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Ex2.5 Mage: The Ascension Archmages Are Tyrant Raksha (Original Content)

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  • Ex2.5 Mage: The Ascension Archmages Are Tyrant Raksha (Original Content)

    While I would not claim that it is particularly balanced, I had a game where Mage: The Ascension crosssed over into Exalted, and Creation was the pre-history of WoD. In this (AU) setting, I introduced the Raksha/Fair Folk of a new Caste, beyond the Commoners and Nobles, called The Tyrant Raksha. They were meant to be about as powerful as Solars, so you could play them as over the top as you wanted without just needing to hand-wave things like Ascension did with their Archmages. The premise was this: any mage was actually a self-made Tyrant, wrapped in a protective cocoon of prosaic reality, and only really realized that they were something more when they became aware of what was outside of reality, and took of their coccoon.

    I just wanted to share this because I like the setting. Its big and old, and feels like the world ends all the time, because it does. Each turning of an Age leads to the rise of another, and so too will the Ascension War lead to the rise of a new Shinma.

    Please let me know what you think, and ask the inevitable questions.

    (I did just post this in the Headcanon thread, but it is probably going to be burried on page 97+, so I'm going to stick it up here too:

    Actually ran this as a game setting for ~6(?) years.

    First, there are 500 Solars, (and thus 500 Lunars), and half of them went to be the Abysals/Infernals, where they were split evenly between the two groups.

    Second, not only did I take the setting as Exalted is the origin of Old World of Darkness, I actually made that my canon. I have a 195 (EDIT: 220 pages as for 2016) page modified version of the Fair Folk book that starts like this: (link, I do not claim to own the original text,

    Here is the ODT version:

    Title: Mage/Tyrant Ascension Guide
    Date: 03/16/14
    Series: Victorian Mage
    Revision: 3.703
    Document Contents:
    1. Orientation Statement (p.1)
    2. Ascension Fluff (p.1)
    3. Compatibility Notes (p.2)
    4. Tyrant Template (p.7)
    5. Raksha Charms (p.32 ;Merged GWM with Scroll of Errata plus extra charms: Gifts Ungiven
    [p.83], Stolen Brilliance of the Green Sun [p.84], Dower of the Black Sun [p.85], Reconstructed
    Designs Of The Great Maker [p.85], False Exaltation Of The Moon [p.86] / Stars [p.87] / Earth
    [p.88] / Sun [p.89], Root [p.138] / Bulb [p.138] / Blossom of the Perfected Lotus [p.139]),
    Mutations Reference (p.163), Necrotech Reference (p.190).
    6. Narrative Magic Table (p.10)
    7. Tyrant-specific Charms (p.11)
    8. Wizard/Tyrant Martial-Arts (p.19)

    Orientation Statement:
    In the Mage: The Ascension line, one of the things that they really lean on thematically is the
    idea of “Ascension” (hell, it's in the name). However, they didn't actually provide much support to
    “ascend”. Sure there's some ST-only stuff about Archmages and Oracles, but those are limited to a page
    or two of hand-waving. This document is all about filling in the gaps, and allowing Mages a form of
    “Ascension” that they can really sink their teeth into: learning the dark secret behind Ascension. It
    contains additional mechanics ranging from templates and charms to additional content imported from
    the Exalted game-line. Every effort has been made to keep the canon of Mage consistent with this new
    content, as well as that of the Exalted line. Some minor deviations are unavoidable of course, but
    they're allowable for the sake of fun.

    Ascension Fluff:
    There is a dark secret behind this Ascension business that everyone's always going on about. It's
    one that you can't really understand without beginning the road to Ascension yourself. Sure the world's
    a big weird place, where the Mundus of Consensus Reality holds dominance in this great layer-cake of
    planes that we call the Tellurian. But here's the rub: Ascension isn't about learning about the “what?” of
    reality, it's about knowing the “why?”. Why is reality the way it is? Sounds like a rhetorical question if
    I've ever heard one. Until you realize that its not rhetorical at all... it is vitally important to know. Why
    is reality the way it is? Because something out there made it that way. Something like a person, but not
    quite. Something like a god, but not quite. This Something is what the road to Ascension leads to. A
    Mage walking the road doesn't just come to understand the Something that makes reality the way it is,
    they become one. If you believe some folks, the mages were always of a kind with the Something, but
    just didn't know it.

