Legacies represent the supernatural heritage of a character – whether that be by blood, ritual, corruption, or another connection. Characters may only have up to two legacies, though they may acquire those legacies after character creation. Legacies provide narrative hooks, unique playstyles and merits, and a visual thematic to build off of. Most legacies also impart a unique flaw that poses a conflict for characters to work around.
Legacies are not intrinsically linked to a specific faction, though some factions may favor or harbor grudges against specific legacies.
Legacies are each linked with a suggested playstyle that emphasizes the use of that legacy’s Signature Ability. Signature abilities are specific merits only available to characters with a specific legacy. They can be enhanced and tailored with META Merits that alter how the base merit work. A legacy’s META merits only affect the signature merit of that legacy. Signature abilities are uniquely powerful among merits, but this power is balanced by the Disadvantages inherent and unique to each legacy. A character only needs to worry about their legacy’s disadvantage if they have that legacy’s signature merit.
For example, the Fey legacy has the Contract signature ability which allow them to form written and verbal agreements with magically binding consequences should the contract break. Contract META merits allow the Fey to include less tangible things into a trade, such as a memory, the ability to read, or one’s happiness. Due to the nature of their signature ability, Fey characters lean towards very social playstyles. However, Fey have the disadvantage of Truth, and are bound to avoid telling falsehoods; doing so can physically harm them or cost resources.
Flavor is free. Every legacy provides common and suggested visual curtails, but any legacy can be renamed and reskinned for a variety of different interpretations. Each section provides several different examples of alternative concepts that could easily match the merits within a legacy.
Below is a short description of each legacy:
Demonologist: Gamblers who utilize magical thresholds to make literal deals with devils.
Fae: The embodiment of folklore and stories who use magically binding contracts to interfere with the stories of others.
Fetch (Doppelgangers): Shapechanging individuals who alter their appearance to mimic other humanoids.
Jumper: Individuals free from the shackles of conventional travel, capable of teleporting and altering space to their whims.
Magus: Magical practitioners who cast freeform spells to manipulate the real world.
Moirai: Weavers of fate who manipulate odds, fortune, and curses to bring themselves and others luck or ruin.
Necromancer: Masters of the undead who lead cadres of cadavers which heed their master’s back and call.
Psychic: Mental manipulators with abilities allow them to interact with the world with just their thoughts.
Spiritualist: Summoners who deal with creatures made of concept and emotion.
Vampire: Manipulative and charming undead creatures with superhuman capabilities and a hint of madness.
Vigil: Guardian angel-like people with a focus on protective and supportive abilities.
Werebeasts: Werebeast of various predatory fauna which shift between human and more natural forms for great destructive potential.