Wednesday, February 1, 2017

[Mage: The Awakening 2nd Ed] New Legacy: The Fortune Dealers

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum


New Legacy: The Fortune Dealers
Legacy designed by Sean Bergeman, edits by Jerad Sayler


“Luck is probability taken personally” – Penn Jillette

Con men and cardsharps fill the ranks of the Fortune Dealers.  These gamblers approach life as a great game and use the study of smaller games in order to understand the bigger picture.  They can be found anywhere that the sleeping world relies on random chance and fate but are drawn mostly to games.  The teachings of the Legacy is that the Supernal Realm is reflected into fallen world as the fallen world is reflected in the cards and odds, and to understand the lower gives an understanding of the higher so that the willworker bridges the gap between all three.  As such, they spend the majority of their time sitting in at card games studying all the nuances of the different games.  How the cards fall, how the players react, and ultimately, what the winners do to win.  The game, as they see it, is a microcosm.  First they grow to understand the Game and then the players’ influence of it.  Once their understanding of that relationship, of Higher to Lower, is attained they can then step back from the game and know the fallen world through the Eyes of Arcadia.   

Parentage:  Acanthus

Nicknames: Huxters, Hoyle's Hucksters, Dealers, Fate Dealers, Hexslingers, 

Primary Arcanum: Fate (Secondary: Mind)


Prerequisites: Gnosis 2, Fate 1, Science or Occult 1, one specialty skill


Recommended Specialty Skills: gambling, probability, chaos theory, mathematics, simulations, psychology, sociology, card games, game systems, divination methods, tarot

Recommended Merits: Fate, Destiny, Cartomancy

Orders: 
While the Fortune Dealers do not, as a matter of policy, favor any order, some Orders are more drawn to the philosophy of the Legacy more than others.  Initially this legacy drew primarily from members of the Mysterium.  With the advent of the Free Council, however, that Order has become predominant within the Huxters.  The Guardians of the Veil are the least likely to become a Dealer mostly because of the open way in witch the Legacy was formed.  The careless dissemination of knowledge of the Supernal realms has rubbed many of the Guardians the wrong way.

Appearances:  
Most Huxters are drawn to the finer things in life.  This does not mean that they necessarily keep elaborate estates filled with riches.  Usually it is quite the opposite.  The Dealers often trust to fate to provide them with what they need at the time it’s just that those needs tend towards the opulent.  Huxters have a tendency to dress well and have a certain flamboyant air about them.  

Background: 
 
The Fortune Dealers come from all walks of life and have only a single unifying theme to them: they have made an existence living off fortune.  The good fortune of themselves or the bad fortune of other matters little and at the end of the day is just a matter of perception.

Organization:  
The Huxters are very loosely organized and have no formal structure.  Often when two or more members get together the meeting will eventually evolve into a game of some kind.  This allows for a pecking order to be established by whom fortune and skill favor the most at the time.  It also allows for a catch up on news and gossip.  The game is also used for settling disputes amongst members and is oft times used in place of a Duel Arcane.  It is considered the ultimate in bad form to use supernal powers at any of the games.

Oblations:  
Learning or developing a new game of Chance.  Winning a ‘Big pot’ without the use of magic.  Calculating a new way to ‘beat the house’ ala Ed Thorp.

Yantras: 
Tools made from gaming implements (cards, dice, tokens) (+1), leaving a decision to chance (+1), a casino, saloon, or bar (+1), using a randomizer of some kind (+1), using chaos theory or probability mathematics (+1), incorporating an actual game of chance with consequences into the spell (+2)

Concepts: 
Professional Gambler, Con Artist, Probability mathematician, Card Shark, Tarot Reader, 

Inspirational material: 
Movies:
- Rounders (1998)
- Maverick (1994)
- The Color of Money (1986)
TV:
- Breaking Vegas (2004)
- X-Files: Clyde Bruckman’s Final Repose (1995)
Books:
- Deadlands RPG

History:
In 1741 Edmond Hoyle began work as a whist tutor to members of High Society. Previous to that, he was trained to become a barrister but something happened in his life to make him turn from that path.  What is believed by the Fortune dealers to have happened, was his awakening and turning to the Path of the Acanthus.  After that time he became focused, some would say obsessed, on the nature of games of chance and eventually wrote several treatises on such games.  His first being “A Short Treatise on the Game of Whist,” Hoyle followed with similar treatises on backgammon, chess, quadrille, piquet, and brag. In 1750, a single compendium of these was published.  These works were so influential in the world of gaming and gambling that many modern card game rulebooks contain the word Hoyle in the title despite the fact that they do not derive from his original works.  Many Acanthus grew to believe that within the text of his works was something other than rules of various games, but rules of the supernal worlds, most notably of the realm of Arcadia.  It was said that Acanthus reading the works gained such insights to the nature of their path that they began the journey towards a new Legacy.  