    Enough beating around the bush: Ascension lies in three facts. First, reality exists because
    sentient beings decided it should be so. I don't know who started it, but I can tell you that there have
    been several waves of them. I can't stress this enough though—reality happens because something
    decided it should. Physics? Someone thought that was a neat idea, and so it is. Machines? The one who
    created the concept of machines wanted toys to play with. Everything that is, is driven by this principle.
    Secondly, mages aren't different from the things that invented reality. We don't know it, trapped
    in the mundane world we live in, but a mage is not a regular human anymore. It may look like a human,
    and act like a human, but that's just because it hasn't decided to stop pretending to be a human yet. The
    first step toward the road to Ascension is to realize that you have the choice. It's scary to look behind
    the mask that you've worn all your life, and see the … thing that you really are. A chunk of the cosmos
    that decided it would be fun to be a person. You aren't really human. You don't really feel things like
    humans do. You are a living narrative---the story of you and what mark you will leave on the world.
    You may be good at pretending otherwise, but the core isn't flesh and blood, its will and motivation.
    Third, you can Ascend; it's happened before many times. What does that mean though? Let me
    give you an example: Ishvara Maya is one mage who ascended, becoming the shinma Avidya, the
    universal principle of Subjective Reality. Before the ascension, Maya was powerful in her own right,
    but no more than any arch-mage today. Somehow, Maya's story grew until the whole world was caught
    up in its narrative, making her into a universal aspect of reality. Because of her we have the Tellurian
    instead of just a single plane. After her ascension, it became retroactively true, that the world had
    always been thus. There are others you can look up on your own, but it won't help you ascend yourself.
    You're still part of their tales, after all, and so their road is already filled. Your narrative can grow to
    encompass the world too, that is the truth behind Ascension.
    What does that change for you now? In truth, very little. You can still do the same things
    tomorrow that you did yesterday, and live a full life as a person living in the mundane world. You can
    do this, but no matter what, you can't forget that being a person is not your nature. Underneath it all is
    something fundamentally inhuman, and the only thing preventing it from growing into a monstrosity is
    your choices. You must choose the tale that you will tell.

