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Morphean Continuity

Doctrine

Parentage: Acanthus, Free Council

Prerequisites: Mind 2, Empathy 2, and 2 dots between Academics, Occult and Socialize 

Initiation: Attune your thoughts to that of your tutor sufficient to create a bridge between your Oneiri, and allow a quantity of the entity to pass between you. Do not immediately seek to drive it out, and allow it to settle in your Oneiros, and expand until it reaches, and infects, your Gnosis and Daimon. 

Magic:

Ruling: Mind

Yantras: Succeed on an Empathy roll relevant to the spell (+2), indulge your strange impulses through casting the spell (+1), cast on a subject with the goal of spreading your ‘legacy’ (+2), cast while in a “waking dream” (+1), lose yourself in the thoughts of the entity (+1, +2 if this imposes a negative Condition). 

Oblations: Spend time grooming another Mage to join your ‘legacy’, engage in acts induced within of you by the entity using purely mundane means, interact at length with your “waking dreams”

The “Infection”:

The truth, is that the Morphean Continuity is not a ‘Legacy’ in the strictest sense of the word, it is a communicable Goetic infection which scars the Gnosis and Soul of the Mages it infects in a way similar to that of the process of joining a Legacy. The key difference however, is that “initiation” to the Morphean Continuity is a reversible process. Through exposure to stimuli anathema to the entity (which involves sensations of loss, isolation, alienation and mortality), the vestige which exists within a Mage will retreat into their Oneiros, cutting off access to all Legacy benefits, including yantras, legacy attainments, legacy oblations and the mentor-student connection.

Should the entity be persistently assailed with this stimuli within the Oneiros, it can potentially be forced out of the Mage, and back into the Temenos, from where (should it survive) it shall seek out the Anima Mundai and its horribly damaged home ‘realm’. In doing so, a Mage may distance themselves from, and even ‘leave’ the Legacy in a way only otherwise accessible with the ‘assistance’ of the Ocean Oroboros. Should this occur, any experiences spent on the Mage’s initiation and their attainments should be refunded, and the Mage is free to attempt to find and join an actual Legacy. Had the Mage been a Mastigos, and received an experience refund from purchasing Mind Arcanum dots, these points are NOT refunded.

A Mage who wishes to become host to a parasitic Dreamtime entity for the sole purpose of enhancing their understanding of the Mind Arcanum on the cheap, before choosing another Legacy, has made an economically sound, but somewhat deranged decision. Note, that upon initiation, the symbiotic relationship the Mage has with the entity will preclude him from attempting to drive it out on his own. The self-aware nature of the entity now attempting to force more and more of itself into his mind causes it to adjust to displaces any thoughts of its true nature, or methods of its exorcism.

Thus, the nature of the entity is largely a secret. Morpheans themselves see it as some form of Goetic thought-form which mingles with Mages to transform their understanding of reality. Rather than the symbiotic nightmare entity which reconfigures Awakened minds, souls, and gnosis to provide hosts through which it might avoid its eventual destruction, and expand its reach.

Attainments:

First Attainment Cognitive Convergence

Pre-Requisite: Initiation
With the first intrusion of the entity into a Mage’s mind, their consciousness starts to warp, providing them a previously undeveloped comprehension of the Mind Arcanum, infused into their Gnosis itself. With this, comes the initial, subtle rearrangement of the Mage’s thought patterns to better serve as a host to the entity which now rests within their mind. A positive side effect of this, is that the Mage becomes much better at managing different thoughts at once, and may perform two extended Mental or Social tasks at once, so long as neither is a physical task. This influence while beneficial, does grant many newly initiated Mages sufficient cause for concern, as they have more time and ability to consider the changes that being imposed upon themselves.

At this stage of infection, the Mage may sometimes take unfamiliar, but always harmless actions, or feel sensations or thoughts which are not entirely their own. These are most common at times of altered consciousness, and largely relate to sensations of discomfort without their own body, having to occasionally rediscover or remember how to use it.

One Mind, Two Thoughts... Spooky. Advanced Duration, nothing else. Persistent Duration.

Optional Arcanum: Fate 1
The reconfiguration of the Mage’s consciousness does have additional benefits for Mages with some understanding of the Fate Arcanum. The strange, and sometimes unnerving thoughts of the entity do grant the Mage a superior interpretation of patterns and underlying reasoning that most mortal minds cannot reach. As such, at any point the Mage may spend an Instant Action to decrease penalties to a number of actions, by a number of points equal to their dots in the Fate Arcanum. Alternatively, they may seek out specific understanding to aid future actions, and through a further Instant Action, gain a bonus to a non- spellcasting action on their next turn equal to their dots in the Fate Arcanum, as they ‘aim’ their action, losing the Defense for the turn in the process.

These benefits last for the remainder of the Scene. Such is the nature of this alien knowledge however, that if the Mage makes use of this benefit, but does not succeed at their task, then the combined sting of failure, as well as their realization of the growing influence of the entity upon their mind will suffer the Shaken Condition.

