So, we've just played our first session for the game and I thought I'd record it for all to read.
This is also the first time in about 6 or 7 years that I've Played/Storytold a Mage game, so I've had to do quite a bit of reviewing.
Just a quick note before I start. If any of my players are reading this then I ask you, please don't.
EVERYTHING BELLOW MAY CONTAINS SPOILERS (and you wouldn't want to ruin the surprise for yourself, would you?)
Right, let's begin.
----BACKGROUND----
I'm using a hybrid of Mage Revised and M20 rules. We're using Revised Character sheets (so Resonance is a thing) and using the Rev rules for Combat, Actions, Magic, and the Sphere mechanics. We're going with M20 regarding Paradox, the updated histories for the Traditions, Conventions, and Crafts, the continuing Meta-Narrative, and also for M20's rules of Quiet since is makes a heck of a lot more sense. Also, Reality Zones will be very much a thing.
- The Paradox Storm happened and is still a thing, however it has calmed down a bit over the years and may deal Agg, Lethal, or Bashing damage depending on the role.
- The Spirit Nuke in the Dark Umbra happened. The 6th Maelstrom has calmed down too, though visiting is just as treacherous as ever.
- The Rouge Council stuff happened, but since the initial events things have become rather quiet. There are rumours or a new Council of Nine establishing a chantry in New Zealand, but it's not very well publicised.
- The Technocracy is somewhat divided but not at the point of civil war. As much as they hate to admit it, NWO and Syndicate are aware of just how much they need each other and just how bad turning them into an enemy would be. It's sort of like the situation between China and Japan. They are at each other's throats, but they'll be damned if that stops them doing business with one another.
As an aside, I've decided that Brexit came about through a power challenge between NWO and the Syndicate. NWO supported Remain while the Syndicate backed Leave. Neither side really expected the UK to leave. The only reason the Syndicate backed Leave was out of response to NWO lording over them how much more control they had over the masses. Their choosing to back the opposing campaign was more flippant display of one-upmanship than anything else, while in the middle where the other three conventions, not knowing exactly who to support.
In the end, the Syndicate managed to prove their point a little too well.
This is fairly relevant as this Chronicle is taking place in London
----STORY----
Details of the first draft of my story can be seen on this Reddit post: https://www.reddit.com/r/WhiteWolfRP..._idea_for_mta/
Here's the short version:
There's a Marauder who believes that the works of H.P. Lovecraft are real and he's living in them. When he gets particularly agitated, he'll start to see people, animals, objects, and places as Lovecraftian monsters or Other Worldly Locations. His very presence also has an effect on the Gauntlet around him, twisting and tareing it apart allowing all manor of Spirits through the tares (this, as you can imagine feeds into his delusions quite effectively).
- He has a sister who is looking for him.
- There are some Malfeans who wish to exploit him for his Gauntlet rending powers
- Two Void Engineers, a R&E Scientist, and a NSC Cyborg/Boimoded Soldier, are investigating the sudden disturbances in the Dimensional Barrier.
- A Euthantos mage begins to take notice of the Marauders effects and will try to hunt him down to give him the good death.
Since then, my Players have finished building up their characters, and so I've had to make a number of additions, the biggest one being the Titular Keepers of the Wyck.
The Keepers are a coven of Verbena Mages (obviously) who stay in their Chantry in London with the main goal of keeping the ways of the Verbena and the legend of the Wyck alive within the heart of the city. They do this by hosting Open Circles for Sleepers interested in Wicca and Paganism; providing a safe place for other Verbena to stay and practice, while also keeping an eye on the ever shrinking Glens in the various parks around London.
They have also been infiltrated by a Nephandus. They are a trusted member of the Coven, and they use their influence to bring out the more negative side of this group. Aversion to outsiders, Stubborn adherence to old customs, Internal division, and Secrecy. They also use the groups contact with sleepers to start spreading undertones of destruction within their teachings, setting up the groundwork for something nefarious.
None of the other Keepers suspect a thing.
----PLAYERS----
This will be a list of my Player's character's, their Sphere rankings, and a brief bit on their Backstory. All of them have Arete 3.