    Compatibility Notes for oWoD/Exalted
    Mages are secretly Tyrant Raksha, who have created themselves in creation. This doesn't make them a
    different supernatural type, but it does give them access to additional discipline-like powers they can
    purchase called Charms. The transition from normal mage to a Tyrant need not change a thing about the
    character, but it does allow them to purchase things, and typically applies a level-up template to
    represent the sudden enlightenment of realizing their place in the universe. All factions and orders and
    paradigms work with this stuff, so don't worry about that. Special exception is made for Order of
    Reason or Technocratic Union members who wish to reject this for their own version of enlightenment
    based around “pure science”.
    Beginning with the rise of Ishvara Maya who became the shinma Avidya, the true nature of reality
    became such that it has always been possible to awaken to the true nature of the Wyld and the Raksha.
    After this, the consequence of subjective reality was the Tellurian. People destroyed Creation by
    believing in something different.
    New Mechanics:
    - Add a Crown Grace, that all Mages implicitly possess. It permits them to use Shaping powers in
    Creation, at the expense of Paradox (Because you assert that there is truth, you must feel doubt).
    - Extra Graces correspond to Spheres/Pillars
    - Add Tyrant caste (Wee->Commoner->Noble->Tyrant)
    - Self-formed Tyrants automatically get a strange minor Assumption, "Raiment of Clay and Iron"
    (effectively a mortal, but doesn't need to feed unless it spends Glamour, its Cup, Sword, Staff, and Ring
    Graces are 'swallowed' and unusable for shaping or using dependent charms, cannot activate any
    assumption or mutation charms with it, is always the same mortal form once bought or learned; buying
    it again gives you a different specific form)
    - The stuff that normally worries about Creation-born or being in the Wyld can be used in Creation (as
    well as anywhere it shouldn't be) with Paradox (if it has the Shaping keyword, or is a Shaping Action
    or a Shaping Attack).
    - There is some Paradigm concept that they choose when the form the Crown Grace, and it can only be
    changed by destroying their Grace.
    - If you own a Crown Grace, becoming unshaped does not destroy your "person-hood", which persists
    in your Crown.
    - Anything with a Shaping keyword counts as magic use in creation, and anything of that sort with the
    Obvious keyword or similar obviousness is also Vulgar like any other spell.
    - Remember that you lose the need to eat and drink normally, but gain the need to eat Mana.
    Imported Normal Mechanics:
    - Add Virtues, Bedlam, and Stunts
    - Add Motivations and Intimacies
    - Remove "Demeanor" and "Nature"
    1) Virtues:
    - EX.102, GWM.83.84
    - Can spend a Willpower to get Virtue worth of bonus dice
    - Can do this up to Virtue times per Season
    - Refresh 1/Season, or 1/game without channeling
    - One on each + 6 to spread among them
    - Major Graces = Virtue, Minor = 1 (can be raised with XP)
    - Must pick a Lure GWM.99
    2) Bedlam:
    - GWM.99.101
    - Automatic when virtue channels exhausted
    3) Stunts:
    - EX.123
    - Until Motivation is here, ignore its role
    4) Motivations and Intimacies:
    - EX.76.88-90, GWM.82
    - Motivation is like a short sentence
    - Intimacy is a connection
    Adjusted XP COST TABLE:
    New XP Costs
    Trait Increase
    Primary/Secondary or
    Tradition Grace
    Cost Training Time
    current rating x 7 month/tale
    Other Grace current rating x 8
    New Grace
    Specialty (noble)
    Additional Notes:
    • Use the Scroll of Errata, without any "Stasis" mechanics, which are just stupid
    • Essense = Arete. Mana Pool = Arete * 10. Mana per turn max is Arete + Willpower + Avatar.
    • Mana Pools are tracked separately from your Paradox pool.
    • Any exotic Skills can either be imported (if simply rare) or converted (if not, for example
    Martial Arts and Brawl are equivalent, but Do may be substituted)
    • Purchasing a Grace is just like purchasing a new Sphere/Pillar
    • Any form of Martial Arts charms are purchased with the assumption that the character either
    has a real teacher, or learns it by inventing a teacher for themselves using their Raksha powers.
    The Arguments of Virtue never require a teacher for tyrants, and the two Virtues that you chose
    when applying the tyrant template count as natural martial arts styles, costing 6xp each. As
    well, treat all of the Raksha Shaping Stances as if they were Celestial-level martial-arts and The
    Art of Violence Without Form as a Sidereal Martial Art, even though many of them are
    purchasable freely by raksha.
    • Cold Iron is less effective against the works of the Tyrants. Whenever it is mentioned as being
    able to resist, dispel, or ignore (or similar things) the works of a Tyrant, it instead causes them
    to take Paradox equal to the potency of their effect if they want to ignore the cold iron's effect.
    For reference, Cold Iron never has any effect on permanent objects or effects that are made with
    shaping or magic.
    • Mages may purchase dots above the normal cap of 5 using the usual pricing, however, having a
    Grace/Sphere/Pillar above 5 does not unlock additional spell functionality. It does increase your
    dice pools accordingly, and unlock certain Charms though. If there is enough interest, Crown
    Charms for Sphere levels 6+ will be added.
    • Wyld Stunts may be performed in Creation, but that accumulates Paradox like any shaping
    action. Having Style 5 allows this to be bypassed. Ignore all references to Creation-born simply
    being able to ignore wyld stunts.
    • Exalted-specific mechanical terms like Speed and Ticks get translated by the ST. They normally
    have some kind of normal OwoD equivalent, and so little functionality is lost through
    • Since we use rounds rather than the ticks, Combo's are only needed to stick multiple
    non-reflexive actions together into one turn. Also, Innate Actions are not a source of Paradox.
    • One of the reasons why you are called Tyrants: when even temporarily unshaped, a Crown
    emanation may rewrite its other emanations as it pleases, as a shaping action. The other
    emanations may resist, but cannot threaten the Crown with the same.
    • Paradox can be caused by anything that Raksha do which obviously fights against the
    Consensus Reality while mortals are watch (usually), but some powers are worse that others.
    Raksha charms are treated the same as magic when they are especially noticeable, and as are all
    Shaping-keyword effects. Other charms that they can buy can cause Paradox, but usually with
    reduced impact. When a charm that is not a Raksha charm causes you Paradox, reduce that
    Paradox by half, to a minimum of 1 point. This is due to charms being built into reality easing
    the working of the Raksha. Conversely, Alchemicals using their charms (or any charms) never
    cause Paradox, unless a Raksha witness is present, and does not consent to ignore them, or they
    conflict with their Paradigm.
    • While Raksha can get negative mutations like anyone else, their charms that give them mutation
    points to spend are not a source of negative mutations unless they specifically mention them.
    For things like Bestial Assumption or Fantastic Grotesquery, which provide a pool of mutation
    points, you may not add negative mutations to gain more points to spend with that charm. There
    are other ways to min-max yourself if that is your goal, but the charms of the natives of the
    Wyld are not the right source.
    Grace-related Skills
    • Cup: Investigation, Larceny (called Subterfuge in MtA), Medicine, Performance, Stealth.
    • Ring: Bureaucracy, Craft (especially Glamour), Integrity, Lore, Resistance (called Survival in
    • Staff: Linguistics, Occult, Ride, Socialize, Thrown.
    • Sword: Archery, Martial Arts (called Brawl in MtA), Melee, Presence, War (called Leadership
