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  1. Organizations

Heresiarchy Legacy

Legacy

Prerequisite: Life 2, Spirit 2. Animal Ken 2. Socialize 2. Alternatively, receive the embrace of the caged god.

Ruling Arcana: Life

Yantras: Momentarily indulge a vice (+1), Indulge a vice for a scene (+2), Indulge a vice to your detriment (+3), Target something living (+1), Target a living and willing (+2), Loudly proclaim your love of existence (+1), Work magic that heals or pleasures (+1)

Oblations: Indulge a vice with a willing participant, Spend time healing corrupted or damaged land, Treat wounded, living creatures, Create life, Terrify creatures that do not show deference to nature, Worship at an altar dedicated to the caged god.

Attainments

First: Ecstatic Connection

Prerequisites: Initiation or Embrace

The Heresiarch begins their journey by becoming attuned to the life that the caged god created. As a Reflexive action the Heresiarch may pulse their awareness out, detecting life within sensory range.

(As Web of Life, but cast reflexively and covering everything in sensory range, roughly 200 feet around the mage depending on conditions)

Optional: Spirit 1

By paying heed to the spiritual life the caged god has created, the Heresiarch can perceive them as well. As above, including spirits in Twilight. If used as an Instant action instead of Reflexively, the Heresiarch may sense across the Gauntlet as well.

Second: Creative Spark

Prerequisites: Life 2

Heresiarchs are gifted with the caged god’s control over flesh. The mage may reshape life to her whim, granting strange mutations to beasts under her command.

(As Transform Life with each for instant casting, sensory casting, and duration. Alterations can be made permanent for the cost of one mana. This includes passing to future generations)

Optional: Spirit 2

As a Heresiarch continues to keep their finger on the pulse of the caged god’s animistic creation, they learn where to push down to cut off energy, and where to release to let it flow. The Heresiarch may destroy or create the resonant condition as an instant action.

(A reach is used for instant casting, scale, and sensory range. The primary factor is scale. The effect is lasting, but resonance can easily change if the Heresiarch is not vigilant over their territory)

Third: Tender of Eden

Prerequisites: Life 3

Heresiarchs foster the rapid proliferation of life, creating generations the blink of an eye. The Heresiarch can spend a scene performing an oblation. Life within that area will rapidly grow and spread. By sacrificing the mana that the Heresiarch would’ve gained from the oblation, she can direct the growth of life. 

(As Accelerate Growth, but with reproduction included with aging. A reach is spent for scale. A reach is spent to make the effects lasting)

Optional: Spirit 3

What use is a secret grove teeming with life if it is not also teeming with spirits. Heresiarchs attuned to the Shadow may spend the scene as above and also call spirits to the resulting area of untamed life.

(As Spirit Summons. One reach is spent or creating the open condition. One reach is spent calling spirits from across the gauntlet. One reach is spent for scale. The effect is lasting, though spirits are not compelled to stay)

Fourth: Genesis

Prerequisites: Life 4

A Heresiarch can do more than alter or accelerate. The caged god dreams of fractal creation, each of it’s Heresiarchs creating more and more life.

(As Create Life. A reach is used for scale. A reach is used for instant casting. A reach is used to allow for additional traits as Transform Life. The created being are lasting. A mana may be spent to double the number of created being, once per available potency)

Optional: Spirit 4

A Heresiarch is not limited to the mundane patterns that the Life arcanum represents. By dashing Spirit into the mix, a Heresiarch may create spirit/flesh hybrids, such as the Uratha. This effect is only limited by the Heresiarch’s imagination and the reach effects above.

Fifth: Apotheosis

Prerequisites: Life 5

The Heresiarch completes the process of carving their soul to match that of the caged god’s. The Heresiarch gains the following:

All Life spells can be cast as Reflexive actions. This is limited to half the Heresiarch’s Gnosis per turn.

All Life spells, if any many expenditure is required, only cost one mana.

All Life spells are immune to the effects of the Lie. This does not make the Heresiarch immune to the consequences of their spells, nor to the hubris that comes with those consequences.

Optional: Spirit 5

As above, only the Spirit arcanum is also included.


In addition to the legacy attainments described above, all Heretics receive an aura from their hidden lord. These aruras are similar to the Nimbus of mages, or the Mantles seen on changelings. Any supernatural power geared to reveal hidden things will also reveal the aura. Auras are unique to heretics, but do not leave traces as the Nimbus does.

Each level of legacy attainment is associated with the following aura benefit.

• Gain bonus dice equal to your character’s Nestorian membership dots to mundane rolls to seduce or attract someone.

•• Gain bonus dice equal to your character’s Nestorian membership dots when taking mundane actions that encourage or bring about over-indulgence.

••• Gain bonus dice equal to your character’s Nestorian membership dots during mundane teamwork actions to help an ally achieve her goals.

•••• Regain one bonus willpower per night of rest if you are resting in nature, or if you are over-indulging in a vice (not necessarily the character's Vice) before sleep.

••••• Spend points of Willpower (Or supernatural power currency such as Mana/Vitae) to heal wounds of those around you as follows:

Can effect a number of entities equal to supernatural power stat, or Nestorian membership dots if mortal.

Can effect entities within sensory range.

One Willpower heals two Bashing wounds.

One Willpower heals one Lethal wound.

Two Willpower heal one Aggravated wound.