Thursday, December 28, 2023

[Mage 2: The Dethroned Queen] New Legacy: Dancers of the Masquerade

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum

                         New Legacy:
            Dancers of the Masquerade

Derived from flashes of insight by its founder into the nature of true selfhood and identity and its connections to both the Masques of the Guardians and the Supernal, this Legacy's philosophy is simple: one's identity is far more complex and expansive than the simple personality we bear in the Fallen World.
Just as the Fallen World is an imperfect manifestation of the Supernal caused by the Fall, the personalities of individuals are imperfect manifestations of true selfhood. This "Supernal Identity" is called the Ipseity, a term which means "glorious and core selfhood." Masques are an imperfect way of tapping not into some universal bank of archetypes, but into the individual's vastly more encompassing Ipseity. Thus, this Legacy was born, in a burst of frenzied occult activity inspired and spurred by the magically enhanced mental processes favored by Boss.
The attainments of this Legacy are aimed at tapping into the mage's Ipseity and manifesting these more complete personalities. They are whole persona in and of themselves, to the point of often having their own goals and personality quirks. These are not multiple personalities, per se - each of them is some cosmic aspect of the mage's overall personality. Practically speaking, they tend to act as "support staff" for the mage himself, directing their goals towards aiding his goals, as well as expressing facets of his personality that are suppressed or unfulfilled potential.

1. Adopting the Masque
The Masque is a familiar face for the Dancers of the Masquerade, a resource that they use to great effect and with great efficiency. At this level of Attainment, it no longer costs a Willpower to adopt a Masque. Additionally, the Masquer may now remove a Masque with an instant action and the expenditure of a Willpower, instead of taking a minute, if they so choose.


Optional: Prime 1 “It takes one to know one.” The Masquer is comfortable with deception, and can recognize the ring of deceit all around her. The Masquer immediately recognizes anyone who is pretending to be someone or something they are not, from con artists pulling a scam to actors playing a part, and even fellow Guardians currently wearing a Masque. Supernatural deceptions, including shapechanged or possessed individuals, require a successful Clash of Wills to sense.




2. Veiling the Soul
When Adopting a Masque, the Masquer weaves the deception thoroughly through her psyche, making it nearly impossible for anyone to see through her chosen identity. She gains a bonus to all Subterfuge rolls made to maintain her identity equal to her dots in Mind, and any attempt to supernaturally pierce the deception invokes a Clash of Wills.


Optional: Prime 2 In addition to cloaking her Aura, the Masquer also can cloak her Nimbus, appearing as a Sleeper. If the Masquer takes any action that causes her Nimbus to flare, such as allowing it to do so when casting a spell or imprinting her Signature Nimbus on an object, this effect ends immediately.




3. Perfecting the Art
Each Masque the Masquer knows now benefits from additional skill. When she adopts a Masque, she may add a number of skill points to each it equal to her ranks in Mind. These points may not bring her above the skill limits imposed by her Gnosis, and must be relevant to the identity of the Masque.


Optional: Prime 3 With this understanding of Prime, the Masquer may now assign additional Praxes to each Masque she knows. She may assign a number of Praxes equal to her dots in Prime. As her understanding of Prime increases, she may assign additional Praxes to each Masque, but once assigned, the choice is permanent. (Sleepers who benefit from Sharing the Truth (see below) do not gain access to these Praxes.




4. Sharing the Truth
Now the Masquer may share his Masques with others. By spending a point of Mana and an instant action, he may bequeath one of his Masques to a willing target, who benefits from the Masque for one scene before his true personality reasserts itself. Once a target has adopted one of the Masquer’s Masques, he may only remove it by expending a point of Willpower, or waiting for the duration to expire.


Optional: Prime 4 The Masque is its own person. Why should the magics cast upon one person affect another? Whenever the Masquer adopts a Masque, she may also spend a Mana and reflexively roll a Clash of Wills against every spell currently affecting her. If she is successful, each spell she wins on is suppressed for as long as she wears the Masque, but immediately resumes once she changes Masques or removes it.