Of Hoyle’s original works only 2 survive today.  Both are held under the watchful eyes of the Awakened, lest the suspected secrets contained therein do untoward damage to the Sleepers.  One is kept in the Bodleian Library situated in the Tower of the Five Orders in Oxford. The other is held at the Harry Ransom Humanities Research Center, an Archive at the University of Texas at Austin.  While the texts are no longer available, the teachings contained within them have been passed on from Teacher to Student for over 200 Years.    

The nickname of Huxters came about mostly due to the flash in the pan attitude many of them had, traveling the world looking to test their understanding of chance and fate.  By the mid 1800’s the Huxters were drawn to the American West by the proliferation of gambling houses and saloons that had cropped up across the land.  Moving the Legacy from the more civilized Whist tables into the less cultured Saloons where one also had to judge the nature of you opponent and play them as well as the cards, created more opportunities. The tradition has held to that flavor ever since and places great value on the Mind Arcana in addition to Fate.  

Then in the Legacy disappeared.  It began to lose membership as the Great War approached and by the time the Great Depression was in full swing the Legacy was no more.  The days of High Class gambling were at an end.

Only recently, with the renewed interest in card games and gambling have the Acanthus sought to walk that path again.  And so it was that through the Lore houses, his time studying in Austin and his own tenacity and style, that Templeton became a student of Edmund Hoyle and is bringing the Legacy Forth anew.


Society and Culture

A Dealer will choose an alteration of Fate to follow based on his own criteria.  When a Huxter finds that their current unknowing lab rat interacts with the lab rat of another Huxter, they will sit down to compare notes.  Rarely is there any real issue between Fortune Dealers.  Neither are they excessively involved in each other’s affairs; each one has their own hand to Play.  Independence is valued, other than by those who need a Judas Goat.

Nearly any dispute between Huxters can be decided at the table, and almost all are willing to accept the result of this truly high stakes gamble.  Those who will not abide by the decision of Fate, often their mentor will be called in to have a talk with the poor loser.  This is rarely pleasant, as if the defeated is unwilling to abide by logic and what was decided at the table, the Legacy as a whole will act as immediate karmic balance.  A fool will end up suffering the appropriate consequences, and will learn or die.  Any member of the Legacy who is overly willing to take on Paradox is watched closely by the few Guardians who join.

Induction
The Huxters are always on the lookout for anyone, Mage or not, who is an inveterate observer of Chance.  The Sleepers are noted to keep a half an eye on in case they should Awaken.  Those who have taken that step are invited to the table.  Observed, preferably by more than one Huxter, their motives are weighed, their tells marked.  If they pass the inspection, they are approached by a single member of the Legacy who is willing to expose them to the mysteries of the realm.  Not all inductions follow this formula.  Occasionally, a Fortune Dealer will notice an extremely promising student, and trust to Fate that he must be brought in at that time.  Those who pass muster are shown the Legacy’s unwillingness to alter Fate while at the table.  If the student doesn’t understand that all else is essentially fair game, the teacher will pass the word that the potential student is lacking the ability to think around corners, and thus would not be a good fit at this time.  There is a small branch of Huxters who will continue to scrutinize the potential student over time to see if they gain a level of understanding inimical to the needs of the Legacy.

If the student manages to show a capability to scrutinize the way life is altered by Fate, and has proven their assessments to be viable, the mentor will bring them into the Legacy.  The student is instructed on the quick and dirty history, highlights of past games, and the specifics of the way the Legacy uses all forms of Chance to reform reality.  Many students will at this time change their path tool to be a coin, a dice cup, or on rare occasions, a stack of Go stones.  The newly joined Huxter will be shown the possibilities of probing and altering Chance.  When the mentor feels the student is capable of playing on their own once again, they’re released from tutelage.  There is no shame in finding that a student takes longer than expected to mentally revise their personal philosophy towards the Game.

Before a Fortune Dealer is able to fully reflect on the Game, they must recognize that when others of their Legacy verbally capitalize certain words, they are not referring to whatever bit of chance they’re playing, but to life.  The Table, the Players, the Hand are never a literal interpretation, but instead a way to communicate in a fashion that is both discrete and understandable.


                               Legacy Attainments

First Attainment O “What Are the Odds?”
Prerequisites: Initiation
Quickly knowing what the odds of any given situation is critical in knowing how to react to it. Should you let it ride, walk away, or cheat? This attainment give the Fortune Dealer an edge in determining the best results in any given situation. Per Fate 1 "Serendipity" M:tA 2nd ed pg 135.