    in MtA)
    Named Dice-pools:
    • Dodge DV: (Dex + Dodge + Essense [if Essense >= 2] ) / 2
    • Parry DV: (Dex + Brawl or Melee + Essence [if Essence >= 2]) / 2
    • Dodge MDV: (Willpower + Integrity + Essence) / 2
    • Parry MDV: (Charisma or Manipulation + Skill ) / 2
    • Cup-shaping Attack: (Manipulation + [Highest Entertainer Ability] + [Weapon Accuracy])
    • Ring-shaping Attack: (Intelligence + [Highest Worker Ability] + [Weapon Accuracy])
    • Staff-shaping Attack: (Intelligence + [Highest Diplomat Ability] + [Weapon Accuracy])
    • Sword-shaping Attack: (Dexterity + [Highest Warrior Ability] + [Weapon Accuracy])
    • Cup DV = ([Manipulation + Highest Cup Ability + Weapon Defense] ÷ 2)
    • Ring DV = ([Intelligence + Highest Ring Ability + Weapon Defense] ÷ 2)
    • Staff DV = ([Intelligence + Highest Staff Ability + Weapon Defense] ÷ 2)
    • Sword DV = ([Dexterity + Highest Sword Ability + Weapon Defense] ÷ 2)
    • Heart DV = ([{Willpower ÷ 2} + Dodge + {Essence, if Essence is rated at 2+}] ÷ 2)
    • Base Cup Attack Damage = (Manipulation + Weapon Damage)
    • Base Ring Attack Damage = (Perception + Weapon Damage)
    • Base Staff Attack Damage = (Charisma + Weapon Damage)
    • Base Sword Attack Damage = (Strength + Weapon Damage)
    • Cup Soak = (Appearance + Willpower)
    • Ring Soak = (Wits + Willpower)
    • Staff Soak = (Appearance + Willpower)
    • Sword Soak = (Stamina + Willpower)
    • Cup Health Track = (Compassion + Cup)
    • Ring Health Track = (Temperance + Ring)
    • Staff Health Track = (Conviction + Staff)
    • Sword Health Track = (Valor + Sword)
    Template: Tyrant Mage
    1. Start with an existing Mage
    2. Select a pair of graces form this list, one to be your primary grace and another to be your
    secondary: Cup, Ring, Staff, Sword, and Way [if you ask nicely]. You may swap primary and
    secondary whenever you spend XP.
    3. Attributes: add 2 free dots to everything, plus 3/2/1 to your primary/secondary/tertiary
    4. Add 1 point to each of 5 Abilities. Add 2 points to 3 Abilities you didn't already add a point to.
    5. Add Virtues, 1 free dot in each, plus 6 to distribute. Then pick Lure for the highest Virtue.
    6. Add Graces: Heart starts at 4. Crown at 1. The Primary/Secondary Graces begin equal to
    relevant Virtues. All others begin at 1 (for Sword/Staff/Cup/Ring), 0 (Way and Spheres they
    don't already have), or equal to their old Sphere rating in that Grace (ex: having Forces 3 gives
    you Force Grace at 3).
    7. Charms: 10 free, plus one free Assumption, plus anything from Birth Background. Also, the
    special bonus Assumption of "Raiment of Clay and Iron", and the new Crown Charm
    "Paradigmatic Assertion".
    8. Backgrounds: You get 5 dots in each of Birth and Style. For reference:
    ◦ Birth: A raksha can come into existence in one of three ways. Either he is forged as a
    minion for another raksha, he is forged as an oath-child, or he is previously an unshaped
    raksha who crosses the shinma Nirakara through the Gateway of Sundraprisha to
    become shaped. Raksha created as minions or as commoner oath-children can achieve
    self-determination and even rise to the level of noble (somewhere around the time the
    raksha reaches 200 experience points). Raksha who were forged as noble oath-children
    or who shaped themselves typically begin their existence with certain Charms built into
    their forms automatically. This Background lets the character begin play with certain
    Charms that are acquired automatically without spending Charm slots.
    ▪ 0 Dots = You begin with one free Assumption Charm. You are still a commoner.
    ▪ 1 Dot = You also begin with Ravishing the Created Form. You might have been
    forged as a commoner (who might or might not have risen to noble status) or as a
    commoner oath-child.
    ▪ 2 Dots = You also begin with Banquet of Crumbs. You might have been forged as a
    commoner (who might or might not have risen to noble status) or as a commoner
    ▪ 3 Dots = You also begin with Essence-Forging Art and Awakened Dream
    Manufacture. It is unlikely that you began life as a commoner, but not impossible.
    ▪ 4 Dots = You also begin with all five Forging the (Grace) Grace Charms. You are
    likely an unshaped raksha who has taken a shaped form or else a noble of
    considerable experience.
    ▪ 5 Dots = You also begin with Gaping Virtue Mouth and Ecstatic Reproduction Style.
    You are almost certainly an unshaped raksha now wearing a well-crafted shaped
    ◦ Style: The magic of the raksha, especially in the Wyld, is the power of narration.
    Narrative magic lets one who walks in the Wyld shape reality according to her dreams
    and wants. The more interesting and compelling a character the raksha chooses to
    portray, the more likely it is that the Wyld will conform to the story she seeks to tell.
    Mechanically, this aspect of the Wyld is represented by easier access to stunt dice.
    Specifically, for raksha characters, it is governed by the Style Background, which
    represents just how cool the character is. Simply put, the raksha’s Style Background
    creates a pool of extra stunt dice that are under the control of the raksha’s player rather
    than the Storyteller. In Creation or in tainted lands, the raksha’s player can add up to one
    die from this pool to any action. In the Bordermarches, Middlemarches, uncapped
    demesnes and freeholds, he can add up to two dice. Deeper into the Wyld, he can add up
    to three. There is no difference between stunt dice added by way of this Background and
    stunt dice awarded by the Storyteller—both function just the same and can allow the
    raksha to recover Essence or Willpower on a successful roll. The Storyteller remains
    free to grant stunt dice and should always have the opportunity to do so before the
    player spends from his Style pool. Regardless of the source of the stunt dice, the player
    can never add more than three stunt dice to any single roll.
    ▪ 0 Dots = None. For a creature of dreams, you are remarkably unimaginative and
    lacking in self-confidence.
    ▪ 1 Dot = You are bold, and your actions are epic in their scope. You gain a stunt pool
    each story equal to your highest feeding Grace.
    ▪ 2 Dots = You bend probability and causality to your charm and vivaciousness. Your
    stunt pool is now equal to the sum of your two feeding Graces (or all of them for
    characters with more than two feeding Graces). If you are a commoner raksha, your
    stunt pool is equal to the sum of your feeding Grace and your Heart Grace.
    ▪ 3 Dots = Your success is a constant in an inconstant world, and when you set
    yourself to a purpose, you cannot be denied. Once per scene, you recover a number
    of dice spent from your stunt pool equal to your highest non-feeding Grace.
    ▪ 4 Dots = Your Wyld nature is a source of strength and constancy. Regain all of your
    spent stunt dice whenever you enter bedlam.
    ▪ 5 Dots = You move effortlessly between the static tendencies of Creation’s fixed
    character and the possibilities inherent in your birthright as a raksha. While in
    Creation, you may undertake a number of Wyld stunts per story equal to your lowest
    non-feeding Grace (see “Wyld Stunts” on p. 119). Each Wyld stunt performed in
    Creation costs one gossamer, unless you want Paradox as though you were casting a
    spell of level 5.
    Recommended Charms: (of your 10)
    • Any of the Excellency charms for the graces or spheres you like (mana for extra dice,
    autosuccesses, or rerolls, for a specific Sphere)
    • Ox-Body Technique (p191) (add health-levels)
    • Feeding Charms (if you don't get them through the Birth background, for free)
    • Assumption Charms (every Assumption has tons of good add-ons)
    • Gladdening Visage (p181) and its upgrade Adored By All the World (p181)both help you
    appear normal
    • Hiding the Wyld's Touch (p216)also helps you appear normal (but in a different way)
    • Any Crown Charms (see below)