5. Crafting the Persona
The Masquer’s understanding of the Masque is complete. No more does he need to study and memorize the subtle details of each Masque’s personality – he has internalized their variables, and stands ready to craft whole personas at his slightest whim. By spending a Mana, the Masquer may now create and adopt an entirely new Masque, with all the benefits of this Legacy and his ranks in the Masque Merit. This new Masque lasts for only a scene, however, unless the Masquer spends the requisite experience points to learn the Additional Masque Merit.


Optional: Prime 5 The Masquer can permanently add an Obsession to each of her Masques. When she adopts the Masque, she replaces one of her current Obsessions with the Masque’s Obsession. Sleepers who benefit from the Masquer’s use of Sharing the Truth also gain the Obsession; though they can’t generally spend Arcane Experiences, they still accrue them and may spend the Experiences if they ever Awaken.

[Mage 2: The Dethroned Queen] Gnomon: One Who Reveals

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum

Gnomon: One Who Reveals


Source: Mage: The Awakening 2nd Edition rules.  Get exerpt from books...






Gnomon v2.0



Stats:

Virtue: Fortitude. Gnomon remains forever faithful to its master, and it draws strength from its loyalty and purpose against adversity.

Vice: Envy. Gnomon will never fully understand humanity, and can be envious of humans, particularly those who are close to the person it has chosen as its master.

Power: 2 (3) + 4 = 7 Finesse: 4 (5) + 4 = 9 Resistance: 3 (4) + 4 = 8


Mental Attributes:

Intelligence OOOOO OO Wits OOO Resolve OO

Physical Attributes:

Strength OO Dexterity OOOOO OOOO Stamina OOO

Social Attributes:

Presence OO Manipulation OO Composure OOOOO OOO


Mental Skills: Academics 2 (4), Crafts 1 (5), Investigation 3 (4), Medicine (Surgery) 5, Occult 2 (5), Science 3 (4)

Academics OOOO Craft OOOOO Investigation OOOO Medicine (Surgery) OOOOO

Occult (Abyssal) OOOOO Science (Chemistry) OOOO

Physical Skills: Stealth (Hiding) 3 (4), Survival 3 (4), Weaponry (Surgical Blades) 3 (5)

Stealth (Hiding) OOOO Survival OOOO Weaponry (Surgical Blades) OOOOO

Social Skills: Empathy 2 (2), Intimidation 1 (2), Subterfuge 1 (3)

Empathy OO Intimidation OO Subterfuge OOO


Merits: Ambidextrous, Iron Stamina 3 (ignore 3 penalties), Fighting Finesse (uses dex)

Willpower: 10 (5)= ( ) ( ) ( ) ( ) ( ) ( )

Initiative: 8 = (17)

Defense: 3 = (9)

Speed: 11 = (15)

Size: 4

Health: 7 (8) = ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )

Attack Type: Scalpel
Damage: 1(L) = 3L
Dice Pool: (7) = Dex 9 + Weaponry 6 = 15; 3L Damage

Attack Type: Surgical Saw
Damage: 2(L) = 4L
Dice Pool: (8) = Dex 9 + Weaponry 6 = 15; 4L Damage

Supernatural Powers:

1. Spell-Abilities : Rolls 16 dice, can cast one spell at a time and extended spells take 30 mins per roll. They act as spells for all intensive purposes but this thing is not a mage it is a forgotten familiar to a mage, a homunculi that has become tainted.

a. Time OOOOO

b. Space OOOO



1. Temporal Eyes:

Cost: None
Dice Pool: Roll a die

Odd (past) = -2 to actions, -4 to initiative

Even (future) = +2 to actions, +4 to initiative
Action: Reflexive every round

2. Anesthetize:

Cost: 3 (5) Times a Day
Dice Pool: Dexterity 9 + Weaponry 6 = 15 – Defense

Hit means target rolls Stamina + Resolve – 8; failure means unconsciousness and feels nothing for 8 – stamina hours with a minimum of 1 hour. Life magic must accumulate 8 successes to return to consciousness but the numbness continues. Numbness allows you to ignore all wound penalties but all Dexterity rolls take a -2; Even if they succeed the first roll they are still numbed.