Practice: Knowing
Factors: Potency equal to dots in Fate, the effect is Instant
This spell grants the mage a momentary glimpse of all the potential roads her destiny may follow to her desired destination, which allows the mage to identify the next step she must
take to accomplish a stated objective. Upon casting, the mage receives a clear omen that suggests a course of action that will lead her closer to her goal. This seldom guarantees immediate success, especially if the task before her is complicated, but can provide an important breakthrough.

Optional Component: (Mind 1) "Know the Tells"
Skills con men and card players can read a person’s body language and facial expressions to get a good feel for what a person in thinking and feeling, this attainment simply extends that perception into their surface thoughts giving a clearer picture.  This attainment works Per Mental Scan M:tA 2nd ed pg 159

Practice: Unveiling
Factors: Potency equal to dots in Mind, effect is instant
Withstand: Composure
By quickly scanning the very surface of a subject’s thoughts, the mage is capable of discerning his mental and emotional state. For each level of Potency, the mage may ask the Storyteller a single question to gain information about the subject’s mental or emotional state. This information comes as flashes of insight from the subject’s thoughts, so the Storyteller should be sure to represent her answers as such.

Sample Questions
• What is the subject’s current mood? 
• How intelligent is the subject? 
• Is the subject supernatural? 
• What does the subject most desire? 
• What, if any, psychosis does the subject suffer?


Second Attainment OO “Card Counting”
Prerequisites: Gnosis 2/3, Fate 2, Science or Occult 2, 

The Fortune dealers have developed an eye for the way small changes effect large systems. Knowing how many face cards have come out of the shoe as it were. As such the dealers can seize the moment when those changes are about to reach a cusp and take advantage of the results. This attainment functions as the Fate 2 "Shifting the Odds" MtA 2nd ed pg. 136 spell, and may be used a number of times per game session equal to the Mages dots in Fate. There is a drawback however. Luck works both ways and if repeated attempts to accomplish the same goal fail the Huxter is hit with a backlash of bad luck appropriate to the task he was attempting.

Practice: Ruling
Factor: Duration lasts a Scene, Potency equal to dots in Fate
An Apprentice of Fate always has access to what she needs at the moment. The mage focuses on locating a particular kind of person, place, or thing, and this spell directs her steps to it unerringly as soon as possible within the next 24 hours as long as the spell remains active. Casting the spell looking for a kind of person in a crowd or an item anywhere it could appear is usually enough to immediately succeed. The spell can find someone with a specific Trait, occupation, or context-specific quality (e.g. “corrupt cop”), but it only locates the nearest or most available subject matching the description the mage provides, never a specific person or object (although destiny sometimes draws familiar faces together). Alternatively, the mage gains temporary access to certain Social Merits (Ally, Contacts, Mentor, Resources, or Retainer) with a rating no greater than Potency. Fate guides her to dropped cash, unattended mundane items, or useful strangers she can easily convince to do her a quick favor. The mage may benefit from this Merit a  number of times no greater than Potency, after which the money runs out or the ally of convenience goes his own way unless the mage’s character spends Experiences to purchase the Merit.

Optional Component: (Mind 2) "Pay no Attention"
Those that are exceptionally lucky tend to get noticed. For the Awakened this is not always a desirable result. As such, Huxters with Mind may also hide from casual observation at this level. This attainment is similar to the Mind 2 "Incognito Presence" spell (p. 208, allowing her to walk openly but unnoticed by others). To activate this attainment, the mage merely performs an instant action.

Practice: Veiling
Factors: Duration lasts a scene, Potency is equal to dots in Mind
Withstand: Resolve
The mage hides the subject’s psychic presence, causing onlookers to ignore her. When people look at her, they want to avert their eyes, or barely notice her. People cannot remember seeing her when they are no longer looking her way. Beings using supernatural abilities to concentrate on her, including Active Mage Sight, provoke a Clash of Wills.


Third Attainment OOO “Open up the Sleeve”

Prerequisites:
Fate 3, Gnosis 4/5, Occult or Science 3, a second specialty skill

Play the cards as they fall. A fortune dealer does a lot to try to stack the deck in his favor but once the cards are revealed that is what they are and you have to live with them. This attainment enforces that. It prevents outside forces form unduly effecting the deal. The Fortune Dealer may activate the Fate 3 "Occlude Destiny" spell for a scene by taking an Instant action. This effect has a Potency equal to the Mages dots in the Fate arcanum. 

Practice: Shielding
Factors: Duration lasts a Scene, Potency equal to dots in Fate
The spell’s Potency contends against all other mages’ attempts to perceive or alter the target’s destiny.  Such attempts provoke a Clash of Wills (Gnosis + Fate).