Quantum Flux, Reach into Instant Casting, Advanced Duration, and changing the Primary Factor. In exchange secondary factor is gone, self-only, requires use of Action Economy, or more-so for their ‘aiming’ bonus. Is largely worse than most other Fate abilities, and imposes Shaken if you still fail. But that last one might also be a bonus.

Second Attainment: Selective Plasticity

Pre-Requisite: Mind 2
As the Mage’s advancement in the ‘legacy’ continues, enough of the entity has reached into the Mage’s mind-soul that it has developed a foothold sufficient to push out all other attempted influences. This may be beneficial for the Mage, but it also increases the difficulty of other individuals determining the existence of, or combatting the affliction he is currently undergoing. Any attempt by a Supernatural power to affect the Mage’s Mind in such a way that may prove detrimental to his (or the entity’s interests), must succeed on a Clash of Wills against the Mage. The Mage gains a benefit to this tests equivalent to the Attainment having a duration on the Advanced Duration table equal to the Mage’s dots in Mind.

At this point, the entity has begun to prune the Mage’s mind of thoughts which would prove detrimental to it’s chances of survival. The Mage can no longer see the entity’s presence as being directly harmful, (although at this point they may still see it has unnerving or distressing) and will not discuss its existence outside of the ‘legacy’ or with prospective initiates.

Mental Shield, Reach into Advanced Duration. Pretty simple stuff. Except it goes for ANY spell which might harm the Mage’s or Entity’s interests. It’s not truly the Mage using the Attainment, it’s the entity.

Optional Arcanum: Fate 2
If the Mage’s understanding of Fate continues to progress along with their initiation, then they will occasionally find that they will encounter certain benefits which will aid them in their strange, and somewhat distressing quest. Once per day, the entity may attempt to manipulate the Mage’s understanding of key information to put them in contact with, and grant them access to certain Social Merits (including Ally, Contacts, Mentor, Resources, or Retainer), or specific people/places/things of a given category. If feasible, such benefits will appear within the next 24 hours, and will remain usable by the Mage for a duration equal to their dots in Fate on the Advanced Duration table. The types of factors which the entity can draw them to are limited however, and these Merits may not exceed 2 dots (3 dots at Fate 4).

At this stage, the Mage gains a kind of unconscious acceptance of the influence of the entity over their life. They understand fully when they encounter a phenomena which their warped consciousness has placed them in contact with. However should they reject this benefit, or ignore the entity, then the crushing weight of the entity’s influence will slowly start to make itself known as it overpowers the Mage’s mind. Should the Mage ignore these benefits, they will suffer the persistent Madness Condition until they make use of them. Regardless of how distasteful, or unwanted they may immediately seem to be.

Shifting the Odds, Reach into Advanced Duration, entity does it by itself, creates connections for you. Reject what your own mind-soul has been providing for you, and you’re in conflict with your own mind, and you start to go Mad.

Third Attainment: Beneficence of Hypnos

Pre-Requisite: Mind 3
The restructuring of the Mage’s mind as a proper vessel for the entity has continued, and at this point the portions of the Mage’s psychic landscape which relate to the brain’s use of energy have been sufficiently re- worked to draw energy from the entity’s boundless connection to the Dreamtime. The Mage now no longer needs to sleep, ever, and if forced to sleep (which would require a Clash with Selective Plasticity) remains fully lucid, and may attempt to cast in order to escape their enforced state. Instead, every 24 hours the Mage in order to recoup the Willpower (and rest) they otherwise would regain from sleep, is inflicted with a “waking dream” which imposes sensory illusions upon the Mage’s mind.

These illusions impose fantastical, but hazy influences upon the Fallen World which the Mage sees about the. Trees may twist with strange faces, and shadows may dance, flashlights may seem like torches, but in general they attempt to impose some strangeness upon the Mage’s own perception of the Fallen World. While this may be unnerving for the Mage, these states last for 4 hours every day, and while their Awakened senses can understand these as the supernatural effects that they are, Selective Plasticity continually maintains their aversion to any negative reaction to the entity imposing these.

The continuing influence of the entity upon the Mage’s mind compels them at this point to impart the secrets of the Legacy upon another Willworker, as the entity strains within their mind, feeling the boundaries of their consciousness slowly start to fill. These impulses are also accompanied by disquieting impulses to perform deranged and quite possibly terrifying desires (such as finding new, better eyes, or eating an entire box of nails for the new sensation). Selective Plasticity as this point may cause some mental states which would be sanity-draining for others, as they struggle with the desire to avoid personally harmful actions, but are unable to directly place blame upon the entity itself. One of the Mage’s Obsessions at this point is replaced by “spread your Legacy”, and any attempt to adjust it with Magic will be Clashed with by Selective Plasticity.

