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Tamers of Fire

See Legacies – The Ancient for all the fluff.

Doctrine

Parent Path: Obrimos

Prerequisites: Forces 2, 3 dots in Athletics, and 2 between Expression, Persuasion and Socialize

Initiation: The prospective Champion must undergo a quest designed by his mentor to prove himself. This will not be easy, and it may seem initially impossible to do so.

Magic:

Ruling: Forces

Yantras: Succeeding on an athletics roll relevant to the spell (+2), spending significant time physically preparing for the spell, “getting your blood pumping” (+2), verbally encourage a compatriot to grater feats of prowess (+1), drive oneself into a state of frenzied excitement (+1, +2 if this imposes a negative Condition).

Oblations: Starting a campfire in the middle of nowhere with but two sticks, fire-walking, spending an entire night engaging in physical training, organizing a team sport, running a marathon, repeatedly burning your skin with a small flame.

Attainments:

First Attainment

Touch the Fire

Pre-Requisite: Initiation
Like attracts like, and a Tamer of Fire who learns his legacy’s first attainment understands how to his use passionate, fiery nature to communicate with and command flames. With an instant action, the Champion can make an Aimed Spell check (see pg. 115 for dice pool & range bands) to command flames to do his bidding. This power lasts for a number of Rounds equal to the Champion’s dots in Forces, and during this time the Champion can guide the path of existing flame, causing it to arc or stretch, burn along (or avoid) a certain path, or take certain shapes.

Very simple Influence Fire, one reach for Instant Casting, so you’ve got to throw it. Thankfully at this stage you likely won’t need too much potency to play with, or duration. However as you advance it’ll get better. Also good that the Legacy requires you to have Athletics, so you actually know how to throw a spell.

Optional Arcanum: Mind 1
The flame within a man illuminates the best and worst of a man, should one know how to look. With but a touch, a Champion can feel that power glowing within a mind, and as an Instant Action can determine an 
individual’s Virtue, Vice, Aspirations and Obsessions.

So it’s one Reach over the amount you have to play with, but you don’t get an insight into how smart or persuasive they are. I think that’s fair. It’s more in keeping with a Champion’s mentality to want to know what’s the best and worst in someone and what they want rather than how capable they actually are of getting it.

Second Attainment: Tame the Fire

Pre-Requisite: Forces 2
The fire is his, and like an obedient Dog before its master, the Champion can command it to heel. Given a 
scene’s worth of vigorous exercise to stoke his internal fire, the Champion can rally it against the fire without. For a duration equal to his dots in Forces on the advanced duration table, the Champion cannot be harmed by any terrestrial fire. Any Supernatural fire, such as that generated wholly by the Forces Arcanum, or an attack from a Spirit must engage can only harm the Champion if its source beats him in a Clash of Wills.

This is a modified Environmental Shield spell, such that it only protects against Fire. Why you ask? Because Forces Mages will become entirely immune to Environmental Effects at Forces 4 so there’s little point adding that tid-bit on here when it wouldn’t work on the most egregious cases.

Optional Arcanum: Mind 2
With a touch, the Champion can do more than feel the heat of a mind, but stoke it into passion, encouraging them through emotion to agree with him, either through joy, fear, hatred, love, or any other emotion that will do the job. But ultimately emotion is what it is. This Attainment takes an Instant Action to use, and the Champion must 
physically touch the subject, if the Champion’s dots in Mind exceed the subject’s Composure, the Champion may temporarily open or close a door. This Attainment works best when trying to encourage people to act on the spur of the moment, and few Champions use it for anything else.

Emotional Urging, getting people to act emotionally by stoking internal fire. Good shit. One reach for Instant Casting so you’ve got to touch them, likely clapping your hand on their shoulder and laughing heartily. It only lasts for a very short while, so get them to act on it before they lose the emotional high and regret it. Totally not mind-rape. Totally.

Third Attainment: Catch the Fire

Pre-Requisite: Forces 3
More than merely commanding Fire, the Champion can now rule and control it as he would a part of his body. As an Instant Action, the Champion may take control of a Fire within sensory Range, in doing so he may control it as per Touch the Fire, however he may also increase or decrease its size or heat by one level per round. If the Champion relinquishes control of the Fire however, unless it has been full extinguished it will eventually either grow or shrink back until it reaches its normal size and heat based on its available fuel.

Possibly could have been the 2nd Attainment, but I think a persistent shield against fire is something better to have out of the way early. Also this permits the Mage to stand back and control the blaze, rather than having to get right up next to it. P.S. this is Control Fire, with reach for Instant Casting, and Sensory Range.