Optional Component: (Mind 3) "Trust the Dealer"
The best way to stack the deck is to be the one shuffling the cards. If the dealer is someone trusted fewer players will suspect any manipulation. The mage can assume a false persona and even image, using an effect similar to the Mind 3 "Imposter" spell (p. 211). He performs an instant action and affects a number of senses (sight, sound, smell, touch and even taste) equal to his Mind dots. The effect lasts for up to a scene. Use the mage's Mind dots for Potency when comparing this effect against anyone trying to see past it.

Practice: Weaving
Factors: Duration lasts a Scene, Potency equal to dots in Mind.
Withstand: Composure
The mage confuses her subject’s senses, making him believe she is someone else. She can invent an appearance, or mimic the exact look, sound, and smell of any individual she knows. Unless the mage has interacted extensively with the person she is impersonating,
she must make a Manipulation + Subterfuge roll when she first begins interacting with her subject, and every minute she continues interacting with him. The spell cannot mimic specific Social Merits that grant dice bonuses to Social rolls. If the mage opens any Doors, or makes any new first impressions, the progress benefit goes to the person she is impersonating, not herself.  Attempts to pierce the deception magically provoke a clash of wills.

Fourth Attainment OOOO “Stacking the Deck”


Prerequisites: Gnosis 6/7, Fate 4, Occult or Science 4, 
 
Million to one odds crop up nine times out of ten. at this level, the dealer is blessed with an almost infallible luck. They understand the patterns of fate and can walk along them like a spider in his own web. The Mage may apply the use of the Fate 4 “Strings of Fate” spell.



Practice: Patterning
Factors: Duration lasts a Scene
Withstand: Resolve
The roads of destiny fork and converge, governing the probability of events. An adept of Fate can re-weave the strings of Fate on a subject, encouraging (if not ensuring) that a specified event will happenas long as the spell remains active. 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. The spell cannot deal damage directly, though it can put subjects in harm’s way. For example, a mage could curse a victim with this spell specifying that she will be in a car wreck, or exposed to a disease.

Optional Component: (Mind 4) "Summer Jobs"
Being prepared for any eventuality is critical when navigating the fortunes of the world.  This attainment operates as per “Gain Skill” M:tA 2nd ed pg 163.

Practice: Patterning
Factors: Duration lasts a Scene, Potency equal to dots in Mind
The mage is capable of temporarily granting the subject a Skill, granting a number of dots in one Skill per level of Potency of the spell. The spell cannot increase the subject’s Skill above the normal maximum.

Fifth Attainment OOOOO Unknown
Prerequisites: Gnosis 8/9, Fate 5, Occult or Science 5, a third specialty skill

Templeton has yet to develop the final Attainment to his interpretation of the Legacy.



Appendix: The Manitous


Huxters are those Fate Mages who knew and learned the secrets of Hoyle’s Book of Games.  Some Fortune Dealers not only use games to sympathetically read and alter and harmonize the Supernal and Phemoral worlds but entreat with Supernal Beings especially attracted to their attainments and magic.

Huxters get their name from the snake-oil salesmen of the wild west who so successfully pull the wool over the collective public’s eyes seizing opportunities on the frontiers of America. Other terms they borrowed from the American Indians, who had a different view of the way things worked. Jokers in the magical deck of cards became known to them as the Manitous.

These Supernal Entities (which they call Manitous) are suspected to be a certain type of Moirae, Fate Beings from the Supernal Realm of Arcadia.   Some of this particular subset of Huxters are said to play games against the Manitous, bringing the entity's powerful magic into the world when they win and suffering terrible consequences when they lose.

Entreating with the Manitous isn’t easy. Before a Dealer can get them to do his bidding, he must first learn how to communicate with them by summoning them with magic or attracting their attention using excessive amounts of Focused Mage Sight on things that Resonate with the vicissitudes of fate. Needless to say, getting their attention is never an easy task.

Assuming the Manitous don’t drive him insane, the Huxter must then entreat with the entities and convince them to agree to engage in a game of wits and chance. This is a form of Supernal Trial or Ordeal.  The game, which takes place completely in the mind of the Huxter might seem to take minutes, hours, or even days. But time in the physical world moves much slower, so engaging with a Manitou usually takes a Huxter only a few seconds. A really good (and lucky) Huxter can have a Manitou licked fast enough in the Supernal World to beat a gunslinger in a fair draw back in the real world. 


