Out of Character (OOC):
All of these things are true, and none of them are. Even modern members of the Midnight’s Key can’t agree on any of the fine details, with most believing wildly different stories from one another. It’s become a cipher for those in the know and of a rebellious mind, a projection that becomes whatever they need it to be.
First Attainment O “Every Man an Island” – Functions as an inverse version of the Space 1 spell “Isolation”, without the penalty to actions. Space wraps around the Key in extremely subtle but unnerving ways, setting them slightly apart from others. Any attempts others make to interact with the target cost 1 Willpower to initiate. For example, it would cost 1 Willpower to deliberately begin combat against the caster; it would not cost a Willpower every round of that combat, but if the attacker left combat and re-entered it later while the spell was still active, they would have pay the cost again. Narratively, even if others can see the target, they will avoid interaction unless they have a very good reason or exceptional strength of will. This effect allows the Key to do things like walk into a private facility unchallenged, or flee the scene of a murder without being questioned by bystanders.
Primary Factor: Potency
Practice: Ruling
Primary Factor: Duration
Practice: Veiling
Primary Factor: Duration
Practice: Patterning
Withstand: Resolve
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum
New Legacy: The Midnight’s Key
Legacy designed by Hannah Nyland & Jerad Sayler
Nickname: Spooks (among themselves), Bogeymen (among others), Remnants (derogatory)
Description: The
Midnight’s Key, as laughable as it seems today, were once a serious thorn in
The Guardian of the Veil’s collective sides. The original practitioners of the
Legacy were almost universally aligned with extremist anarchism, prominent
voices in a small splinter faction of mages working towards the violent
uprooting of what they saw as the corruption and tyranny of the Diamond Orders,
of which they branded the Guardians the worst of the lot – ruthless secret
police who deemed themselves judge, jury, and executioner.
But as they say, it’s the winners who write the history
books. The name of said faction has long since been wiped from the public
memory – among many, many other things. Some more vengeful Guardians blame the
Free Council for their existence, but that’s as unverifiable as nearly
everything else about their history. Many things are still said about them in
the darkened corners of mage society, but those who do make sure to say them
very quietly – the Guardians are always listening, and besides, the Legacy
lends itself well to whispers:
They took counsel from their own shadows, and performed their
rituals in the dead of night. They indulged in human sacrifice to bolster their
magic when the tides started to turn, and many of their most passionate gave
themselves up willingly to the knife. They only mastered Fate in order to defy
it. They were barbaric. They were heroic.
All of these things are true, and none of them are. Even modern members of the Midnight’s Key can’t agree on any of the fine details, with most believing wildly different stories from one another. It’s become a cipher for those in the know and of a rebellious mind, a projection that becomes whatever they need it to be.
These days, the Legacy has been domesticated into something
more respectable under the watchful eye of the Guardians of the Veil. Practical
as always, they collared the Legacy instead of destroying it, purging all but
the least offensive of its precepts and putting it to their own use.
So many of their secrets have been deliberately forgotten, to
the point where it’s suspected that a Bogeyman today may even manifest their
powers in markedly different ways than the originals did. These are the
precepts that are still known unequivocally:
1) Go unseen and let no walls contain you. You hold the keys
to every lock within yourself.
2) Precision is the balm of the soul. Hone it, always.
3) A blind eye shines brightest in the dark. Let your perceptions flow through your magic; sometimes one sense must be quieted for another to grow.
2) Precision is the balm of the soul. Hone it, always.
3) A blind eye shines brightest in the dark. Let your perceptions flow through your magic; sometimes one sense must be quieted for another to grow.
Organization:
The Midnight’s Key are not an organization so much as they are a remnant.
Access to tutors in the Legacy is stringently controlled and managed by the
Guardians, and recruitment numbers are kept deliberately low, due to the
Legacy’s rebellious history. The Legacy is paradoxically both a badge of honor
and a red flag on any Guardian who takes it up.
While few, they are effective, acting as the Order’s private
bogeymen, seemingly able to bypass any security system – and unseen, at that.
Mage urban legends tell of the inexplicable intruder who puts a bullet through
your head in your own warded Sanctum before you can so much as notice his gun.
Background:
Members of the Legacy (and they are few in number) tend to have few
connections with other Keys by design, and very little in common beyond
exceptional service to the Guardians of the Veil.
Suggested
Oblations: Cracking
a lock or security system, Performing a significant task or working on a
project while completely cut off from your mundane senses, Hobbies where
precision and accuracy are important (sharpshooting, building, mathematics).
Yantras: Keys (+1/2, depending on the
number and variety), Broken locks (+1), Lockpicks (+1), Blindfolds or Earplugs
(+1), Succeeding on a Stealth check to go unseen or Larceny check to break into
a secured area (+2).
Parentage: Mastigos, Acanthus,
Guardians of the Veil
Ruling Arcana: Space. Secondary: Fate.
Related Skill
Specialties: Stealth
– Any. Larceny – specialties related to opening doors, or passing through
security.
