Mage/Proximus Dynasties

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Proximus Dynasties

Proximus Dynasties

A Proximus is an individual who was born with certain magical gifts that mirror rotes. Some of these lines occurred spontaneously, others were developed through careful selection and practice. One thing is certain, though, Proximi are far more likely to Awaken than their Sleepwalker "cousins" and they are invaluable to the Awakened who manage to find them. However, with great power, and all that - just as they are magically gifted, the Proximi are cursed and have a tendency to get themselves into trouble. It's up to the Awakened who associate with them if it's more trouble than the Proximus is worth.

The Merovingnians are banned from PC use due to their antagonistic nature. Using them in PrPs as antagonists is still acceptable provided you follow all other PrP Guidelines.

Note: The dot-ratings on the Blessings list are the rote-values, not the values you purchase in game. Please increase the value by 1-dot.

Name Parent Path Order Description
Adrasteians Acanthus Guardians of the Veil Observers of the world, often used as pawns in the Labyrinth.
Daeira Obrimos The Mysterium Mana addicts who have developed an affinity for magical energy (ley lines).
Draoidh Thyrsus The Mysterium Druids who are bound by a gaes due to the folly of their ancestors - caretakers of the natural world.
Dvergenson Moros Adamantine Arrow Powerfully gifted craftsmen rumored to be descended from Norse dwarves.
Eleri Ipin Acanthus Adamantine Arrow Bound by destiny but are at a disadvantage to impact it themselves.
Gutenberg Obrimos Free Council Believers that information should be freely available and they use their Blessings to do so.
Holloway Mastigos Guardians of the Veil Advanced psychics with a tendency to make people forget and, in turn, be forgotten.
Imentiu Moros Guardians of the Veil Psychopomps who are often guides for ghosts to get to where they need to go.
Imiohhuih Thyrsus Free Council Sun-worshipping healers of Aztec origin.
Krovora Moros Free Council Very loyal to their Mages, sort of loyal to the Free Council. But generally a bad lot with violent inclinations.
Laochra Thyrsus Adamantine Arrow Warriors of Celtic origin with a deep connection to their Woad tattoos.
Namkhir Thyrsus Silver Ladder Philanthropists who work to make the world, and Shadow, a better place for humanity.
Nephilim Thyrsus Adamantine Arrow Divine warriors with a short fuse.
Osthanes Moros The Mysterium Archaeologists and Alchemists, exploring and understanding the physical world around them.
Priamid Acanthus Silver Ladder Seers of the future who cannot share their visions.
Shao Mastigos The Mysterium Followers of the Tao, adept at interactions with the Astral realm.
Schwarzen Obrimos Guardians of the Veil Splintered from the same family as the Gutenbergs, but dedicated to controlling information.
Vicarians Mastigos Silver Ladder Political assistants, agents, and staff - generally bureaucratic by nature themselves.
Everetts Mastigos The Mysterium Psychics and scientists who examine assist in the investigations and delve in the possibilities to be gained form exploiting quantum mechanics of fate through exploring multiple worlds.


Parent Path: Acanthus

Patron Order: Guardians of the Veil

Nicknames: Telchines, Butterflies

Description: Descended from the mythical Nemesis, these children are doomed to not interfere with the world that they see. The Guardians of the Veil hold the family within their Labyrinth, where their gifts can be closely watched, and the secrets of the family's powers hidden in layers of masks and confusion. Those who are aware (PCs) are often drawn in through the Labyrinth though they do not always know much about the "friends of family" that ask them for favors.

Fate: Interconnections (•), Synchronicity (•), Winds of Chance (•), Fortune's Protection (••), Sniffing the Winds of Fate (••), Monkey's Paw (•••), Supernal Luck (•••), Backbite (•••), Probable Cause (••••), Sanctify Oath (••••)
Life: Cleanse the Body (•)
Matter: Find the Hidden Hoard (*), Alter Efficiency (••••)
Mind: Aura Perception (•)
Time: Perfect Timing (•), Temporal Wrinkles (•), Library of Time (••), Temporal Stutter (••••).

Curse: The manifestation of the Adrasteians' curse is not as consistent in appearance as many other Dynasties', but is far more certain. Each time that a Telchine uses one of his or her Blessings to alter reality rather than observe it, that Telchine experiences a backlash corresponding to the severity of the effect. A use of Winds of Chance to give oneself a pleasant evening might result in the user having a terrible day the next day, as if the spell's negative effect were in play and ruining every chance she encountered. A use of Supernal Luck to ensure that the Proximus could run across /just the right/ information in a library might result in the Proximus being struck temporarily blind for a day immediately after, or speaking in an incomprehensible babble without realizing that he's lost the use of language. A use of Backbite on an opponent's weapon might result in the Butterfly getting into her car to escape the fight and discovering that at just the wrong moment, the steering wheel wrenches in the wrong direction. Proximi who attempt to evade the Curse by learning *only* observation Blessings discover that the Curse mutates, and begins to affect *all* Blessings they use.

Character Generation: No unknowing Proximi - all members of the Adrasteians need to have at least a nominal knowledge of their origins and the Awakened (though they may not know much).