Action: Instant (Reflexive and at close range, once per turn)

3. Paralyze:

Cost: 3 (5) Times a Day
Dice Pool: Dexterity 9 + Weaponry 6 = 15 – Defense

Hit means target rolls Stamina + Resolve – 8; failure means the target is unable to move for 8 – stamina hours with a minimum of 1 hour. Target still feels pain. Life magic must accumulate 8 successes to return to movement.

Action: Instant (Reflexive and at close range, once per turn)

4. Temporal Projection:
Cost: None, but can only move a person once in time every 24 hours.
Dice Pool: Wits + Stamina (to notice being disturbed)
Action: Instant…

5. Temporal Transplant, Arcane: Gnomon may perform a temporal surgery on an immobile subject, removing the knowledge and magic of the mage at a point in the future where her magical knowledge and power is at its peak. The creature surgically opens the skull of its victim in the present, and pours the collected future magic directly into her mind. In most cases, Gnomon only uses this ability to “reveal the secrets of magic” to a mage it believes is its master, and while the victim does gain great magical power and knowledge, her mind is utterly shattered by the procedure. An Arcane Temporal Transplant is irreversible. Upon successful completion of this surgery, the subject instantly becomes a Master in his path’s two Ruling Arcana, an Adept in two random Common Arcana (if the character is already at a level higher than Adept at the randomly selected Arcanum, another random Arcanum is selected), and an Apprentice in two random Arcana (if the character is already at a level higher than Apprentice at the randomly selected Arcanum, another random Arcanum is selected). The victim’s Gnosis increases to 9, and his maximum Mana capacity increases to 50. The transplant leaves a faint, blue scar that encircles the forehead of the victim. Additionally, the mage goes completely and irrevocably mad. The character’s Wisdom drops instantly to 2, and the character takes three permanent severe derangements of the Storyteller’s choice.
Cost: 1 Willpower
Dice Pool: Dexterity + Medicine (10)
Action: Extended. Gnomon must accrue 20 successes, with each roll equal to 15 minutes.





6. Temporal Transplant, Body: As an extended action, Gnomon may perform a temporal surgery on an immobile subject, switching a body part from one point in time to another point in time. The transplanted limbs age from the temporal point as they normally would. Gnomon may perform a Temporal Transplant upon its own body or upon another person’s, and the effect of the surgery may be beneficial or detrimental to the subject. For example, it may replace a wounded arm with a version of the same arm, not yet wounded, from a few minutes before the wound occurred (essentially making it as though the wound never occurred). Alternately, Gnomon may take the leg of an enemy when he was a baby, and replace the enemy’s current leg, disfiguring and disabling him until the leg naturally grows over time to fit his body. Successful use of this power allows Gnomon to heal any damage to the target’s body, regardless of type (bashing, lethal or aggravated). It also allows Gnomon to cripple the target, imposing Flaws such as One Arm, Lame, Blind, etc. If Gnomon transplants a limb or organ from the target’s past, the limb will eventually “grow into” the body, but this can take years. The target must be immobile for Temporal Transplant to occur (see Anesthetize, above).
Cost: 1 Willpower
Dice Pool: Dexterity + Medicine (10)
Action: Extended. Gnomon must accrue 10 successes, with each roll equal to 15 minutes.



Complete rules:

1. Temporal Vision - Gnomon is blind to his physical body’s surroundings as they occur in the present. As previously mentioned, Gnomon uses its two heads (one of an old woman and one of a young boy) to piece together the present from what it perceives in the immediate past and future. One of the two eyes is always asleep, while the other is awake. Gnomon constantly switches back and forth between the two every few seconds. When the head of the elderly woman is awake, Gnomon perceives its surroundings as they were a few seconds ago in the past. When the head of the young boy is awake, Gnomon perceives its surroundings as they will be a few seconds in the future. This ability is always active, does not require a roll, and may help or hinder Gnomon at critical moments during the game at the Storyteller’s discretion. When in combat, however, the Storyteller should roll a die and choose odd or even at the start of each round to randomly determine whether Gnomon is currently seeing the past or the future. If Gnomon sees the past, it is slow to respond to current events and takes a –2 penalty to any action it attempts during that turn. Its Initiative takes a –4 penalty for the turn. If Gnomon sees the future, it is aware of events seconds before they occur, giving it a +2 bonus to any action it attempts during that turn, and a +4 to Initiative for the turn.