Requirements: Gnosis 2, Space 2, Stealth
2. Larceny 2, a related skill specialty in Stealth or Larceny. In addition, the
initiate must have at least one merit representing precision in a particular
area. This could be a mental merit like Eidetic Memory, an applicable social
merit (knowing just the right
people), or a physical merit such as expertise in marksmanship or precise
sword-fighting – so long as there is a justification for how the merit relates
to the concept of precision.
Initiation: Initiation involves a
difficult solo infiltration mission in which the prospective Midnight’s Key
temporarily has every sense cut off. Blinded, deafened, and unable to feel
their way around, they must rely purely on their ability to see through their
magic. Ultimately, Bogeyman believe that supernal perceptions rule over the
mundane ones, and teach their initiates how to use it as a reflex. A
well-trained student needs no eyes to see.
*Unless otherwise noted, a Midnight’s Key’s
attainments can only be applied to themselves.
Attainments:
First Attainment O “Every Man an Island” – Functions as an inverse version of the Space 1 spell “Isolation”, without the penalty to actions. Space wraps around the Key in extremely subtle but unnerving ways, setting them slightly apart from others. Any attempts others make to interact with the target cost 1 Willpower to initiate. For example, it would cost 1 Willpower to deliberately begin combat against the caster; it would not cost a Willpower every round of that combat, but if the attacker left combat and re-entered it later while the spell was still active, they would have pay the cost again. Narratively, even if others can see the target, they will avoid interaction unless they have a very good reason or exceptional strength of will. This effect allows the Key to do things like walk into a private facility unchallenged, or flee the scene of a murder without being questioned by bystanders.
As with the original spell, the effect is
unsettling, and may eventually cause breaking points or mild derangement in
Sleepers exposed to a Midnight’s Key using this effect over a long period of
time. If people spend the willpower point their social and mental dice pools are penalized by the user's dots in Space as they struggle through their own attempts to ignore the Spook.
Primary Factor: Duration (Dots in Space)
Practice: Compelling
Withstand: Composure (in those that spend the Willpower points)
Requirements: Initiation.
Requirements: Initiation.
Optional Component “Nothing to See”: Fate 1. Functions as a Fate version of the
Mind 1 spell “Mask of Normality”, and an add-on to the Attainment Every Man an
Island. Fate itself conspires against others seeing particular items or pieces
of clothing on the Bogeyman’s person. Uncanny coincidences and distractions spring
up when someone would ordinarily take notice; a man is distracted by his phone
ringing just as he’s about to see the Midnight Key’s sniper rifle, or a clerk
goes on her lunch break just as he walks by her till wearing an odd looking magical
mask.
The caster can disguise a
total amount of size equal to their dots in Fate; so a Fate master could hide a
Size 1 knife and a size 4 suit of armor on his person with this attainment at
one time, for example. The Potency is equal to the caster’s Fate dots,
withstood by an onlooker’s Wits.
Primary Factor: Potency (Dots in Fate, duration lasts as long as the primary Attainment)
Practice: Compelling
Withstand: Wits (in onlookers)
Primary Factor: Potency (Dots in Fate, duration lasts as long as the primary Attainment)
Practice: Compelling
Withstand: Wits (in onlookers)
Second Attainment OO “A Key for
Any Lock” – Space
2. Functions similarly to the Space
2 spell “Break Boundary”, allowing the Key to bypass one piece of deliberate mundane
or architectural security for purposes of infiltration. This means that unlike
Break Boundary, it allows the Mage to pass through some solid surfaces, such as
walls or fences, but it cannot be used, for example, to bypass a raging forest
fire or naturally occurring chasm – something that Break Boundary normally
allows.
Practice: Ruling
Requirements: Space 2, Gnosis 2/3, a second
approved skill specialty in Stealth or Larceny.
Optional Component “Blind Man’s Eyes”: Unless deliberately suppressed, while the Bogeyman prepares to use "A Key for Any Lock" he gains the benefit similiar to the Space 1 spell "The
Outward and Inward eye." This does not count towards Spell Control but he only sense the area immediately on the other side of the obstacle he is about to bypass. The sensory range past the barrier is equal to what their normal perceptions would allow if they were already on the other side of the obstacle but would allow him to pinpoint anything moving in a room on the other side of the obstacle. These sensory inputs are usually more on the side of tactile instead of visual... The Attainment’s Potency
is equal to the Bogeyman’s dots in Space.
Primary Factor: Potency
Practice: Unveiling
Primary Factor: Potency
Practice: Unveiling
Third Attainment OOO “Wraith
Walk” –
Space 3. The caster further perfects the technique from "Every Man an Island," using Space to isolate themselves (but not their perceptions) spatially, becoming
effectively invisible to the eye and soundless. Functions as the Forces 2 spell
“Invisibility” coupled with Forces 2 “Control Sound” to render their movements
silent.