Source: Player Submitted


Parent Path: Obrimos

Patron Order: Mysterium

Nicknames: Trippers, Addicts (Vulgar)

Description: To understand the world is to understand themselves. That is what those of the Daeira Dynasty believe. According to them they are descendents of Merlin of King Arthur’s Court. How much truth to their words there are is unclear for this particular group of people can be quite addled in the mind due to their drive to obtain as much mana as they can. They will do anything and everything to get their fix on the mana. Due to their fixation on mana it has made them very skilled and understanding of the ley lines of anywhere they go. To them, the ley lines are like a delightful trip. The Trippers are likely the ones who are most knowledgeable about where the most powerful points of ley lines are. Though their knowledge involving mana and ley lines is great, they, as one expects, do have a price to pay for it.

Fate: Friendly Face (•), Interconnections (•), Reveal Enigmas (••)
Life: Forgo Rest (•)
Matter: Find the Hidden Hoard (•), Find the Cornerstone (••)
Mind: Sense Consciousness (•), Perfect Mnemonic (••), Playback Vision (••)
Prime: Chronicle Resonance (•), Gauge Essence (•), Locate Node (••), Paths of Power (••), Channel Mana (•••), Ley Lines (•••), Ley Shift (•••), Ley Flow (••••), Scour Other's Pattern (••••), Siphon Essence (••••), Siphon Integrity (••••), Concealing the Dragon's Path (•••••)

Weakness: Knowledge and mana are power, there is no mistaking that. Any self respecting Tripper knows that. However, the price of the power is quite a steep one. One that those of the Daeira Dynasty are not always willing to pay but they are not given a choice. It is the way of their dynasty. Like addictions to drugs The Addicts constantly need their fix of mana to the point they obsess about it (They get Flaw - Addiction (Mana) WoD p218).

Oblations: Finding ways to obtain mana, tracking ley lines

Character Generation: No restrictions.

Concept Suggestions: Drug addict, thief, librarian, taxi cab driver

Source: Iliana


Parent Path: Thyrsus

Patron Order: Mysterium

Nicknames: Druids, Hippies

Description: Descended from ancient druids who traded a favor with the Tuatha de Danann for their magic - and then violated that bargain. The Druids today tend toward the roles of their druid ancestors, providing care and wisdom for all who need it, and many still uphold druid theology (though it is not necessarily a part of the dynasty itself). These individuals often seek wisdom and unity with the world around them, coming into harmony, but are also aware of the need for balance, especially with the Spirit world.

Life: Shapechanging (••••), Healing Heart (•••), Control Median Life (•••), Body Mastery (•••), Self-Healing (••), Body Control (••), Sense Life (•), Pulse of the Living World (•), Healer’s Trance (•)
Spirit: Coaxing the Spirits (•), Exorcist’s Eye (•), Second Sight (•), Spirit Tongue (•), Analyze Spirit (••), Ephemeral Shield (••), Gossamer Touch (••), Lesser Spirit Summons (••), Peer Across the Gauntlet (••), Exorcism (•••), Rouse Spirit (•••)

Curse: Each member of the dynasty is obligated by the Right of Hospitality as it exists across cultures, awakened and not. If the Draoidh welcomes someone into their home, they must tend to their needs and ensure their survival while under the Draoidh's roof - if the Draoidh breaks this gaes the character suffers from hunger and fatigue penalties for the next 3 days as the gaes revokes sustenance from food, drink, or sleep (or any spell, action, etc. that would remedy the penalties). The only way to end this is to suffer through it. In addition, the Proximus’ aura is tainted with dishonesty until he once again upholds his gaes. This aura mark also appears in the physical realm as a red X on the back of the Draoidh’s hand as if it were scratched into the flesh. As long as the mark is present, others view the character as an “outsider” (regardless of if they know why, something just seems… off… about the character) and suffers a -2 to all social rolls – this effect can fade as soon as the gaes is upheld, even before the 3 days of deprivation are over.

Oblations: Tending the earth, gardening, casting runes/divination, observing spirits

Character Generation: Typically these characters will have strong connections to the Spirit world, high levels of Medicine (usually homeopathic specialties), occult, merits such as Holistic Awarness, Tolerance for Biology, etc.

Source: Developed by Hiraeth


Parent Path: Moros

Patron Order: Adamantine Arrow

Nicknames: Creators

Description: To create something is a thing of beauty, especially in the eyes of Dvergensons, descendants of the Norse Dwarves. To master the art of creation is to master one’s self. It takes time, effort and skill to craft something worthy of being shown off, and the Creators love to show their work off. They may be boastful people but they very much deserve it for they are often considered the most skilled crafters that can be found. To them, their skill is unmatched and that might very well be true. Much of the work created by the Creators have historic legacies, often becoming famed pieces.

Death: Curse of Whithering (***), Sculpt Ephemera (***)
Fate: Loyal Possession (**), Bad Penny (***), Cursed Object (***), Lucky Coin (***)
Matter: Crafter’s Eye (*), Craftsman’s Eye (*), Find the Hidden Hoard (*), Alter Accuracy (*), Control Object (**), Deceptive Appearance (**), Weaponize Object (**), Alter Integrity (***), Alter Raiment (***), Armor Piercing (***), Bundle Enhancements (***), Jury-Rig (***), Reassembly (***), Alter Efficiency (****), Secret Compartment (****), Self-Repairing Machine (*****)

Curse: The skilled hand of the Dvergensons have a downfall, the creation of beauty can not be done without risk. Or, in this case, the higher chance of flaws maring the beauty. The sunlight reflects the allure of a creation, the sun catching them in all their glory. However, this beauty can’t be shown the light when creating or the flaws are more obvious, the mistakes more clear. It is only with the cover of darkness that the skill of the Creators shine (-1 to all attempts to create something during the day).