Optional Arcanum: Mind 3
Within the Fire is not only passion, but knowledge, capacity to be more than you currently are. The Champion can kindle this passion in himself, or others through careful and deliberate acts. As an Instant Action, and with a Presence + Expression roll, the Champion may inflict upon himself or others a positive Condition encouraging them into positive action. If an individual wishes to contest this boon, then the 
Champion’s condition will only be applied if their Resolve exceeds his Mind dots. Champions frequently use this boon on themselves, either to encourage themselves to new heights of fervor, or to challenge themselves with other trials to overcome and improve through. This Attainment and its Condition lasts until resolved, the Champion decides to end it, or until a day has passed, rising to a week at Forces 4.

Simple “Grant a Condition” spell turned into an Attainment. On the plus side, you can use it on Sleepers. So yeah, good shit. Talk to your GM about Conditions, they’re great. You can use this to encourage your Champion’s Flaws (they should have flaws, look at their Legacy section in Legacies – The Ancient). Reach allocated to Instant Casting and Advanced Duration, primary factor is Potency, secondary Reach.

Fourth Attainment: Manifest Fire

Pre-Requisite: Forces 4
Having learned how to bend existing fire to his will, the Champion is now capable of generating great gouts of fire to blast her enemies, burn down their works, or just to keep her companions warm at night. With an Instant Action, and a Aimed Spell attack roll, the Mage may burn a target with her fire dealing Lethal damage equal to her dots in Fire. While this is not enough to set an individual on fire all on its own, if used on certain highly flammable substances (including if an individual was doused in such substances) they will ignite.

Simple modification of Thunderbolt to deal damage with fire instead of lightning. Ignition is permitted only where sensible. Single reach allocated to Instant Casting, so you’ve got to use it as an Aimed Spell. Not sure about permitting Fast Spells with it though, seems too good.

Optional Arcanum: Mind 4
His burning will reaching fever pitch now, the Champion is capable of pressing his mind down upon a weaker will and forcing them to do his bidding in a supreme act of dominance. With an Instant Action, the Champion may force a target within Sensory Range to perform a single task that will not put them in serious danger, or take a suicidal risk. T
he subject’s Resolve must be less than the mage’s Forces dots in order for this Attainment to function, and the compulsion only lasts for 3 rounds. Some Champions are quite reluctant to learn this Attainment seeing this domination as something that is not laudable or properly in keeping with the burning freedom of fire. While many older Tamers of Fire acknowledge this threat, they maintain that it is the purpose and the man which define the action, not the capacity. To dominate one will to save many others may well be a post worthy of maintaining.

Psychic Domination, oh you saucy minx. I had to put you in here, if only because I couldn’t think of much else to use. Look, it’s a douchebag spell, especially as an Attainment which has no paradox and quiescence and hubris and yada yada yada. But you know what’s cool? Having your crazy fucking pyrokinetic mind-warrior forcing someone to drop his damn gun through sheer BURNING force of will.

Fifth Attainment: Fire Manifest

Pre-Requisite: Forces 5
The Champion is now a living and breathing furnace, the fire within him bursting to be released. All he has to do is permit it. With an Instant action the Champion can surround himself with an aura of searing hot fire. Immune to this fire himself, any individual or subject who touches the burning mage suffers damage as if he has touched a Bonfire with the intensity sufficient to cause third degree burns (4 lethal damage per turn). Having entered this state, it will persist until the Champion chooses to restrain his flame, or 30 seconds have passed, at which point he may activate this Attainment again.

Create Energy spell, focused on the Mage, one reach allocated to Instant Casting, the area is of course himself which I’m uncertain is legal, but I don’t care. Just watch out where you are when you use this one, you’re a walking talking fire hazard and will likely cause some serious collateral damage. Which means its handy your other Attainments will help you put that out.

Optional Arcanum: Mind 5
The Fire in the Champion’s mind is brilliant now, shining out from his brow and igniting his mind with sheer power. By spending a scene performing a Legacy Ritual, the Champion can enhance their Mind well beyond the ken of mortal men. Many use this to become a legendary leader, propelling those who will follow him to greater heights, or to plump the depths of the Astral for secrets long lost to man. By spending a scene and a point of Mana, the Champion may increase a Mental or Social attribute by one dot per dot he has in the Mind Arcanum. This enhancement will last for a Week, or until the Mage ceases it, and can enhance his attributes beyond his Gnosis-determined maximum. Visible from Mage Sight this appears as a pure mote of flame suspended in the air before the Champion’s head.

Ooooh yeah baby, unrestricted motherfucking Augment Mind. HELL YEAH! Boost your fucking Presence by 5, boost your fucking Intelligence by 5, boost your fucking Wits by 5. For just the bargain price of a single point of Mana. What’s fucking more, get it as a Rote and you can combine this Attainment with the Augment Mind spell, and increase your Mind EVEN FUCKING FURTHER. WOOOOOOO!

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