Aaron Gibson: Virtual Adept Hacker
Corr. 3, Entropy 1, Forces 2, Mind 1
A punk hacker who thinks he knows it all. Accidentally hacked into the SchreckNET (don't ask me how) and was promptly kidnapped by Nosferatu Vamps, triggering his awakening. He was eventually rescued by a group of Virtual Adept Cyberpunks, one of whom became his Mentor.
To this day, he's not very comfortable in enclosed spaces.
Alfred Pendragon: Verbena Archivist
Life 2, Mind 3, Spirit 2
Having grown up in a coven family, his awakening came as no real shock to anyone. His grandfather took him under his wing and trained him in their ancient arts. A distant descendant of King Arthur, his family are part of a group who study the bloodline in the hopes that one day the king will return and unite England once more. He left his family for London. Mostly because he craved a greater access to genealogical records in order to better fulfil the family quest, but also so he could get away from his somewhat smothering family.
His avatar contains a Primordial Essence, embodied as the spirit of Excalibur.
Lydia: Verbena Moon Mage
Entropy 2, Life 2, Spirit 2
She lived most of her life in a small village by the west coast of Ireland. When she awakened to the magic that the moon allowed her to perform, she eventually found her way to an old witch who taught her how to cultivate her powers. But unfortunately, her studies were cut short by the dementia which slowly rotted her mentors mind, and eventually claimed her soul. Lydia had no option but to take to a nomadic life, travelling both to teach and to learn, with Luna as her guide.
Her powers wax and wane along with the phases of the moon, and indeed her Avatar's essence contains a primordial piece of Luna herself.
Also, probably because of this, Lydia is a bit mad. Think (appropriately enough) Luna Lovegood but with fewer reservations for hitting people.
Sean Heath: Templar Knight and Former Soldier
Corr. 1, Matter 3, Prime 3
A corporal in the British Armed Forces. While touring Afghanistan, his platoon was ambushed by the Taliban. The Army Chaplin assigned to them conjured up a barrier of prime to fend them off while the soldiers gathered their barrings in time to retaliate. That moment stuck in his mind and, years after leaving the army, sought out the Chaplin, who started to train him as a Knight. He is now stationed at a Chapter house in London as a Brother, ready to do his duty.
He is the oldest character in the group.
Joe Hanson: Hollow One, Film Noir Detective (not a goth)
Entropy 2, Forces 2, Mind 3
He started out as a cop in America (State not specified, though most likely somewhere on the east coast). An investigation of a series of murders lead him to London where he came face to face with a Jhor heavy Euthanatos mage. He shot him dead just as his ex-colleague arrived to witness the scene. Although relieved that his killing would stop, she resented Hanson for denying him the good death. Since then, she's been keeping an eye on him, and is always eager to remind him what will happen if killing becomes a habit.
He spends his days in London solving cases as a private detective.
Helen: Order of Hermes Spy/Psychology Student
Forces 2, Life 2, Mind 2
Many years ago she went on a camping trip with her parents. A loud scream during the night awoke her, and she found herself alone in the tent. She started searching for her parents in the night, and found their torn up clothes discarded in the bush. Eventually she came across what seemed to be a cultist ritual with her parents tied to a stake in the centre, surrounded by hooded figures all chanting and dancing. She screamed, alerting the attention of one of the cultists who, brandishing a knife, started running towards her. She ran away and the cultist gave chase. She was almost clear of the forest until she tripped and fell. As the cultist drew near she screamed, and accidentally conjured a ring of fire around her. The light from the flames illuminated his face. It was a man with a long scar cut across his face. He disappeared into the forest. She never heard from him or her parents again, and no trace of the ritual was ever found.
Through a family friend, she was accepted as an apprentice in the Order of Hermes, and has been studying her arts ever since.
Due to her promise as a pupil, the Order saw fit to start training her as a spy.
That's a total of 6 players. Out of whom, none of them have ever played Mage before, only one of them has even played Vampire. And that's not all, for two of them, this will be their first ever Tabletop Role-Playing Experience.
What a way to return to Mage!
As you may have noticed, none of the party have any points in Time. I'm somewhat relieved by this as I used to play a Time mage quite frequently, so I know first hand just how many headaches Time mages can cause for the ST.
