Showing posts with label stats. Show all posts
Showing posts with label stats. Show all posts

Monday, January 8, 2018

Building A Marauder, or "The Secret Origin of the Game Master!"

Quick, if you haven't read last week's blog post, read it here before continuing on!

While designing the Marauder known as the Game Master for my chronicle's tribute to Critical Role's Thursday By Night one-shot, I was very conscious of walking a fine line between being entertaining and being aware of how I was treating mental illness. I didn't want this NPC to be a cartoon character, but I also didn't want him to drown my game in pathos. To my players, our few hours of Mage each week are an escape from whatever fire (metaphorical or literal) is currently raging in the world, and I try to evoke an emotional connection without getting too real.

Bringing a tragic example of mental illness into a game as an antagonist was going to be tricky but not impossible, as long as I could continue to strike that balance.


When creating a Marauder NPC, one of the most important things to keep in mind is what type of mental disorder(s) affects this character, as that will shape the landscape of his madness. Don't just settle on a bad Joker knock-off. Mentally ill doesn't automatically mean psychotic. Take the time to look up various mental disorders to find one or more that fit the type of character you're trying to build. Aside from the list already presented in the Mage corebook on pages 649-650, there are many online resources you can use, starting with Wikipedia.

For this Marauder, I chose a mix of fugue and megalomania from the list in the corebook, not necessarily in equal parts. This fit the origin I had in mind for this character - a die-hard Critical Role fan who had just Awakened to his power. Upon learning that the cast of his favorite show were apparently killed in an explosion on set, a mage who was already having issues coming to grips with his new reality suffered a mental breakdown and emerged on the other side of it with a new, if twisted, sense of purpose. Within the throes of a magickal disassociation from reality known to mages as Quiet, he retreated into the game world of his favorite show, seeing the world around him as the land of Exandria. Dubbing himself the Game Master, his first act was to wander Exandria and find the last known location of Vox Machina, which is how my players first came into contact with him.

Marauders are generally agents of chaos, and they have a number of ways that they go about screwing with mages and reality in general. One of them is a localized "sanity sink" in which the Marauder's view of reality overrides "normality" in an area, dragging Sleepers (and sometimes other mages) into the chaos mage's Quiet. In this instance, the game setting of Critical Role known as Exandria existed in an ever-expanding radius around the Game Master, and the poor hapless Sleepers caught in the path of his madness became part of the fantasy world that was at the heart of his Quiet. My players ran into children who had become goblins, police who were now city guard, and streets which now ran alongside castles and taverns.

Another tool Marauders use to sow chaos is called zooterrorism, the practice of dropping a mythical creature into a mundane setting and watching as mayhem ensues. As the self-styled Game Master, my chaos mage's response to the player characters approaching him was to present them a challenge in the form of something that the players of Critical Role might have to face... such as summoning a white dragon in the middle of the city to distract them while he tried to find Vox Machina's base of operations (AKA the LDN studios). As it happens, stats for all kinds of mythical creatures, including dragons, can be found in the Bygone Bestiary sourcebook.

Close enough to make me want to pee my pants!

Finally, as chaos mages, Marauders are able to pull off feats of magick that are otherwise beyond their capability. Officially, this is called Wild Talent, but you can call it Plot Device, Storyteller Fiat, or Rule Bending since that's exactly what it does. Since the Game Master believed he was traveling the high fantasy land of Exandria, his powers manifested accordingly, which is to say they were all very flashy and highly vulgar. Upon reaching the bombed-out remains of the LDN studios, he tried to bring Vox Machina (or at least, the cast of Critical Role) back to life with a Resurrection spell by praying to his deity (AKA his Avatar) to give them a second chance. The results, as befitting any act of Wild Talent, were not quite what he expected as Matt and Marisha were revived as their recently vampirised selves. Oops!

Altogether, this makes the Game Master a very dangerous and unstable antagonist, one which my players survived after nearly giving themselves over to his Quiet toward the end of the encounter. They reported back to their mentors, informing them of his last known location and direction of travel, hoping that others might be able to save this poor young mage before he's truly lost.

Want to bring the Game Master to your own World of Darkness game? I've provided his stat block below. Please note that these are stats befitting a relatively new Marauder for a "low level" chronicle, and you should feel free to change up his stats to fit your own game. Need to feature a more experienced Game Master whose Quiet has fully consumed him? Bump his listed stats up by 2 ranks and let him drop a piece of Exandria into a populated area to see who heeds the call to adventure. Let me know if and how you use him, and if you have any questions about Marauders in general or the Game Master in particular, post them in the comments section below and I'll address them lickety split!