Oblations: Creating of something

Character Generation: Skills, merits, and stats related to crafting things.

Concept Suggestions: Tailor, Baker, Armorsmith, Weaponsmith, Jeweler, Artist

Source: Iliana

Eleri Ipin

Parent Path: Acanthus

Patron Order: Adamantine Arrow

Nicknames: Witnesses

Description: Many people can find the red string of fate, those of Eleri Ipin are even more skilled at than others. Perhaps it is because they Witnessing the destiny of people often makes them desire to change that fate. After all, if someone had stopped Hilter would the world be a different place? What if Jesus was not left for dead on the Cross? Should the red string of fate be broken? These are the types of questions The Witnesses ponder when they see destinies. The temptation to change what is meant to be is strong. The question that plagues the Witnesses is whether the destiny should be changed or not.

Fate: Interconnections (•), Reading the Outermost Eddies (•), The Sybil's Sight (•), Sniffing the Winds of Fate (••), Swearing an Oath (••), Alter Oath (•••), Fabricate Fortune (•••), Grant Fortune's Protection (•••), Occlude Destiny (•••), Sanctify Oaths (••••), Transfer Destiny (••••)
Time: Temporal Wrinkles (•), Time's Mark (•), Augury (••), Postcognition (••), Divination (•••), Erase History (••••), Prophecy (••••)
Mind: One Mind Two Thoughts (•), Third Eye (•), Incognito Presence (••), Know the Truth (•••), Know Thyself (•••)

Curse: The pull to change destiny is strong, especially for those of the Eleri Ipin Dynasty. The knowledge that an action they take can change the fate of someone, potentially even the world, has a strong pull on them. Few fail to resist but when they do it is painful. So very painful. It is a reminder that changing one's destiny comes at a cost. In the case of the Witnesses it is a physical cost. The more they try to change, the more it hurts (+damage to attempts to change a destiny, the bigger the change (for example stopping the industrial revolution would be big), the more damage).

Oblations: Watch people's destinies unfold

Character Generation: High willpower, skills and merits that heighten awareness of things out there

Concept Suggestions: Fortune Tellers, Seers, Oracle, Fanatics on the street shouting about destiny, Nurses, Doctors

Source: Player Submitted


Parent Path: Mastigos

Patron Order: The Mysterium

Nicknames: Schrodingers, Searchers, Mentats

Description: Descendants of a long line of psychics highly attuned to the thin veil between worlds. They came to the attention of the Mysterium long ago when rumors came to their attention of psychics so attuned that they could bridge the worlds themselves, travelling not just between the known states, but crossing between universes. If this were true, it hasn’t happened in more than two hundred years, but the Mysterium watches all the same, hoping to learn if there truly is a multiverse beyond what is known, and if so, how to harness such knowledge.

While the Mysterium’s hopes of unraveling the mysteries of other universes have not been fruitful, the Order has gained a powerful resource. The Everetts have strong sensory abilities, starting with the minds and emotions of those around them and the fabric of nature around them. This strong sensory ability has extended to the point of sensing the thin veil between universes, able to read the possibilities of each newly created universe as a consequence of each possible decision as well as bridging the gaps between thin points in the fabric of space to travel in an instant. The Proximi are strongly attuned to bridging points between conscious states and the shifting points in space as well as searching the minds of those around them. In more recent times, as quantum mechanics was postulated, the Many Worlds Interpretation came to be an apt explanation for something the Proximi had been trying to explain for some time. Unfortunately, with minds so open and attuned to the worlds beyond this one, they’ve been cursed with shades and whispers and the possibility of cracking under the mental pressure of seeing the darker of possibilities of their life in the multiverse.

Mind: Aura Perception (•), One Mind, Two Thoughts (•), Third Eye (•), Memory Void (••), Voice from Afar (••), Augment the Mind (•••), Multitasking (•••), Sleep of the Just (•••), Telepathy (•••), Dream Traveler (••••), Read the Depths (••••)
Fate: Interconnections (•), Quantum Flux (•), Exceptional Luck (••)
Space: Correspondence (•), Portal (•••)
Time: Momentary Flux (•) Temporal Eddies (•) Temporal Wrinkles (•) Flip of the Coin (••).

Curse: The Everetts are constantly attuned to the possibilities the universe offers, sensing shadings of what might be or is, off-shoots of each decision available at every moment in time and the immediate outcomes of them. They “hear” unintelligible whispers or “see” phantom images of movement that are just visible enough without being coherent enough to provide detail: each sense flooded with indecipherable input to distract and disorient. Sometimes this can even manifest as unconscious shifts, reacting to others as their alternate selves without realizing it or understanding it. The Proximus may fortify their mind, closing themselves off from their gift, but the temporary relief has the possibility of a darker backlash as their ability reestablishes itself.

In game mechanics, the Everetts suffer -2 on all actions. The Proximus may ignore the Curse for a day by spending a point of willpower, though doing so will result in a mild derangement that lasts for the day, with the derangement becoming severe if they use a blessing while ignoring the Curse.