A Hellish Game of Wits 
The game the Huxter plays with a Manitou is entirely cerebral, but humans perform much better at such things by visualizing an actual game that is familiar to them. The most common game among Huxters is, of course, poker. If the Huxter loses his game, he loses whatever he bet and the Manitou retreats to the Supernal World. Should he win, the Manitou is forced to do his bidding for a service that was agreed upon. The drawback is that a Manitou cannot normally affect the physical world directly unless they were summoned into it.  Usually the Huxter must actually allow the entity to inhabit his body for a short time in order to accomplish its task. Beating the Manitou means it is “controlled” and cannot act against the wishes of the the Huxter while it possesses their body.  The Fortune Dealer has awareness of what the being is doing but won't be able to act unless the being relinquishes control. A Manitou is a sly creature. Sometimes it tricks the Huxter into thinking she’s won so she allows it into her body uncontrolled. When an out of control Manitou cuts loose, acting out its bizarre and alien desires which tend to skew to the chaotic and highly disruptive.  


Hexslinging
Huxters are know for their aptitude for hexes and curses.  Their deals and games with the Devils of Arcadia can allow them to blessing and curses that exceed their magical talents.  Of course, getting in contact and conducting the trails open the summoner to spiritual forms of attack.  Manitous, especially those somehow cheated by the Fate Dealer can old a grudge and "follow" the mage around from the Supernal World.  They harass the mage with subtle or vulgar bad luck until reparations are made.

Dealers of Fate
Hoyle's Hucksters have the potential to be formidable mages when they have learned to utilize the power of the Manitou.  When things go their way, they can hide perfectly in plain sight, summon storms, or squeeze a man’s heart remotely so hard it bursts. When a Manitou gets its way, the Huxter’s going to be hip deep in it. It’s all a matter of playing the odds, but a smart Huxter learns to hedge (no pun intended) his bets before diving into a deal with these unfathomable Moire. When poker or other card games are used, a Huxter that wins his mental duel usually looks at their winning hand and uses that focus to draw the Manitou or its hex into their body.  The use of cards is a common "tell" to identifying mages of this legacy, especially those who entreat with Manitous.









Tuesday, January 24, 2017

[Mage: The Awakening 2nd Ed] New Legacy: Advocates for the Dead

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum



New Legacy:

Advocates for the Dead




"Lone is the way of the Necromancer.  Dark is the path to the secret knowledge" -Merlin

The following is a new legacy for use in our Chronicle: The Dethroned Queen and for immediate use by the character Persephone, played by Keri Sayler. 

Design by: Hannah Nyland and Jerad Sayler

Sources: Draws upon mechanics within the Giest: The Sin-Eaters (1st ed) and Mage: The Awakening 2nd Edition.

Campaigners straddle the thin line between life and death more precariously than most. Every one of these mages has a harrowing and morbid tale to tell of how they became what they are, often involving immense personal sacrifice or even their own deaths. The one constant in these stories is that their transformation always includes the cannibalization of a Geist, earning them powers more typically associated with Sin Eaters, Mist Walkers or Fogmen.


Whether out of altruism, duty, or hope of personal gain, Campaigners dedicate their lives to helping the dead. Different mages of this Legacy have different approaches – providing counseling to ghosts, making their un-lives more pleasant, searching for ways to resolve their Anchors, and helping them get revenge for those who wronged them in life are all likely choices. Whatever their reasons, Campaigners are fueled by an almost supernatural zeal when it comes to their work, not surprising when their very presence invigorates nearby specters – many ghosts report feeling a kind of spark when meeting a member of this Legacy, or the brief sensation of what it feels like to be alive again.
Even the kindest, most benevolent Campaigner has a darker side – their drive is often a boon in their work, but it also makes them ferocious enemies. That, combined with their complete lack of reaction to killing tends to unnerve other mages less inured to death. More often than not, they are pushed to the fringes of the mage community, though a rare few do manage to rise to positions of power.
Sin Eaters tend to have amiable but uncertain relationships with Campaigners. In many ways, they are better equipped to understand their missions and powers than other mages are, and this makes them natural allies. The goals of Campaigners and Fogmen - particularly those of the Advocate and Pilgrim Archetypes - tend to dovetail nicely, and it is not unheard of for a Krewe to include one of these mages among their number. Even in the worst cases, members of the two groups usually still have a grudging respect for the others’ abilities.