    Order of Reason/Alchemicals:
    When the Craftmasons were killed for their religious views and devotion to communistic ideals, it was
    only revealed later that they were the original practitioners of the Great Design of Autocthon. The
    Demiurgic gift ("Alchemical Demiurge" see mutations page 111 in the Alchemicals book) lets you
    make new Exalted.
    • Most powers cause no paradox, or are Coincidental. Except when Raksha are around, or they
    are in the Wyld. In those places, they are treated the same way that Raksha charms are in
    Creation (with Obvious tagged charms causing paradox).
    • Sphere costs go up to 8*new for all spheres (Sphere Max = Arete/Essence)
    • Arete/Essence purchases require downtime plus potential size increases.
    • Only those within the Order of Reason or Technocratic Union have had the secret truth of the
    Machine God revealed to them, so they're the only ones that get access to this template.
    When our forefathers fought the ancient sorcerers and won, we first made our place in this
    world of shadows and dust. This terrible place would fall to the predation of inhuman beings if not for
    our stewardship of it. The crawling chaos surrounds us, and we are the only refuge from it. Fortunately,
    we are not alone in our work. Long ago, the first being to understand the glory of science created a
    great mechanism to safeguard the world from chaos. This first engineer reforged himself into the great
    plane of machines, Autocthon.
    We have inherited the lab notes of the inventor of physics, the very being who carved the rules
    of the world into reality, so that reality would continue. No creator or creation is perfect, however, and
    so the work of many hands is needed to maintain the infrastructure that keeps our world Real. Our
    colleagues have been taught how to do this, and in doing so, have made leaps in their understanding of
    the world itself. It is old science, but science is true forever.
    Unlike the supposed Ascension of the Traditions, we gain the understanding to integrate
    ourselves more fully into the real world. With cutting-edge science, we build devices free of Paradox,
    that can drive off the horrors of the outer worlds. Not everyone is capable of understanding, but
    because we are the illuminated, noblesse oblige requires that we must fight the good fight against those
    that would unmake our world.