Typical derangements include: Dissociation (commonly associated with feeling as if the world is not their world, that their mind is attached to a version of themselves from another world, able to observe with little control, or maybe they’re locked out of their body which is controlled by the mind of a version of them from another world), Fixation (did the Everett chose the correct/incorrect outcome visible in another universe, etc), Fugue, Goetic Fracture (fighting a darker, negative alternate version of the character or a loved one), Hypnagogic Hallucination, Inferiority (always unable to choose the wrong path, the worst possible version of themselves from all the parallel universes), Memory Obsession (typically concerns as to whether the Everett is remembering thing from this universe or another), Multiple Personality Disorder (typically an alternate version of the character), Paranoia (typically concerns as to whether the person switched with an alternate universe version of that individual, or if you’ve been mistaking him/her for a version from another universe), Phobia (typically fearful of something/one who is darker/evil in another universe), Suspicion (as Paranoia), and Waking Nightmare (typically fighting an alternate version of the character or a loved one).

The Curse is not lost on Awakening.

Character Generation: These proximi are almost always going to have merits such as Area of Expertise, Danger Sense, Eye for the Strange, Indomitable, Iron Will, Lucid Dreamer/Dreaming, etc

Source: Player Submitted


Parent Path: Obrimos

Patron Order: Free Council

Nicknames: Speakers, Whisperers

Description: As the descendants of famed journalists of Gutenberg strive to obtain and share all knowledge that should be shared. They are not fools, though, so they do not often share things that could completely destroy the perception people have of the world. The Speakers spend a lot of time collecting all the information they can, ensuring there are details to support the fact they speak the truth. Whispers often have huge libraries filled with all the information they have gathered, including information that Gutenbergs that have passed on have gathered, if they can obtain it. Though they keep libraries the information is not squirreled away, they merely keep a copy of everything they discover before distributing what information they have in a suitable method.

Mind: One Mind Two Thoughts (•), Third Eye (•), Directory Enquiry (••), Eagle-Eye View (••), First Impressions (••), Gain Skill (••), Incognito Presence (••), Perfect Mnemonic (••), Bestow Skill (•••), Diplomat's Protection (•••), Eyes of the Master (•••), Know the Truth (•••), Breach the Vault of Memory (••••), Knowing the Dead (••••), Read the Depths (••••)
Forces: Tune In (•), Nightsight (•), Receiver (•), Aether Net (••), Circuit Television (••), Eyes of the Matrix (••), Invoke Password (••), Transmission (••), Complex Transmission (•••), Light Master (•••)
Time: Temporal Wrinkles (•), Time's Mark (•), Augury (••), Library of Time (••), Postcognition (••), Temporal Flow (••), Divination (•••), Review History (•••)

Curse: To share information can also be a downfall. The information could put the sharer in grave danger. More so when they can not tell a lie. The speakers can not generally lie, no matter how hard they try, the truth always comes out. Sure, they can leave out key details or dance around certain points but a lie can not pass their lips easily, if at all (-1 to all deceptive actions).

Oblations: Speak the tales, Write the Stories, Share information.

Character Generation: Intellect based things, investigative skill and merits, Library merits

Concept Suggestions: Spies, Journalists, Information Brokers, Bartenders, Waitresses, Librarians, Bookstore Owners, Writers

Source: Iliana


Parent Path: Mastigos

Patron Order: Guardians of the Veil

Nickname: Collaborators

Description: The Holloway family is a line of proximus who survived the purge during the Salem witch trials. They originated from a Silver Ladder proximus line that came to the Americas but then lost the support of their Ladder handlers. When the Seers made their presence known in the colonies, the witch trials began a slow purge of those loyal to the Oracles. It was only through the appearance of a Guardian and the lessons taught to the Holloway family that kept them from the public eye. Since that time, the Holloway have assisted the Order through information gathering and providing safe houses with the paper trails that so few Guardians are willing to have.

Appearance: Members of the Holloway family have learned well the lessons of the past. They do not keep any distinctive manner of dress and tend to wear whatever is practical and fits in best with the neighborhood.

Death: Forensic Invisibility (••) Mind: Know Virtue (•), Mental Shield (••), Misperception (••), Incognito Presence (••), Emotional Urging (••), False Speech (Greater) (•••), Eternal Now (•••), Imposter (•••), Read The Depths (••••), Telepathic Control (••••)
Life: Two-Faces (•••), Healing Heart (•••)
Prime: Supernal Vision (•), Transform Aura (••)
Space: Destroy The Threads (•••)

Curse: The Holloway Proximi are sadly Cursed to be forgotten. They may not buy Fame nor can their Status in any organization exceed 2 as destiny conspires against them and their coworkers are promoted above them for lesser works. Their lot lies in the Everyman and not in the exceptional.

Character Creation: These proximi tend towards merits common to Guardians. Eidetic Memory is valuable to them so that they do not have to keep incriminating books and lore. Likewise Occultation keeps them out of the public eye. They often take on jobs that make it easier for Guardians to disappear. They rarely want the sort of scrutiny being a police officer entails but they will serve as EMTs, 911 dispatchers, city clerks, and other public offices that are out of the limelight. Jobs such as office assistants, secretaries and other faceless menials close to persons of power are likewise popular.

Oblations: Idle gossip, People watching, Slipping into exclusive events without a ticket, Obtaining documents under false pretense.

Concepts: Mayoral Secretary, Parking Enforcement Officer, Court Clerk, Bartender

Source: Developed by Brian


Parent Path: Thyrsus

Patron Order: Free Council

Nicknames: Suncatchers

Description: Those of the Imiohhuih Dynasty have lines that trace back to the first known people of Aztec origins. It is said they might even be children of the Aztec Sun God. They believe that the sun has a healing quality to it. Often the Suncatchers will tend to the wounded, by it by magic or physically, in as much sunlight as they can and they try to do it at a time when the sun is the highest. In general, Suncatchers care about the mind and body.