Yet there is almost always a lingering tension between Campaigners and Sin Eaters, however close. The destruction of one of their “better halves” is one of the worst sins a Sin Eater can imagine, far worse than even torture, rape or mass murder. All Sin Eaters are well-acquainted with the stains left behind by suffering and death; even without knowing the truth of how a Campaigner came by their powers, they can sense something a little disconcerting about them. If the truth comes out, most Sin Eaters will react with utter revulsion – some even with violence. Sometimes, though, their origins can be forgiven or overlooked, and this tends to be where the strongest Sin Eater and Campaigner friendships are forged.
Orders: 
The Adamantine Arrow and Mysterium are the most likely Orders to accept members of this Legacy – Arrows can appreciate their strong drive and sense of purpose, while the Mysterium treasures the extensive information on ghosts and the Underworld that they bring to the table. The Guardians tend to distrust their strong loyalties to Sin Eaters and ghosts, but may be enticed by their strange abilities which are similar to Death magic, yet are not supernal and inspire no paradox. The Silver Ladder, for the most part, find them unpresentable and uncouth. Their focus on what’s dead, gone, and in the past – all part and parcel with ghosts – does not endear them to Free Councilors either, who prefer to keep their eyes looking to the future.
Parent Path: Moros

Nickname:
Murderers is the derogatory term – it was originally written as περθω – ancient Greek for Persephone, or “to murder”. Campaigners is the more polite term for these mages.
Suggested Oblations: 
Investigating a haunting, providing counseling or advice to the dead, exorcism, meditating with or interacting with an Anchor, helping Sin Eaters
Yantras: 
Teamwork with your Guardian Ghost or Ghost Familiar (+1), recently killed a non-sapient being (+1), recently killed a sapient being (+2), casting in an area with heavy Death resonance (+2), blood or bones (+1), integrating a death-based artifact or cultural symbol in the casting (+1), succeeding on a death or ghost-based Occult roll prior to casting (+2).
Ruling Arcana: Death (special).
Related Skill Specs: 
Occult – Ghosts, Underworld, Death, Kerberoi, Sin Eaters, Geists.
Requirements: 
Gnosis 2, Death 2. Occult 2 and one related skill spec. Merit: Ghost Familiar or Guardian Ghost. Merit: Supernatural Lore - Ghosts/Underworld (at least two dots) OR Merit: Mythologist. Must kill and eat a Geist or make a deal with a Kerberoi.

Attainments:

1. Crossing the Threshold: 

You gain the Advocate Archetype, one Threshold of your choice, and one Key of the Geist you ate. In addition, you get a bonus to all social rolls against Ghosts and Sin Eaters equal to your dots in Death unless they’ve got a compelling reason to have a negative impression of you (in particular, learning how an Advocate for the Dead got their powers will often trigger intense hostility). Even then, the bonus still applies to Intimidation rolls. A Campaigner never makes a Wisdom check for killing.
Requirements: Initiation 

2. Brink of the Lower Mysteries: 

You gain a limited number of free dots in Manifestations equal to your dots in Death, which may be placed among the Manifestations in any combination with the exception of Caul; because the Campaigner does not actually have a Geist of their own to merge with, they are not able to access this power. Upon increasing your dots in Death, you get an equal number of dots to place in Manifestations; however, you cannot buy more Manifestation dots through XP, and they may not be redistributed later. A Campaigner uses mana to power these Manifestations where Plasm would normally be used; the total cost for using a Manifestation and its add-ons in this way is always 1 Mana. In rolling, use the same Attribute + Skill + Manifestation pool that the ability would normally use.
            Requirements: Gnosis 2-3. Death 3. A second relevant specialty from the
            list.


3. Ice Cold Hands: 


At this level, the Campaigner is a powerful conduit for ghosts; they are perpetually surrounded by a writing aura of death resonance. While within 30 feet of the Campaigner, ghosts treat all objects and creatures (save for the Campaigner themselves) as though they were under the effects of the Open Condition. In addition, the Campaigner can now use Deathmasks as though they were a Sin Eater – this includes the ability to use new Keys through them, additional Thresholds, skill bonuses, social bonuses and penalties, Numen, etc. Some Deathmasks also contain Plasm, which cannot be directly used by a Campaigner, but may be useful in trading with ghosts or Sin Eaters. To determine how many you can carry, halve your Gnosis and subtract 1 – that is, you can always carry one fewer Deathmasks than a Sin Eater at the same Psyche.
            Requirements: Gnosis 4-5. Death 3. Occult 3.
4. Spare Me Over: 

You gain a Sin Eater’s Resistance to poison and disease – add your Gnosis to rolls to resist such effects. You are also immune to possession and mind influencing effects used by ghosts and Kerberoi. Finally, you can turn a single item with which you have the Connected sympathetic connection with (including Soul Stones) into a Keystone Memento which you can use with your Sin Eater powers. In all ways, this functions like the Sin Eater ability.
Requirements: Gnosis 6-7. Death 4. Another relevant Occult specialty.

5. O Death, Where Is Your Sting?: 

Unless your body is completely destroyed or mangled beyond all hope of repair upon death, you return to life at the next sunrise, in perfect health. Each time this happens, your maximum Gnosis cap decreases by one. Aside from lowering Gnosis instead of Psyche, this functions in all ways like the similar Sin Eater ability.
            Requirements: Gnosis 8-9. Death 5. Occult 4.