Sleep of the Just, Reach into Advanced Duration. Not quite as good as it default is, but really ‘almost as- good’ is good enough.

Optional Arcanum: Fate 3
The Mage’s understanding of hidden connections ensures that his “waking dreams” are actually especially helpful, or at least, enlightening to his continued mystical investigations. Due to his inability to dream, the Mage can make full use of the Dream merit while in a “waking dream” state. In addition to this, even if the Mage does not fulfil the pre-requisites, he gains the Dream merit at 2 dots (3 at Fate 4), or increases any existing Dream merit he has by an equivalent amount of dots. This may take the merit beyond the normally imposed 5-dot limit.

The Mage may ask the questions involved in the Dream merit by asking any of his “waking dreams” the question. Regardless of what the individual actually states, the Mage will hear the answer to his question, pulled from the entity’s own connection to the deep, primordial truths of the world, squirreled away in the Astral. In addition to the normal benefits of this, the Mage may also gain the Inspired Condition relating to a single truth pulled forth from his “waking dreams”, per daily instance.

Granting the Dream merit, and adding on some extra points for good luck.

Fourth Attainment: Adjust Conscious Recognition

Pre-Requisite: Mind 4
With the Mage’s own mind approaching total capacity, the entity starts to reach out into the minds of others, seeking to influence them in a manner equivalent to the Mage’s own state of existence. As an Instant Action, the Mage may seek to influence the perceptions of others, adjusting their comprehension of observed stimuli in subtle, or not-so-subtle ways. To active this Attainment takes an Instant Action and a touch, at which point if the Mage’s dots in Mind exceed the subject’s Composure, the Mage can adjust a number of cognitive reactions or perceptions equal to the difference. Examples of these include turning revulsion into attraction, modifying the perception of an individual so they recognize them as someone else, or altering their position on a specific subject, such as (for example) convincing them that they are not repulsed by the thought of consuming human flesh. These changes do not seem supernatural (except to a Mage or other entity which can detect the activation of a psychic ability), and last for at most a week.

The influence which the entity has over the Mage’s own mind is mounting at this point, and the entity may at will modify the Mage’s own perception of phenomena in a similar way. It is not possible at this point for the Mage to resist any kind of influence over their Mind from the entity, and essentially, the parasitic nature of the entity has given way to full symbiosis. The subject persistently enters Active Mage Sight in all known Arcana, suffering the normal -2 penalty to actions, however this does not end at the end of the scene, and does not require Willpower to be maintained. At every opportunity, they seek to impart knowledge of the Legacy to others, breaking only to perform the necessary tasks to maintain its existence, and will never take actions which involve any significant risk to its own existence.

If the infected character was a PC, it is strongly suggested, that unless they are willing to take continued direction from the ST and experience an incredibly strange roleplaying experience devoid of much free will, the character is to become an NPC. It is, even at this point, possible to save the Mage, with extreme effort, and power sufficient to over power a Gnosis 6+ Mind Adept. However they can (even inadvertently) make no efforts to assist such a process.

Kind of Hallucination, kind of a Weaving spell. Instant Casting, Advanced Duration.

Optional Arcanum: Time 4
With sufficient understanding of Time, the entity may itself decide that the current procession of events is insufficient for its
current designs, and may “dream” a new timeline into existence. At any point, should the entity decide that the situation as it has presently unfolded is not viable, the Mage may be shifted back in time a number of rounds equal to their dots in Time in the manner of Shifting Sands. The Mage is made aware of this change, and realizes that their connection to the entity is to blame, however their understanding of the reasons behind the power is immediate, and enforced by the entity. The duration of this effect is sufficient for the Mage to arrive at the point in time at which they had left, and as such no difficulties occur in the entity having to cross intervening time.

Shifting Sands, Reach into Instant Casting, and Advanced Duration.

Fifth Attainment: I

Pre-Requisite: Mind 5
The entity’s prior symbiosis with the Mage has ended, there is no longer a Mage, there is only the entity. The Mind which had previously been stretched so thin around the growing influence of the creature’s thoughts has now been subsumed into the entity itself. This culminates in the disintegration of the Mage’s physical form, as he transforms into a being of pure, alien thought, a Morphean.

With this, the new creature immediately disentangles itself from the phenomenal, and enters the Temenos. The newly formed entity need not spend Essence to maintain its existence, and retains full control over its Mage powers and now hijacked soul and stolen Gnosis. It will likely use this new vantage point to attempt to influence and perhaps corrupt other Legacies through seizing control of their Temenos realms and infecting the with its own powers, or seek to control and hijack the minds of Astral Travelers and force some of itself into their Oneiros, forcibly spreading its infection.

The infection now requires no living vector. Exarchs help us all.

The Mage is gone. The growing thoughts now wrap themselves protectively in a Soul and Scarred Gnosis, and travel to the Temenos, to spread the infection through the collective subconscious

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