Attributes: Strength 2, Dexterity 4, Stamina 3, Charisma 1, Manipulation 3, Appearance 2, Perception 3, Intelligence 4, Wits 3
Abilities: Academics 2, Alertness 2, Art 2, Athletics 1, Awareness 2, Computer 2, Cosmology 1, Crafts 1, Enigmas 3, Etiquette 1, Expression 3, Intimidation 2, Melee 1, Stealth 3
Willpower: 5
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated
Armor Rating: 0 (three soak dice, total)
Arete: 3
Spheres: Entropy 3, Forces 2, Life 2, Mind 2, Prime 1
Equipment: Crown Royal bag filled with assorted dice, TTRPG rulebook, mechanical pencil
Image: See below.
Roleplaying Notes: Matthew Mercer set a high bar for your ideals, and you're determined to live up to the legacy he and Vox Machina left behind. Mind helps you find "adventurers" best suited to your style of "play," and Entropy is useful for random encounters along the way. Life helps you survive those encounters, while Forces provides a powerful weapon to fell your foes. Prime provides the building blocks to create what you need for a given encounter. Remember, you are the Game Master, and your word is law.
Focus: All the world's a game, it all depends on how you play.


Monday, December 18, 2017

Gladius of the Defender, A Homebrew Mage: The Ascension Wonder

Wonders that instruct or help with mundane tasks are great, but sometimes you need something you can count on in a fight, am I right?

Below is a Wonder I made for just such a purpose. Created for the mentor of one of my players, it may get passed on to him in the course of our gameplay, should anything dire happen in the course of the chronicle. (Dire? In the World of Darkness? Bwahahahaha!) Feel free to use it in your own Mage game, along with any of the Mage creations I've posted previously and will likely post in the future. And if you do use any of them, please tell me all about it!


Gladius of the Defender
4-point Artifact

When Inez Lellouche first joined the Knights of Radamanthys in the Chakravanti shortly before the Reckoning, her mentor Aramus gifted her with a remarkable Wonder that she has used as both focus and weapon in the course of her duties. This blade, a classical gladius, was passed on to Aramus from his mentor, and Inez will pass it on to her student when the time comes. In the meantime, it is an essential part of her arsenal as bodyguard to her chantryleader, and as mentor to her young charge.

In the hands of a Sleeper, this is just a short, wide-bladed sword that does Strength+2 damage. However, when the blade is unsheathed by a mage, it guides the wielder's sword arm to block, parry, and/or deflect any incoming physical attack, whether from melee or ranged, bullet or energy weapon, up to a number of times equal to their Dexterity rating each round of combat. The mage may make a free reflexive defense action to roll Arete (difficulty 5) and add each success to any roll used to dodge or block a direct attack. If all successes of the incoming blow are negated, the attack is deflected harmlessly, but scoring additional successes means the sword deflects the incoming attack back at the attacker. Damage for the counterattack is rolled as normal, adding each success beyond those necessary to negate the original attack roll as extra damage dice. However, failing the Arete roll does not trigger the artifact's counterattack effect but still permits the free defense roll, and botching the roll prevents the free defense roll entirely.

Use of this weapon can become vulgar depending on the attack being deflected. While it is ineffective against non-targeted attacks such as fire, smoke or falling debris, it can potentially deflect attacks from military-grade weaponry, up to and including guided missiles. Care should be taken in regards to when and where the blade's power is used.

Tuesday, December 5, 2017

Nate's Avatar Trance Club Mix, A Homebrew Mage: The Ascension Wonder

One of the fun bits of Mage: The Ascension is creating magickal items that your character and others can use in-game. Collectively called Wonders, these include everything from minor charms and primers to powerful talismans and artifacts. They can be purchased at character creation through the Wonder Background trait, or acquired through the course of the game. Some mages specialize in Wonder creation, and your character can either seek them out to have one made especially for them or become a crafter of Wonders yourself.

There are whole Mage sourcebooks dedicated to magickal items. The Technomancer's Toybox and Forged By Dragon's Fire contain some cool (if technologically dated) stuff, and the more recent Book of Secrets has a chapter with up-to-date Wonders and the rules associated with them. Below is a homebrew Wonder created for my chronicle, presented for inclusion in your own Mage game or as inspiration for your own Wonder. Enjoy!


Nate's Avatar Trance Club Mix (Primer)
2-point Wonder (Arete 1, Time 1)

Traditionally, when one thinks of a grimoire, the image of dusty tomes of forgotten lore springs to mind. One might even consider the oral grimoires of Traditions who pass information down verbally instead of written record. Very few mages, if any, would think of a mix tape as a grimoire, but that was exactly the inspiration behind Nate's Avatar Trance Club Mix.