Drawbacks: Normal drawbacks to
Invisibility apply; certain other spells or sights can still pinpoint the
caster’s location if other precautions aren’t taken – heat vision, for example.
In addition, the Bogeyman is incapable of producing sound even if they want to.
Speaking out loud or shouting for help is impossible while under the effects of
this Attainment; others simply cannot hear it, no matter how sharp their
perceptions are.
Invisibility: “This spell can render its subject
completely invisible, masking it from all forms of light. Even cameras cannot
detect the object, no matter what type of filter or lenses they use. This spell
does not mask the sounds an object makes, although when combined with “Control
Sound” (see above), the target can be made invisible and soundless.”
Practice: Veiling
Drawbacks: Normal drawbacks to
Invisibility apply; certain other spells or sights can still pinpoint the
caster’s location if other precautions aren’t taken – heat vision, for example.
In addition, the Bogeyman is incapable of producing sound even if they want to.
Speaking out loud or shouting for help is impossible while under the effects of
this Attainment; others simply cannot hear it, no matter how sharp their
perceptions are.
Requirements: Space 3, Gnosis 4/5, Stealth 3, Larceny 3.
Requirements: Space 3, Gnosis 4/5, Stealth 3, Larceny 3.
Fourth Attainment OOOO “Perfect Precision” – Functions
identically in mechanics to Fate 4 “Strings of Fate”, but instead of specifying
something that they want to come to pass, the Bogeyman specifies a person or
place they want to reach as their target. Their knowledge of Space is so finely
tuned that they unconsciously hone and perfect it to create new pathways to
their target where none previously existed.
Strings of Fate: “The mage
specifies an event that she wishes to happen to the subject. If the event would
be possible without magic or any effort on the subject’s part, it occurs as
soon as circumstances allow as long as the spell’s Duration is in effect. If
the event requires the subject’s participation or cannot take place without a
change in circumstances, the spell introduces opportunities to work towards the
event, at least once per week while the spell remains on the subject. If the
event is simply impossible, the spell has no effect. For example, if a mage
casts the spell on herself and specifies that she will meet with her mentor
while they are both in the same city, they will “randomly” cross paths at first
opportunity. If she casts it on a Sleepwalker ally and specifies that he will recover
a stolen artifact (when, unknown to her, it has been moved) he will find travel
tickets for the artifact’s new location, clues pointing there, or reasons to travel
there. If she cast it on a student and specifies that he will become a doctor,
circumstances will hint at a transfer to pre-med. (with Reach 1, new
opportunities appear every day)”
Practice: Patterning
Withstand: Resolve
Requirements: Space 4, Gnosis 6/7, a third approved skill specialty in
Stealth or Larceny.
Optional Component “No Place is Safe” - Fate 4. If the area or
person the Bogeyman is trying to reach while affected by this Attainment is
behind a Ward, Ban, or similar spatial protection that would normally prevent
him from entering, he may attempt to impose a Fate exclusion effect targeting
himself on the existing spell as an instant action by spending a point of
Willpower. This is a Clash of Wills (typically a Gnosis + Fate vs. Gnosis + Space) against the
original caster. If successful, he passes through into the Warded or Banned
space as though the protection wasn’t there. This could, for example, allow the
Key to walk straight into a Warded Sanctum, but it would not allow him to cast
Space magic inside it if there were a Space Ban over the area.
Drawbacks: On a failure on the Clash of Wills roll, the original caster of the
Ward or Ban becomes aware that someone is trying to tamper with their spell.
The Midnight’s Key is ejected back outside the defenses. No Place is Safe does
not help bypass non-Space related defenses. Even if the spell was relinquished by the original caster the Signature Nimbus of the Spook remains on the spell as a sign of tampering.
Primary Factor: Duration (dots in Fate). Once the duration expires the Spook is at risk of being trapped within the effects of a Banned area.
Practice: Shielding
Primary Factor: Duration (dots in Fate). Once the duration expires the Spook is at risk of being trapped within the effects of a Banned area.
Practice: Shielding
Fifth Attainment “The Silent
Path” – Space
5. Functions as a fusion of Space 5 “Forge No Chains” and a powerful variant on
Space 4 “Cut Threads”. For the duration of the attainment (one scene), the Bogeyman’s
existing sympathetic ties become practically imperceptible; those who aren’t
deliberately looking for the sympathetic connections of that specific mage
don’t notice them, and those who are must beat the Bogeyman in a Clash of Wills
roll (Gnosis + Wits vs his Gnosis + Space) to pick them up.
Primary Factor: Potency (dots in Space)
Practice: Unmaking
The Midnight’s Key also gains all the benefits of
the "Forge No Chains" spell with Potency equal to their dots in Space: he cannot
forge sympathetic connections, and even blood, hair, and the like shed during
the spell’s Duration do not link back to her. Her Space spells leave no
tell-tale ripples in the Tapestry. Any attempts to scrutinize her Space magic
or previously-created sympathetic connections with Mage Sight add the spell’s
Potency (dots in Space) to Opacity.
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