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Long Term Marauder Villains

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  • Long Term Marauder Villains

    I don't often think of Marauders as long term or main villains, but there's no reason they can't be. Even if their thoughts and worlds are alien, they can still be coherent or consistent enough to analyze and anticipate. They can still have long term plans and the organizational ability to set major events in motion. So what are some marauders that could be the focus of a major chronicle?

    One idea I had was for a Marauder who thinks he's living in a crumbling world and is trying to bring back life. His presence alone tends to have destructive and erosive effects wherever he is but his long term plans might be worse. He's going around to sites associated with the major creation myths of the world and reenacting them. Each one is a major undertaking requiring at least a year of setup, and each one leaves strange, lasting changes even after he leaves. It's not clear what the long term effects will be, but they are growing stronger with each major success.

    Essentially, he's tapping into the power of some major Mythic Threads, and they can be researched and tracked even if the he himself is harder to figure out.

    Other thoughts and ideas?



    Mage: The Ice-ension: An Epic Game of Reality on the Rink

  • #2
    One idea I had for a Marauder was of something more like a larger-than-life problem than an actual villain. Let's call him Mr. Superhero. Imagine a Millionaire Philanthropist Superhero Marauder who, in a larger radius around him, projects a world where people act a bit more like old-school comic book characters, with villains making terrible convoluted plans, reporters being more reckless, and bystanders more hapless. Sure, the police are less competent in general in this world, but the world's villains, though now superpowered, never win and become somewhat predictable, Mr. Superhero takes care of most of the crimes, and many genuinely heroic individuals or potential do-gooders become actual super-powered crime fighters while near enough to Mr. Superhero.

    Mages in "Superheroic" costume or at least very iconic attire will find they suffer no paradox in his zone of madness, as will technocracy agents in their iconic black suits and mirror shades or powered armors. The paradox causes problems elsewhere.

    Once Mr. Superhero in far enough or on those occasional moments of lucidity, things turn back to normal, with all mention of superpowers being erased from reality. However, the general good this guy and other heroes under his influence do are translated into some mundane forms of such. In the real world, he's known as a rich guy who flies around the world giving aid to the poor, funding projects that help lessen unemployment, finding innovative ways to improve public safety and law enforcement, commending champions of social justice, and giving awards to those he considers true heroes of society. He seems like a genuinely good guy in both versions of reality and does seem to be doing some good.

    The main problem is, that mages who awaken while in his reality bubble tend to become marauders themselves and, marauder or not, invariably adopt the mindset of either a superhero or super-villain; which really doesn't work too well in the real world, much less the world of darkness. Also, his presence causes similar effects in vampires, werewolves, and other supernaturals. Tradition Mages and Technocracy mages alike will only begin to discover this over the course of the game. He's also managed to make several Tech agents, Tradition mages, and very influential people of other sorts feel indebted to him over the course of his adventures, and these guys will generally try to downplay the sort of problem he could be and get in the way of those who would try to exterminate Mr. Superhero.
    Last edited by Spacecat; 03-17-2017, 05:40 PM.

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    • #3
      I think I'd use the Zooterrorists (Butcher Street Regulars led by Robert Davenport from Book of Madness 1E) as long term villains. They're not crazy. They just believe harder than you and they utterly reject this reality.
      Plus, summoning dragons into busy downtown streets is pretty awesome.
      Last edited by Octavo; 03-17-2017, 04:32 PM.


      Mage: the Awakening 2E - Hogwarts: the Wizarding World Chronicle
      Mummy: the Curse - Lightweight 2E Conversion; Disciples of Duat; Mortal Sekhem Sorcerers

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      • #4
        A scene I thought of this morning: A Nephandi spends months preparing a ritual to bring in an alien nightmare creature from the Deep Umbra only to realize a moment too late it was actually a Marauder. Now there's an eldritch abomination stalking the streets of the city, but the only thing that's holding him here is the spell by one of the Fallen.

        Another possibility is making their Avatars the main villain. Avatars frequently appear as characters or creatures of legend (they might even be those characters or creatures). It isn't unreasonable that some of them would continue to act like it. You can't guess the Marauder's motivations since you don't always know what he's seeing. But you know his Avatar is Odin. What can you do with that?




        Mage: The Ice-ension: An Epic Game of Reality on the Rink

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