An Ecstatic of some renown, Nathaniel "Nate" DeLaurentis was a musician and DJ who traveled the world and beyond until he met his end in the Horizon War. Before the Reckoning took him, however, he crafted a CD of his life's work, a legacy left to his chantrymates in San Francisco. Every week, the new chantryleader plays the full collection at the nightclub connected to their holdings and watches the crowd for those who are stirred to Awakening by the eclectic mix.

Lovingly mixed by Nate as a compilation of original works that blend from one song into the next, each piece of the club mix was inspired by his own Awakening. The first track hooks a listener with a simple but catchy beat, and the tracks that follow lead them through the chaos of discovery, the shock of Awakening, and finally the joy of ecstasy. Through each track, the bassline evokes the Lakashim, the divine pulse that thrums through all of Creation. And as a bonus track, Nate added a curious piece that imparts a unique way of perceiving Time through music with creative use of looping and repeating rhythms from earlier tracks.

Any musically-inclined mage may benefit from the primer, but the Sahajiya have a special connection to its usage. For obvious reasons, mages who are hearing impaired are unable to make use of this primer.

Monday, November 27, 2017

Shadow Scryers, A Homebrew Mage: The Ascension Spirit

Official supplements are great, but they're not comprehensive. Sometimes you need a creature or NPC that doesn't exist in available books, or you need to tweak something that exists to fit your chronicle better, or maybe you just want to throw something unexpected at your players. In that case, you might just need to build something new to drop into your game.

That's how I ended up with the Shadow Scryers.

Below is the information I wrote up for the homemade spirit I created for my latest Mage chronicle. Feel free to use it in your own games, or tweak it for your own purposes. Enjoy!

-----

"Look, shut up a second and listen to me. I'm not safe here. Call it paranoia or whatever, but I swear, when I left Blake's hidey-hole with the relic, something followed me and I can't seem to-"

Malcolm whirled, certain he saw something moving at the edge of his vision. The motel room was empty of anything that shouldn't be there, other than himself, the cell phone he was using to check in with his pal, and his bag by the door, but he couldn't shake the feeling that someone or something was watching him.


"...I have to go. If you don't hear back from me in one hour, get to the chantry and get help."


He hung up his cell phone, then opened up his custom camera app and scrolled through the different filters. First Material, then Flora/Fauna, and on and on. When he cycled to Spiritus, Malcolm nearly dropped his phone. Standing in the far corner was a tall, slender, shadowy humanoid figure staring at him with milky white eyes.


Swallowing his fear, Malcolm moved slowly, cautiously, toward the door, silently praying that whatever that thing was, it wasn’t easily provoked. He glanced away only for a second to grab his bag, the one hiding the stolen relic, the spirit's empty eyes following him all the while.


Unlocking the door made the spirit's head tilt ever so slightly, but it made no movement to intervene. That was fine by Malcolm. He opened the door just wide enough to slip through, then sprinted the rest of the way to his car and peeled out of the parking lot.


And still he felt as though he was being watched.



Much like their close Sendings cousins, Shadow Scryers are spirits compelled to serve a specific purpose. Where Sendings are messengers – disembodied communications with images and voices but no set form to speak of – Shadow Scryers are spies, intended to quickly locate and quietly observe a person or place and report back their findings.

Spotted easily enough by mages well-versed in the spirit ways, those with only a heightened awareness of their surroundings might catch fleeting glimpses of movement in their peripheral vision. When discovered, a Shadow Scryer continues observing until action is taken against it. When attacked, it defaults to the flight category of "fight or flight" reactions, sometimes instilling sudden and crippling terror prior to fleeing, to better avoid being pursued.

Shadow Scryers vary in appearance, taking the form of urban legends, mythical creatures, ghostly figures, even aspects of long forgotten gods and mages. Despite their name, they are not formed from shadow, although they do prefer darkened corners when spying. Although these entities appear to have some form of sentience and survival instincts, their silence makes discerning their true purpose all but impossible.

In game terms, Shadow Scryers can be summoned and compelled to act by any mage as per the Spirit/Dimensional Science Spheres. These spirits make ideal eyes and ears for those who wish to avoid direct attention, but still want to gather information from afar. It should be noted that these entities are not fighters, but their instincts strongly deter those from following the spirit back to its mage master.

Willpower 3, Rage 4, Gnosis 10, Essence 25
Charms: Flee, Influence, Soul Reading, Terror, Track