pertinence if the subject has felt sufficient remorse and made amends.

Similar to Interconnections. It displays the same kind of stuff you’d see with Fate sight, with the added ability to detect an individual’s most important actions.

Optional Arcanum: Time 1
With a simple understanding of the basics of Time, the Daoine learn how to read further information from the threads that make up the Scales of the Wyrd. By focusing on a pattern in the weave of Fate, the Mage can determine roughly how old it is, and how close it is to its Fated resolution. This ability further allows the
Mage to determine how the individual’s current influence upon the scales has been reached. This informs them as to whether an individual has repented for their actions, or attempted to make amends.

Giving an understanding of the Time aspect of each individual Fate, as well as how the current level has been reached. So you could determine when an Oath was broken, roughly, or whether someone’s old, old bout of child abuse has ever come back to bite them, or whether they’ve felt remorse.

Second Attainment: Weight of the Scales

Pre-Requisite: Fate 2
The scales do not balance themselves, and thus it falls largely to the Daoine to right wrongs, or lead Sleepers to change their ways. The weight of the scales draws upon the tension a person has caused upon the Wyrd to Hex them with misfortune. This is however a short-term endeavor as even a bout of horrible luck is unlikely to dissuade an individual from their course without proper cause for consideration.

As an Instant Action, the Mage may seek to Hex an individual within sensory range who has wrought havoc upon the Scales of the Wyrd. The subject suffers a Hex with a Potency proportional to the heinousness of their crimes, a foul mouthed and unpleasant woman is likely to suffer a Potency 1 Hex, a thief will likely suffer one of Potency 2, while a serial murder and rapist will likely suffer Potency 5. This Hex lasts for at most a day, and at the discretion of Fate itself, however it will invariably apply to frustrate and infuriate the wrongdoer.

Such Hexes may only be applied once per individual, per day, and inordinate use of the Attainment is considered inappropriate, as the individual, while potentially vile and contemptible, is not truly being taught any lesson or punished in any but the most superficial way. This Attainment is not Withstood, however for it to apply, the Mage’s dots in Fate must exceed the subject’s Resolve.

Exceptional Luck, with a twist. People suffer Potency proportional to their horribleness. Not Withstood, but if it applies, it applies at full force. Kind of weird, but I think it makes sense, and it’s one of the only ways to make a Hex work given Attainments have so Potency.

You’ll be hard pressed to find someone who’ll get hit with a Potency greater than 3... Unless you’re judging some gigantic assholes of the Awakened world. Also given it can’t be counterspelled, or dispelled, and it doesn’t care about Withstand, this is a great Attainment for fucking with Mages. Whether or not it works on Exarchal Ochemata, and the horrific injustice they have perpetuated on the world, is up to the ST.

Optional Arcanum: Time 2
While the judgment of the Scales is enough for many Daoine, those knowledgeable of Time find that a little delay and frustration will work wonders to make someone feel pain, especially in the time-starved modern world. So long as an individual labors under a Scales-enforced Hex, anything that can delay and 
inconvenience them, will. Lights turn red, police will pull the individual over for an RDT, complications will arise with medical tests requiring them to be redone, truly frustrating.

Green Light, Red Light. Reach into Advanced Duration and Instant Casting, Sensory is for free because it’s a fairly simple effect for a Conjunctive, and because it can only be used offensively.

Third Attainment: Slings and Arrows

Pre-Requisite: Fate 3, Space 2
Sometimes a Hex just isn’t enough to convince someone to change their ways, and the Daoine turn to cursing the tools with which someone commands the world around them. By spending a point of Mana in a scene long ritual, the Daoine can sympathetically curse a subject’s tools and turn them against him. When cast, the Daoine must specify a type of tool such as firearms, knives, computers, or cars. Whenever the subject uses such an item, the tool bonus of that item will be decreased by the Mage’s dots in the Fate Arcanum, potentially becoming a negative modifier instead. Such modifiers only apply when the item is being used by the subject, in a test, and will not apply to others.

Should the subject make restitution to ameliorate the impact of their actions, this Attainment may come to an end prematurely, as the tension in the Wyrd is released. This Attainment only functions on those who have upset the Scales to a moderate or greater degree (equivalent to Potency 3+ or greater in the 1st Attainment). Furthermore the Daoine must have an appropriate Sympathetic Yantra of their subject to utilize this Attainment.

Funky Monkey’s Paw, that affects all tools of a kind used, effective at Sympathetic Range. Sensory Range, Advanced Duration, ‘tools of a category’, and possible Condition-generation. However it’s limited by their restitution and only functions on certain individuals.

Optional Arcanum: Mind 3
Should the Daoine be advanced in the understanding the Mind Arcanum, then they can influence the
subject’s actions through more than just their tools, reaching into their very mind to plague their thoughts with the injustice they have perpetuated. Instead of cursing a specific kind of tools, when utilizing Slings and Arrows, a Daoine with this Optional Attainment may turn an individual’s assets, either mental or social against them.

In such a manner, the Daoine may effectively reduce the potency of social merits the subject has by an amount equal to their Fate dots. Should this bring them below 0, then their effect is inverted, Status becomes a negative modifier, Resources becomes debt, Allies take issue with the subject and become enemies.

Furthermore when the subject fail any test relating to the effects of this Attainment, they become personally aware of the influence their actions have had upon the world (and the Scales) in a general sense. Should the subject persist in the face of this for an extended period, the ST should impose the Guilty Condition.