Death: Soul Marks (*), Corpse Unmasking (**)
Forces: Influence Light (*), Nightsight (*), Control Light (**), Light Mastery (***)
Life: Analyze Life (*), Cleanse the Body (*), Healer’s Trance (*), Sense Life (*), Heal Flora and Fauna (**), Purify Bodies (**), Self-Healing (**), Self-Purging (**), Banish Plague (***), Healing Heart (***), Accelerate Healing (****)

Curse: Because of their firm belief that the sun enhances healing capabilities they find it more difficult to heal when the sun has gone down or when in a dark location. The darkness inhibits them, in contrast to the sun lifting them up. Though they are not incapable of healing in the darkness it is difficult ( -1 to all spells/actions using healing when it is dark)

Oblations: Tend to the weak, care for the wounded.

Character Generation: Things that benefit healing.

Concept Suggestions: Doctors, herbalists, alternate healing types

Source: Iliana


Parent Path: Moros

Patron Order: Guardians of the Veil

Nicknames: Coroners

Description: The children of Hades are what the Imentiu claim to be, and it is very possible that they are. The dead should not be left to linger, it can cause them to completely lose themselves to their regrets. The Imentius are firm believers in that. How they guide a ghost to where they need to be varies from person to person but their end goals are all the same: Help the dead move on.

Death: Forensic Gaze (•), Grim Sight (•), Speak with the Dead (•), Corpse Mask/Unmasking (••), Final Sight (••), Ghost Summons (••), Quiet Grave (••), Touch of the Grave (••), Ghost Gate (•••), Restore Corpus (•••), Shadow-Forged (•••), Ghostly Archive (••••), Haunted Shell (••••), Twilight Shift (••••)
Matter: Find the Hidden Hoard (•), Eyes of the Earth (••), Loosen the Threads (••), Weaponize Object (••), Reassembly (•••), Reconfigure Object (••••)
Forces: Nightsight (•), Electronic Eye (••), Invoke Password (••), Cutting Scream (•••), Destroy Spirit (••••), Unseen Hand (••••)

Curse: Dealing with ghosts takes its toll on a person and the Coroners are no exception to that. Death has its own terrors and seeing it messes with the mind, twisting it and unsettling it so much. It is hard to keep thoughts straight and coherent, at times (+1 Flaw - Derangement, any derangement that makes sense). This curse does not go away upon awakening.

Oblations: Guide the dead

Character Generation: Stats to help with ghosts and such

Concept Suggestions: Ghost Hunter, Detective, Lawyer

Source: Iliana


Parent Path: Moros

Order: Free Council

Nickname: Kyrsy (Rats), Hotheads (pejorative)

Description: Those of the Krovora Dynasty believe that they are descendents of the Greek Mythological God Ares. When observing their violent ways of handling situations, it is believable. The Rats are quick to resort to the most violent means possible to solve problems. They are not afraid to take the least travelled route, that is to say they care little for diplomacy. If the Mages want something dealt with, in a way that is not neat and tidy, the Krovoras are the ones that they call upon. One might think that such a vile and violent group would be questionable on their loyalty, The Rats are not. Whether they agree with what is decided or not they will carry through with an order given to them, questioning only why to understand the circumstances. These fierce warriors may dip into the darker side of life, to the point they terrify even themselves sometimes, but they will do nothing that betrays those they serve: The Mages.

Death: Grim Sight (•), Speak with the Dead (•), Entropic Shield (••), Ghost Summons (••), Suppress Aura (••), Ghost Gate (•••), Restore Corpus (•••), Suppress Own Life (•••) Matter: Find the Hidden Hoard (•), Alter Accuracy (••), Steel Windows (••), Temporary Repair (•••)
Fate: Evil Eye (••), Exceptional Luck (••), Monkey's Paw (•••)
Prime: Celestial Fire (•••)
Space: Scrying (••)
Time: Perfect Timing (•)

Weakness: Though the Krovoras have ‘calmed down’ from their initial violent nature, though not by much, but the deeds of their past selves and their ancestors still haunt them, especially at night. They never escape the memories of what they have done and the knowledge of what they will do in the future. It claws and invades the mind, causing The Rats to be plagued by nightmares (Nightmare Flaw is added to their sheet, Book of the Dead, page 159) wherever they rest. Additionally, the Rat loses the 10-again quality to all Composure rolls, and 1s rolled while using Composure remove successes.

Character Generation: No restrictions / incentives

Source: Player Submitted / Iliana


Parent Path: Thyrsus

Patron Order: Adamantine Arrow

Nicknames: Mercenaries, Barbarians (vulgar)

Description: This Dynasty is believed to come from a Celtic noble family that can be traced back many generations. Those of Laochra are fierce warriors that strive to defend what is theirs and conquer what defy them. With each victory a warrior obtains, no matter what it is, they get a tattoo that commemorates that achievement. The more intricate the tattoo, the greater the victory. The Loachra consider these tattoos to be a vital sign of how strong they are. The Mercenaries are not exactly loyal people, they serve the Mages well and treat them as royalty, as they are men and women for hire.