That's all for now, I'll detail the events of our first session in the next post.
This is also the first time in about 6 or 7 years that I've Played/Storytold a Mage game, so I've had to do quite a bit of reviewing.
Just a quick note before I start. If any of my players are reading this then I ask you, please don't.
EVERYTHING BELLOW MAY CONTAINS SPOILERS (and you wouldn't want to ruin the surprise for yourself, would you?)
Right, let's begin.
----BACKGROUND----
I'm using a hybrid of Mage Revised and M20 rules. We're using Revised Character sheets (so Resonance is a thing) and using the Rev rules for Combat, Actions, Magic, and the Sphere mechanics. We're going with M20 regarding Paradox, the updated histories for the Traditions, Conventions, and Crafts, the continuing Meta-Narrative, and also for M20's rules of Quiet since is makes a heck of a lot more sense. Also, Reality Zones will be very much a thing.
- The Paradox Storm happened and is still a thing, however it has calmed down a bit over the years and may deal Agg, Lethal, or Bashing damage depending on the role.
- The Spirit Nuke in the Dark Umbra happened. The 6th Maelstrom has calmed down too, though visiting is just as treacherous as ever.
- The Rouge Council stuff happened, but since the initial events things have become rather quiet. There are rumours or a new Council of Nine establishing a chantry in New Zealand, but it's not very well publicised.
- The Technocracy is somewhat divided but not at the point of civil war. As much as they hate to admit it, NWO and Syndicate are aware of just how much they need each other and just how bad turning them into an enemy would be. It's sort of like the situation between China and Japan. They are at each other's throats, but they'll be damned if that stops them doing business with one another.
As an aside, I've decided that Brexit came about through a power challenge between NWO and the Syndicate. NWO supported Remain while the Syndicate backed Leave. Neither side really expected the UK to leave. The only reason the Syndicate backed Leave was out of response to NWO lording over them how much more control they had over the masses. Their choosing to back the opposing campaign was more flippant display of one-upmanship than anything else, while in the middle where the other three conventions, not knowing exactly who to support.
In the end, the Syndicate managed to prove their point a little too well.
This is fairly relevant as this Chronicle is taking place in London
----STORY----
Details of the first draft of my story can be seen on this Reddit post: https://www.reddit.com/r/WhiteWolfRP..._idea_for_mta/
Here's the short version:
There's a Marauder who believes that the works of H.P. Lovecraft are real and he's living in them. When he gets particularly agitated, he'll start to see people, animals, objects, and places as Lovecraftian monsters or Other Worldly Locations. His very presence also has an effect on the Gauntlet around him, twisting and tareing it apart allowing all manor of Spirits through the tares (this, as you can imagine feeds into his delusions quite effectively).
- He has a sister who is looking for him.
- There are some Malfeans who wish to exploit him for his Gauntlet rending powers
- Two Void Engineers, a R&E Scientist, and a NSC Cyborg/Boimoded Soldier, are investigating the sudden disturbances in the Dimensional Barrier.
- A Euthantos mage begins to take notice of the Marauders effects and will try to hunt him down to give him the good death.
Since then, my Players have finished building up their characters, and so I've had to make a number of additions, the biggest one being the Titular Keepers of the Wyck.
The Keepers are a coven of Verbena Mages (obviously) who stay in their Chantry in London with the main goal of keeping the ways of the Verbena and the legend of the Wyck alive within the heart of the city. They do this by hosting Open Circles for Sleepers interested in Wicca and Paganism; providing a safe place for other Verbena to stay and practice, while also keeping an eye on the ever shrinking Glens in the various parks around London.
They have also been infiltrated by a Nephandus. They are a trusted member of the Coven, and they use their influence to bring out the more negative side of this group. Aversion to outsiders, Stubborn adherence to old customs, Internal division, and Secrecy. They also use the groups contact with sleepers to start spreading undertones of destruction within their teachings, setting up the groundwork for something nefarious.
None of the other Keepers suspect a thing.
----PLAYERS----
This will be a list of my Player's character's, their Sphere rankings, and a brief bit on their Backstory. All of them have Arete 3.