Fun little atypical Attainment which lets you fuck with their investments and so forth. More helpful for social characters than hexing their gun or whatever. Instead you Hex their credit or club membership card. Fucking hilarious.

Fourth Attainment: Doom of Promise

Pre-Requisite: Fate 4
Where cajoling and cursing cannot address an imbalance in the Scales of the Wyrd, a powerful Daoine can bind a subject to their own words. While the methodology of the binding differs based on cultural practices, the effect is the same, that a subject is bound to a stated promise, and should they break it, a stated punishment. While all terms must be stated, they need not be defined exhaustively, or specifically stated by any singular individual, so long as all terms are punishments are clear, and accepted, whether intent is
genuine or not. Given the circumstances, a mere “I promise” or “I won’t” from the subject is sufficient to bind them to their word.

While many of the Daoine undertake more extensive, and occult rituals, a simple handshake while performing occult Mudra, taking an Instant Action, is sufficient to bind someone to qualifying promise made within the scene. So long as the subject maintains their promise, they gain access to a Boon with a Potency equal to the Mage’s Fate dots. Should the subject fail to uphold their promise, then they suffer a Hex with a Potency equal to the Mage’s Fate dots, appropriate to the stated punishment, and the Daoine becomes aware of the violation. Such a Hex is more unrelenting than the Boon however, and its uses refresh with the sunrise. The Doom of Promise is not without relief however, and should the promise be exhaustively fulfilled, any Hex that has been imposed is lifted, and the Attainment ends. Furthermore, should any supernatural effect seek to compel the subject into breaking their promise, such effects are subject to a Clash of Wills with the Daoine. Such promises last for a month at most.

Sworn Oaths, Instant, Advanced Duration, Boon/Hex shift awareness, added a refresh of the Hex, because otherwise you’ve just got a minor 4-potency Hex. Which is pathetic. It refreshes with the sunrise though, so have a lark in a country with weeks of nighttime.

Optional Arcanum: Mind 4
A Daoine advanced in the Mind Arcanum can do more than merely attempt to force someone to keep to their word, but can instead rework their own mind into believing that the promise was entirely their own decision, and one well made at that. This is primarily a narrative effect, resulting in the subject not questioning his promise, or attempting to find a way to weasel out of it. The subject will also reject any evidence that his mind has been altered, and will not consent to any further attempts to counter this
influence. Furthermore, should the Daoine desire, they can temporarily adjust one or more of the subject’s Aspirations to better suit the promise they have made, as well as the impression levels which others have upon them. A number of these specific alternations made be made equal to the Mage’s dots in the Mind Arcanum.

Some kind of Psychic Reprogramming effect, but less totally skeevy because they agreed to the promise. Still kind of suspect, but what the fuck do you care, you’re a Mage and this is an Attainment so no Wisdom loss here.

Fifth Attainment: Cast Out

Pre-Requisite: Fate 5, Space 2
This Attainment is learned only by the most powerful Daoine, and its use is usually reserved to punish the most heinous, recalcitrant scum that has ever blighted the Scales of the Wyrd. In a scene long ritual, and with access to a picture of their target, the Daoine may reflect the harm the subject has inflicted on the Scales back at them, cursing them and turning their very injustices back upon them. For the next month, unless the subject repents and makes amends for their actions, the subject will be cursed by the following effects.

Firstly, any individual who encounters the cursed subject, will feel the scorn of the Wyrd fall upon the subject, and will treat them indifferently at best, and at worst with open hostility. All social impressions drop by a singular level, and/or the subject suffers a penalty equal to the Potency of their wrongdoing (see Weight of the Scales for the Potency system) to all social rolls aimed towards influencing others to help them, or treat them kindly.

Secondly, ALL non-Magical actions which aim to help the subject, will suffer a Hex with a Potency appropriate to the Potency of their wrongdoing. Furthermore, all non-Magical actions aimed at harming the subject benefit from a Boon with a Potency appropriate to the Potency of the subject’s wrongdoing. In this second effect, the term “all” in this case should be interpreted liberally by the ST, this is the culmination of the power of the Daoine, turning not just fate, but the very world against the wrongdoer.

While this Attainment can be used on the only mildly deserving (Potency 1-2 or so), Daoine who use this power without good cause have been known to upset the Scales of the Wyrd, attracting attention from all manner of sources, least of all their own Legacy.

Sympathetically cast Pariah, with the Potency effect from before folded in. Some REALLY powerful stuff, but it can only be used on the deserving.

Optional Arcanum: Mind 5
While this Attainment alone is quite potent in its capacity to turn the world against the subject, a Daoine with Mastery of the Mind Arcanum learns how to do more than redirect the spite of the world, they can organize it. When a subject is selected with Cast Out, the Daoine may furthermore create up to 5 dots worth of social organizations or merits with the sole purpose of punishing the subject. In the case of merits such as Allies or Contacts, these merits become available to all those who would act against the subject. However in
the case in which the Daoine creates a Mystery Cult or other such organization (including Victim’s support groups, secret police groups, or even full blown assassin cults), this group will attract members, joined together for the sole purpose of punishing and inflicting significant harm (of some kind) upon the Daoine’s misbegotten foe.

Social Networking, with a vengeance. God I loved writing this.

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