Spirit: Coaxing the Spirits (•), Spirit Tongue (•), Goassamer Touch (••), Peer Across the Gauntlet (••), Spiritual Bulwark (••), Create Fetish Tattoo (•••), Ephemeral Wall (•••), Familiar Pact (•••), Otherworldly Armor (•••), Spirit Guardian (••••)
Life: Forgo Rest (•), Body Control (••), Organic Resilience (••), Body Mastery (•••), Feral Reflex (•••), Honing the Form (•••), Accelerate Healing (••••), Skilled Triumph (••••)
Matter: Crafter's Eye (•), Sense Poisons and Drugs (•), Find the Cornerstone (••), Unseen Aegis (••), Weaponize Object (••), Reassembly (•••), Repair Object (•••), Chimerical Manifestation (••••) [Proximus can only apport regular items], Improve Quality (••••)

Curse: As fierce of warriors that they are, everyone has a weakness and the Mercenaries are no exception. The importance they put into the tattoos they bear to show their victories can act against them. The tattoos are an honor to the Laochras and one given in under false pretenses weakens them. One does not fake their victory to gain accolades meant for those deserving, it is a disgrace to do such a thing and undeserving of the marks of victory (-1 to all physical actions until it is believed honor is restored).

Oblations: Battle for Victory

Character Generation: Combatant stats

Concept Suggestions: Wrestler, Police Officer, Prison Guard, Streetfighter, Gang member

Source: Iliana


Parent Path: Obrimos

Patron Order: Free Council

Nicknames: Shadows

Description: Levettes are said to be the descendants of Robin Hood, it is no surprise with their skill when it comes to getting what is needed. Doing so legally is not always an option and the Shadows know this. Sure, if they can do something legally, they will, but ultimately they are called on by the Mages when legal methods just aren’t working. Certain things should not be in the hands of the wrong people and the Levettes know this. This includes knowledge. They will use any means necessary to take what is not theirs. Hey, if there is a little extra in their hands when they are doing a job, who’s going to say anything? They deserve the extra compensation, they are putting their lives at risk.

Forces: Nightsight (•), Tune In (•), Circuit Television (••), Control Traffic (••), Eyes of the Matrix (••), Invisible Object (••), Invisibility to Machines (••), Modulate Speech (••), Bestow Unseen Shield (•••), Light Mastery (•••), Sound Mastery (•••), Bestow Invisibility (••••), Levitation (••••)
Matter: Breach Point (•), Eye for Destruction (•), Find the Hidden Hoard (•), Alter Accuracy (••), Eyes of the Earth (••), Find the Cornerstone (••), Loosen the Threads (••), Steel Windows (••), Armor Piercing (•••), Animate Object (•••), Reconfigure Object (••••), Secret Compartment (••••)
Mind: Sense Consciousness (•), Control Waking (••), Eagle-Eye View (••), Euphoria (••), Incognito Presence (••), Misperception (••), Imposter (•••), Multi-tasking (•••), Hallucination (••••)

Curse: To be shadows that claim what needs to be claimed is a way of life that inevitably blurs the line of duty and desire. To steal for the purpose of doing what needs to be done is all well and good but what about for pleasure? There is always something more the Levettes want. Why shouldn’t they take it? Why shouldn’t they get a little bonus for their work? That is why they often take a little extra when they are doing a job (Flaw - Embarrassing Secret (Kleptomaniac) is added to all Levettes).

Oblations: To Stay in the Shadows

Character Generation: Stealthy or criminal type things

Concept Suggestions: Thief, Crook, Spy, Informant, Undercover Cop

Source: Iliana


Parent Path: Thyrsus

Patron Order: Silver Ladder

Nicknames: Hearts

Description: The children of various philanthropists is what makes up the Dynasty known as Namkhir. The personalities of them are quite varied but they all seek to do good in some form, even if the end result is for personal gain. They strive to aid and care for those in need, to ease their woes as best they can. Often it is hard for them to ignore those without, it hurts their hearts. Philanthropists who work to make the world, and Shadow, a better place for humanity.

Life: Cleanse the Body (•), Sense Life (•), Body Control (••), Heal Flora and Fauna (••), Self Healing (••), Visions of the Living World (••), Healing Heart (•••), Organic Shield (•••), Accelerate Healing (••••), Hone Another's Form (••••), Sustain Body (••••)
Matter: Manufacture Drop (•••), Manufacture Medication (•••), Manufacture Oil or Jelly (•••), Manufacture Powder (•••), Manufacture Spray (•••)
Death: Grim Sight (•), Speak with the Dead (•), Final Sight (••), Healing the Dead Mind (•••)

Curse: Kindness can be a double edged sword that can harm the do-gooder because they are taken advantage of. Namkhirs think it is brave for someone to ask for aid and this tugs their heartstrings hard. The Hearts are especially aware of this, as they can not easily say no to someone who asks them for their aid (When saying no to someone who needs aid they have a disadvantage on all actions for a day).

Oblations: To help those that need it.

Character Generation: Anything works

Concept Suggestions: Shelter volunteer, Charity Runner, Philanthropist, Therapist

Source: Iliana


Parent Path: Thyrsus

Patron Order: Adamantine Arrow

Nicknames: Holy Warriors

Description: Those of the Nephilim believe that they are chosen by God. It is unclear to who they descend from as none of them really say, they just insist they are the chosen children of God. Those of this Dynasty are fierce warriors that lose their tempers VERY quickly, especially when they feel someone has veered from the path of the righteous. Though what each considers to be righteous varies from person to person it is firmly believed to be correct and true by the Nephilim that follows that religious order. The Holy Warriors are not cruel people just intense in their belief, in fact until their temper breaks they can often be the kindest of people.