Aaron Gibson: Virtual Adept Hacker
Corr. 3, Entropy 1, Forces 2, Mind 1
A punk hacker who thinks he knows it all. Accidentally hacked into the SchreckNET (don't ask me how) and was promptly kidnapped by Nosferatu Vamps, triggering his awakening. He was eventually rescued by a group of Virtual Adept Cyberpunks, one of whom became his Mentor.
To this day, he's not very comfortable in enclosed spaces.
Alfred Pendragon: Verbena Archivist
Life 2, Mind 3, Spirit 2
Having grown up in a coven family, his awakening came as no real shock to anyone. His grandfather took him under his wing and trained him in their ancient arts. A distant descendant of King Arthur, his family are part of a group who study the bloodline in the hopes that one day the king will return and unite England once more. He left his family for London. Mostly because he craved a greater access to genealogical records in order to better fulfil the family quest, but also so he could get away from his somewhat smothering family.
His avatar contains a Primordial Essence, embodied as the spirit of Excalibur.
Lydia: Verbena Moon Mage
Entropy 2, Life 2, Spirit 2
She lived most of her life in a small village by the west coast of Ireland. When she awakened to the magic that the moon allowed her to perform, she eventually found her way to an old witch who taught her how to cultivate her powers. But unfortunately, her studies were cut short by the dementia which slowly rotted her mentors mind, and eventually claimed her soul. Lydia had no option but to take to a nomadic life, travelling both to teach and to learn, with Luna as her guide.
Her powers wax and wane along with the phases of the moon, and indeed her Avatar's essence contains a primordial piece of Luna herself.
Also, probably because of this, Lydia is a bit mad. Think (appropriately enough) Luna Lovegood but with fewer reservations for hitting people.
Sean Heath: Templar Knight and Former Soldier
Corr. 1, Matter 3, Prime 3
A corporal in the British Armed Forces. While touring Afghanistan, his platoon was ambushed by the Taliban. The Army Chaplin assigned to them conjured up a barrier of prime to fend them off while the soldiers gathered their barrings in time to retaliate. That moment stuck in his mind and, years after leaving the army, sought out the Chaplin, who started to train him as a Knight. He is now stationed at a Chapter house in London as a Brother, ready to do his duty.
He is the oldest character in the group.
Joe Hanson: Hollow One, Film Noir Detective (not a goth)
Entropy 2, Forces 2, Mind 3
He started out as a cop in America (State not specified, though most likely somewhere on the east coast). An investigation of a series of murders lead him to London where he came face to face with a Jhor heavy Euthanatos mage. He shot him dead just as his ex-colleague arrived to witness the scene. Although relieved that his killing would stop, she resented Hanson for denying him the good death. Since then, she's been keeping an eye on him, and is always eager to remind him what will happen if killing becomes a habit.
He spends his days in London solving cases as a private detective.
Helen: Order of Hermes Spy/Psychology Student
Forces 2, Life 2, Mind 2
Many years ago she went on a camping trip with her parents. A loud scream during the night awoke her, and she found herself alone in the tent. She started searching for her parents in the night, and found their torn up clothes discarded in the bush. Eventually she came across what seemed to be a cultist ritual with her parents tied to a stake in the centre, surrounded by hooded figures all chanting and dancing. She screamed, alerting the attention of one of the cultists who, brandishing a knife, started running towards her. She ran away and the cultist gave chase. She was almost clear of the forest until she tripped and fell. As the cultist drew near she screamed, and accidentally conjured a ring of fire around her. The light from the flames illuminated his face. It was a man with a long scar cut across his face. He disappeared into the forest. She never heard from him or her parents again, and no trace of the ritual was ever found.
Through a family friend, she was accepted as an apprentice in the Order of Hermes, and has been studying her arts ever since.
Due to her promise as a pupil, the Order saw fit to start training her as a spy.
That's a total of 6 players. Out of whom, none of them have ever played Mage before, only one of them has even played Vampire. And that's not all, for two of them, this will be their first ever Tabletop Role-Playing Experience.
What a way to return to Mage!
As you may have noticed, none of the party have any points in Time. I'm somewhat relieved by this as I used to play a Time mage quite frequently, so I know first hand just how many headaches Time mages can cause for the ST.
That's all for now, I'll detail the events of our first session in the next post.
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