Example Implementation: Persephone

Threshold: The Torn (death by violence)

Key: Stigmata Key

The Stigmata Key uses blood and sacrifice to assert dominance over the spirit world. To Sin-Eaters, blood is more than a bodily fluid — it is the river of life, and it has been used both to propitiate and to bind both ghosts and spirits since time immemorial. Manifestations unlocked by the Stigmata Key allow Persephone to influence or even harm ghosts and spirits, to bind them in place, and to mimic their special properties. 

Unless stated differently under a particular Manifestation’s description, a character unlocking a Manifestation with the Stigmata Key may choose to take a point of lethal damage in lieu of spending a Willpower point, or a point of bashing damage instead of spending Mana to power a Manifestation. The damage must be deliberate and ritualistic in nature. Damage inflicted in combat (whether upon the Advocate or by him) will not satisfy this requirement.

Manifestations (Death 7): Boneyard 4, Oracle 3, 

The Boneyard
Attribute: Wits
When a Advocate calls forth the Boneyard, he allows plasm to flow forth from his body to stain the surrounding area with plasmic residue. In this way, the Advocate may extend his senses across a large area and affect his environment in ways associated with the Key used to unlock the Boneyard. While the Boneyard is unlocked, the Advocate’s body must remain in a trance-like state. The Advocate's body need not rest in the center of the Boneyard, but he must be somewhere within the affected area. If taken by surprise (not an easy thing against the master of a Boneyard), the Advocate typically loses his Defense against attackers. This Manifestation ends instantly if he suffers any damage. If his body is otherwise disturbed, he may attempt to retain control of the Boneyard with a Resolve + Composure roll.

The basic (one-dot) power of the Boneyard allows the Advocate to create a plasm-tainted area within a particular area whose size is governed by his Manifestation rating and his activation successes.  While the Boneyard is unlocked, the Advocate can generally sense any particular person or thing within the affected area which she wishes to locate without a roll, provided that the object of her search is not actively hiding from her (either magically or through mundane means). She can project her senses to any spot within the Boneyard and examine the area as if she were standing there. Many Keys allow the Advocate to use more esoteric senses from any vantage point within the Boneyard.

Once the Boneyard is unlocked, the Advocate can unlock additional Manifestations as desired, and can target their effects against anyone or anything he can perceive within his Boneyard. If an additional  Manifestation is unlocked using the same Key as the one used to unlock the Boneyard, the Advocate may add the Boneyard’s activation successes to the next activation roll. If the Keys are different, however, the Boneyard’s activation successes do not apply.

Boneyard Activation
Cost: 1 Mana
Dice Pool: (For Stigmata Boneyard) Wits + Occult + Boneyard rating
Action: Instant
Roll Results
Dramatic Failure: 
The land is thirsty. The Boneyard fails to manifest, and the character loses two extra points of Mana.
Failure: 
The attempt to manifest the Boneyard fails. 
Success: 
The Advocate creates a Boneyard lasting for one scene. With Boneyard 1, the radius of the Boneyard is equal to (activation successes x 10) yards. With Boneyard 3, this radius increases to  activation successes x 100) yards. With Boneyard 5, this radius increases to (activation successes) in miles. Once its confines are established, the area covered by the Boneyard is fixed and cannot be modified by the Advocate. Once established, the Boneyard cannot be dispelled prematurely, and the Advocate may not create any new Boneyards while a previously unlocked Boneyard still stands. However, an Advocate may attempt to replace an already existing Boneyard (whether one he created or one created by another Sin-Eater) with a new one, either to improve the Boneyard’s qualities or to assert dominance over a Sin-Eater. In the latter case, whichever Boneyard has more activation successes takes precedence over the other one. The Boneyard’s radius is fixed — although it is initially centered on the Advocate it does not move with her. Activation successes modify many higher-level Boneyard powers but only while the mage remains within the Boneyard he created.
Exceptional Success: 
The mage recovers the Mana spent in unlocking the Boneyard. If wounded, the Advocate may still maintain the Boneyard with a successful (Resolve + Composure) roll, but not if he is rendered unconscious or leaves the Boneyard.


The Stigmata Boneyard
Skill: Occult
While this Manifestation is active, the Advocate can perceive ghosts anywhere within the Boneyard’s radius. The mage also automatically senses pathways to the Underworld which exist anywhere within the Boneyard’s radius. The Advocate cannot perceive ghosts outside his immediate presence through a Boneyard unless it has been unlocked with the Stigmata Key.