    Narrative Magic in Creation
    Using Graces as Spheres
    These all need to be channeled through the flavor of another power.
    When used in Creation, they double the Paradox received when used
    Vulgarly. All are explicitly applicable whenever the relevant list of
    skills or themes would apply to the situation at hand.
    (Desires, Drives, and Addictions)
    1. Perceive Desires
    2. Influence Self
    3. Influence Other
    4. Manipulate Other
    5. Create/Destroy Desires
    (Crafts, Self Control, Identity)
    1. Perceive Craftsmanship
    2. Influence Self
    3. Influence Other
    4. Manipulate Other
    5. Create/Destroy Objects
    (Social Structures, Loyalties, Organizations)
    1. Perceive Social Structures
    2. Influence Self
    3. Influence Other
    4. Manipulate Other
    5. Create/Destroy Social Phenomena
    Sword (functions interchangeably as Hjaldrar Pillar from Valdaermen or Warrior Pillar from Spirit
    (Combat, Theft, Change)
    1. Perceive Violence
    2. Influence Self
    3. Influence Other, Lethal Damage
    4. Manipulate Other, Agg
    5. Create/Destroy Violence, Summon warbands
    Way (functions interchangeably as Fara Pillar from Valdaermen)
    Last edited by bitterWalnut; 05-10-2019, 12:02 AM.

  • #2
    This is seriously cool. I doubt I will ever use any of this, however, it is always neat to hear how someone really homebrewed their own system/setting/game out of other pieces of other games. Sometimes in polls people will admit to games like this,but few actually explain it to any great length.


    • #3
      I actually ran it for years, with a group of ~10 people. I am glad you like it. The best parts are mostly the fluff attached to the charms, but mechanics are okay too.


      • #4
        Updated OP: newly dug up the most recent revision, from 2016, it includes massive updates. Also posted the ODT file for it too.