Fate: Aim for the Dead (*), Counterspell (*), Fate's Justice (**), Alternate Scenario (***), Lucky Coin (***)
Life: Cleanse the Body (*), Pulse of the Living World (*), Organic Resilience (**), Self-Healing (**), Self-Purging (**), Honing the Form (***)
Space: Angle Vision (*) Omnivision (*), Intrusion Warning (**), Interpose (***), Safe Keeping (****), Phased Strike (*****)

Curse: To be so righteous can be a detriment to how the Holy Warriors interact with the people around them. They can often get so firm in their belief that they do not realize that their beliefs are quite off putting to those around them. In fact it can be quite the annoyance. At times it can result in people avoiding them because of their convictions being so intense (-1 to social rolls). Oblations: To fight the good fight

Character Generation: Combat related things, religious related

Concept Suggestions: Warriors Priests, Police Officers, Nuns, Pastors

Source: Iliana


Parent Path: Moros

Patron Order: The Mysterium

Nicknames: Seekers

Description: Osthanes are inquisitive people. Experimenting and testing is something they delight in. Exploring and understanding the world around them is important to them. Alchemy can be used to discover new things about the lands, archaeology can be used to discover what once was. These are things that the Seekers consider important to have and know.

Death: Ectoplasmic Shaping (•), Grim Sight (•), Speak with the Dead (•), Corpse Unmasking (••), Ectoplasm (••), Ghost Summons (••), Touch of the Grave (••), Entropic Shroud (•••), Sculpt Ephemera (•••), Ghost Familiar Pact (••••), Ghostly Archive (••••)
Matter: Crafter's Eye (•), Craftsman's Eye (•), Discern Composition (•), Deceptive Apperance (••), Loosen the Threads (••), Steel Windows (••), Unseen Aegis (••), Alter Raiment (•••), Manufacture Drop (•••), Manufacture Salve (•••), Manufacture Powder (•••), Fold Object (••••), Reconfigure Object (••••), Transubstantiation of Content (••••)
Forces: Read Matrices (•), Aether Net (••), Electronic Eye (••), Insulate (••), Modulate Speech (••), Control Electricity (•••), Control Fire (•••), Stay the Invisible Fires (•••), Containment (••••), Kinetic Ripple (••••), Transform Energy (••••)

Curse: The desire to find something new is a strong one. Each time a discovery is made the need to seek out another gets stronger. The Seekers fall victim to their desire to know more and more, often. It consumes their life so much that they do not really know how to live without gaining new knowledge, finding a rare artifact, and so on. The Osthanes live their life to seek out something new, to the point they can lose all reason if they are not working on their next hot discovery.

Oblations: To find and discover the world

Character Generation: Anything works.

Concept Suggestions: Archaeologists, Explorers, Brewers, Mad Scientist, Scientist

Source: Iliana


Parent Path:Acanthus

Order: Silver Ladder

Nickname: Laconics

Description: Descendants of Cassandra of Troy - speaker of prophecy that no one believed. Though sheltered from total destruction, these Proximi are unable to share their visions. They have adapted by maintaining a stringent code of honor and earning the trust of their Order. Many of the Priamid are trusted to act on their visions without justification - and abuse of this trust is seen as a grave offense to the Dynasty. However, their inability to justify their actions frequently makes them look impulsive and arrogant - often leading them to work in very small groups (if not completely alone). Decide what needs to be done, get it done, then report back.

Death: Forensic Gaze (•), Grim Sight (•), Speak with the Dead (•), Ghost Summons (••), Touch of the Grave (••), Suppress Own Life (•••), Devouring the Slain (••••)
Fate: Interconnections (•), The Evil Eye (••), Fabricate Fortune (•••), Forbidden Fate (••••), Destroy Bindings (••••)
Time: Perfect Timing (•), Postcognition (••), Divination (•••), Occlude Destiny (•••), Prophecy (••••)

Curse: Modern Priamids can never accurately relay information learned through the use of personal supernatural abilities. These include Blessings, Awakened rotes and thaumaturgical spells. The Priamid involuntarily tells falsehoods or omits information, even when magically commanded. Telepathic examination yields false visions and for the purpose of supernatural oaths, Priamids are not considered to be lying when the Curse affects their testimony. They know their Curse but are never consciously aware of its effects on their speech and actions. Thus, they can’t identify their own errors unless someone else points them out. Even then, the Priamid makes inaccurate corrections, compounding the problem.

The Dynasty adapts to the situation by keeping its collective mouth shut. When members know something’s up they act and ask for any help they need without explaining themselves. This tends to rub uninitiated allies the wrong way, but théarchs who work with the Dynasty have learned to take their requests on faith.

Character Generation: No restrictions

Source: Silver Ladder, pg. 69


Parent Path: Obrimos

Patron Order: Guardians of the Veil

Nicknames: Keepers, Silencers

Description: Schwarzens are of the same Journalist lines as the Guntenbergs and are even relatives of them. Like their ancestral Dynasty the Schwarzens gather any and all information they can. They seek to obtain any knowledge they can. However, where Guntenbergs seek to share the Keepers strive to secret away the information. They don’t believe information should be given away freely but kept locked away, only to be trickled out when it needs to be. Knowledge is power and that power in the wrong hands can be dangerous, so the Keepers seek to protect the knowledge they obtain. Keeping things a secret could very much be considered their specialty.