Stigmata Boneyard ••
The mage can ward a location within the Boneyard against spiritual intrusion,
forbidding all but the most powerful of ghosts to enter her domain. The mage must roll (Presence + Occult + activation successes). The radius of the protected area is generally equal to five yards per Mana spent. However, wards of this nature tend to conform to structural boundaries, so if the radius is approximately equal to the area of the house in which the Advocate stands, usually the ward will be coextensive with the house’s walls instead of forming a true circle. Any ghost will be unable to pass through the ward’s boundaries unless the ghost’s Power exceeds the successes rolled for this power. A ghost who cannot pass through the ward will also be unable to target anyone inside it with Numina. Any ghosts who are already within the confines of the ward when it is erected will be trapped within unless powerful enough to escape.

Stigmata Boneyard •••
The mage may create wards which endure even past the termination of the Boneyard itself. For every extra Mana spent, a ward created with the 2-dot version of Stigmata Boneyard will endure for one hour after the Boneyard is terminated. For every lethal level of damage the mage inflicts on herself, the ward will persist for one full day after the Boneyard falls.

Stigmata Boneyard ••••
Having mastered the art of warding, the Advocate progresses to the more difficult art of binding. With this power, the mage can temporarily bind a spirit or ghost to a location, sticking the entity’s spiritual body to the spot like a butterfly caught in a web. The mage must roll (Wits + Occult + activation successes, resisted by the ghosts’s Power). If the roll is successful, the ghost will be bound to a spot within the Boneyard’s area of the Advocate's choosing for one hour per Mana spent in activating the power.

With an Exceptional Success, double the number of hours the ghost is bound. If the mage  voluntarily suffers two levels of lethal damage, the ghost will instead be bound for one day per plasm spent. While bound, the ghost is incapable of leaving the location to which it is chained and it suffers a dice penalty on all Numina equal to (activation successes + 1 per lethal health level suffered by the mage, which is normally enough to render most ghosts helpless.

The Advocate may choose to negate the Numina penalty as she wishes, and she can also free a bound ghost as a reflexive action. The mage may also compel any ghost she has bound to materialize or dematerialize as she wishes, and she gains a dice bonus equal to the activation successes on all Social rolls to influence or manipulate the ghost.

The Oracle
Skill: Intelligence
Many legends speak of the insight possessed by the dead and of their power to warn the living of future events. Indeed, the term “necromancy” literally refers to the practice of divining the future through communication with the dead. The Oracle Manifestation draws upon this chthonic wisdom, allowing the Advocate to access the special perceptive abilities of her geist. To anyone capable of detecting plasmic energies, a Advocate who has unlocked the Oracle is noticeable for her eyes, which glow with a spectral force. The basic power of the Oracle is simply to augment the mage’s Active Mage Sight. Specific Keys refine this perception in appropriate ways.

Oracle Activation
Cost: 1 Mana
Dice Pool: (for Stigmata Oracle) Intelligence + Occult + Oracle rating
Action: Instant
Roll Results
Dramatic Failure: 
The activation attempt fails, and the Advocate may not attempt to use any Oracle-related power for the rest of the scene.
Failure: 
The attempt to unlock the Oracle fails.
Success: 
A pale mist of plasm steams from the Advocate's  glowing eyes, visible only to ghosts and other supernatural creatures. For the duration of the scene, the mage adds a number of bonus dice equal to the activation successes to all Wits-based rolls to observe and understand phenomena relevant
to the Key used to unlock the Oracle.
Exceptional Success: 
Additional successes are their own reward.

The Stigmata Oracle
Skill: Occult
With this Manifestation, the Advocate gains special insight into ghosts and other Twilight beings. The basic power allows the mage to add her activation successes to all Wits-based rolls to observe or understand anything pertaining to ghostly activity in the area.

Stigmata Oracle ••
The mage may scrutinize a ghost to gain information about it. The player rolls Wits + Occult + (activation successes), resisted by Resistance. If the player rolls more successes than the quarry, for each net success, she may ask the Storyteller one question about the ghost. Possible questions include the following:
• Who was the ghost in life?
• What are the ghost’s Anchors?
• What Numina does the ghost possess?
• What are its Virtue and Vice?
• How did the ghost die?

Stigmata Oracle •••
The  Advocate may detect subtle plasmic residue left behind from previous applications of either ghostly Numina or Sin-Eater Manifestations. The player must roll Wits + Composure + activation successes to notice plasmic residue left behind in the last hour. Each additional hour inflicts a cumulative –1 dice penalty. Once the Advocate locates the plasmic remains, she may choose to clairvoyantly observe what occurred when the plasmic residue was left. This power has no cost to find residue Seeing into the past costs 1 Mana to see into the past, and requires a Wits + Occult + (activation successes) roll. For each success, the player may ask the Storyteller one question about the events that took place



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