Forces: Nightsight (•), Receiver (•), Tune In (•), Activate Police Band (••), Aether Net (••), Circuit Television (••), Alter Frequency (••), Eyes of the Matrix (••), Invoke Password (••), Kinetic Blow (••), Complex Transmission (•••), Empowered Voice (•••), Light Mastery (•••), Sound Mastery (•••), Control Velocity (••••), Destroy Spirit (••••)
Time: Temporal Eddies (•), Time's Mark (•), Ephemeral Postcognition (••), Library of Time (••), Falsify Temporal Presence (•••), Rapid Fire (•••), Review History (•••), Erase History (••••)
Death: Grim Sight (•), Speak with the Dead (•), Animate Shadows (••), Corpse Mask (••), Entropic Guard (••), Suppress Aura (••), Touch of the Grave (••), Destroy Object (•••), Ghostly Object (•••), Shadow-Forged (•••), Haunting (••••), Slay Own Aura (••••), Soul Binding (••••)

Curse: While the Gutenbergs can not lie, the Schwarzens can. They have no issue keeping secrets. They don’t want knowledge to be spread about unnecessarily. In fact, their desire to only allow trickles of information out is so intense that when they actually do share more than just hints of information they stumble over their own words, making it seem like they are lying, despite the fact they are telling the truth (-1 to all actions involving telling the truth).

Oblations: Protect the truth, defend the knowledge

Character Generation: Intellect based stats, information gathering stats

Concept Suggestions: Historians, Librarians, Rare book Collectors

Source: Player Submitted


Parent Path: Mastigos

Patron Order: Mysterium

Nickname: Monks, Dreamers

Description: Descendants of a family of farmers whose adherence to the Tao and their own unique wisdom led them to become minor deities in their local community. These Proximi find themselves excelling in the Astral realm, able to integrate themselves into the Dreamtime with ease. They will often record their experiences for the benefit of the Order and are often employed in Astral missions.

Appearance: The Shao are all of Chinese descent, though how many generations back is always variable. While there is no real set "look" to them, almost all of the Shao have a naturally relaxed "feel" to them - they seem laid back, in control, and unearthly calm. Many will have a distant look in their eyes, never quite focused on the now (as they're often thinking back to the Astral).

Mind: One Mind, Two Thoughts (•), Mental Shield (••), Misperception (••), Willful Process (••), Astral Invitation (•••), Preserve Astral Object (•••), Preserve Astral Space (•••), Seal Oneiros (•••), Augment the Mind (•••), Dream Bridge (••••)
Life: Cleanse the Body (•), Body Control (••), Self-Healing (••), Self-Purging (••)
Prime: Supernal Vision (•), Astral Tass Conversion (•••)
Time: Divination (•••)

Curse: The Shao Proximi are tied inexorably with the Astral and find it difficult to separate the two aspects of themselves. While in any Astral realm (including the Oneiros), any damage taken is not done to the WP, but is, instead, inflicted on the Proximus’s physical body as bashing damage. For illnesses/disease/toxins – the appropriate physical manifestation is used instead. This damage must be healed naturally and cannot be healed with magic.

Character Creation: These proximi are almost always going to have merits such as Lucid Dreamer/Dreaming, Meditative Mind, Patient, Higher Calling, Dream, etc. Almost all of the Shao dynasty are Taoists, though this is not a requirement for the Dynasty.

Oblations: meditation, lucid dreaming

Concepts: Yoga instructor, martial artist, monk, new-ager, philosopher

Source: Developed by Hiraeth


Parent Path: Mastigos

Patron Order: Silver Ladder

Nickname: Stewards, Attendants, Slaves (vulgar)

Description: The members of this Dynasty became prized members of the Silver Ladder’s support staff. While originally the family served its ancestors, successive generations became more generically Ladder, serving the Order as a whole rather than any specific member. They were entrusted with many of the details of day-to-day life as well as low level Supernal matter - often integrated into businesses, local politicals, and other sleeper affairs. It's not uncommon to see these Proximi wherever the desire for more influence can be found.

Appearance: The Vicarians are generally European, originating in Italy but spreading throughout the continent and into the new world as the Order’s members spread their own influence. While the true members of the specific bloodline have recorded their ancestry very diligently, there are other Proximi born frequently into the Dynasty that are not descendants of Prospero Bellini, though they may have similar histories of family service.

Mind: One Mind, Two Thoughts (•), Merge Mind (•), First Impression (••), Incognito Presence (••), Memory Hole (••), Mental Shield (••), Diplomat’s Protection (•••), Multi-tasking (•••), Augment the Mind (•••), Imposter (•••), Telepathy (•••), Universal Language (•••)
Space: Finder (•), Scrying (••), Co-location (••••)
Life: Simulate Basic Needs (••) (Banisher’s pg. 57)
Fate: Interconnections (•), The Perfect Moment (••)

Curse: The Vicarians are predisposed to service to the Silver Ladder and their service is written into their very essence. The Vicarians suffer a -1 penalty in rolls involving Silver Ladder status (in addition to any other status negatives) or Silver Ladder members enjoy a +1 bonus in rolls involving Silver Ladder status against the Vicarians. This Curse persists beyond a Vicarian’s Awakening.

Character Creation: This Proximi generally have merits like Eidetic Memory, Good Time Management, Bureaucratic Navigator, etc. These proximi are almost always heavily involved in the Order, not many are "just finding out".

Oblations: Doing paperwork, running errands, filing, acting in someone else's stead

Concepts: Politicians, personal assistants, lawyers

Source: Developed by Hiraeth