2. Anesthetize: Gnomon may cause a subject to temporarily lose consciousness and the ability to feel pain by injecting an anesthetizing agent from one of its many syringe-tipped arms. Once delivered, the victim rolls Stamina + Resolve – 6 (8) (the Toxicity Rating of the anesthetizing agent). If the victim fails, the agent automatically takes effect. The victim immediately loses consciousness, and is unable to feel pain for one hour, unless Gnomon decides to end the effects of the agent earlier by injecting a counter-agent. Gnomon can use Anesthetize up to three times per day.

3. Paralyze: Gnomon may render a subject temporarily unable to move by injecting a paralytic agent from one of its many syringe-tipped arms. While paralyzed, a victim does not lose consciousness and is able to feel pain. Once delivered, the victim rolls Stamina + Resolve – 6 (8) (the Toxicity Rating of the paralytic agent). If the victim fails, the agent automatically takes effect. The victim is paralyzed for one hour, unless Gnomon decides to end the effects of the agent earlier by injecting a counter-agent. Gnomon may use Paralyze up to three times per day.

4. Temporal Projection: Gnomon may instantly send its consciousness into the future or the past to observe events before (or after) they occur. While projecting its consciousness, Gnomon’s body is in the same location within space as its mind, but the two are separate from each other in time. At any point, Gnomon can choose to rejoin its mind and body, and may do so in one of two ways. It may bring its mind to the point in time where its body exists, or it may bring its body to the point in time where its mind exists. While using Temporal Projection, Gnomon cannot move its body or mind from its location. To move, it must rejoin its body and mind. For example, if Gnomon sent its consciousness into the past to watch a mage in study in the library, its physical body might be located at some point in the future when the library is deserted. If, in the future, Gnomon places its body next to where the mage is studying in the past, its consciousness would also be located next to the mage in the past, and neither Gnomon’s body nor mind could move from that location. If the mage then decided to move to another room, and Gnomon wished to follow the mage, it could choose one of two actions: it could bring its body from the future to its mind in the past and move in the past (in which case, Gnomon would exist entirely in the past and would be visible to the mage), or it could bring its mind in the past to the its body in the future, move itself in the future, and then send its consciousness back to the past once more (in which case, Gnomon maintains its invisibility, but runs the risk of losing the mage in the past while it changes the location of its body in the future). Temporal Projection may be used within the temporal range of one day. That is, Gnomon may send its consciousness up to 24 hours forward in time, or up to 24 hours backwards in time. If Gnomon sees itself when it sends its consciousness forward or backwards in time, it may not bring its physical body to that point in time, as a paradoxical time double would be created. Gnomon’s body is vulnerable and goes totally limp while its consciousness is absent. Any time something disturbs Gnomon’s body is vulnerable and goes totally limp while its consciousness is absent. Any time something disturbs Gnomon’s body while its mind is absent, Gnomon rolls Wits + Stamina to determine if it senses the change. If Gnomon successfully notices the change, his consciousness immediately returns to his body. If Gnomon’s body is killed while its mind is absent, his consciousness also immediately dies. If a subject is willing or unconscious and remains perfectly still, Gnomon may physically hold onto that person’s body while it sends its mind to another point in time. If, during the next turn, the contact with Gnomon’s limp body is unbroken, and the subject remains willing or unconscious and perfectly still, Gnomon may pull both its own body, and the whole person, to its mind — effectively teleporting the subject with it in time. Temporal Projection cannot be used on a conscious, unwilling subject (even if the subject is paralyzed), or on any moving subject (even if the subject is willing). Gnomon may use Temporal Projection upon a being of Size 4 or less. Gnomon can use this power on itself as often as it likes, but can only use it on others once per 24 hour period

5. TEMPORAL PROJECTION: Gnomon may instantly send its consciousness into the future or the past to observe events before (or after) they occur. While projecting its consciousness, Gnomon’s body is in the same location within space as its mind, but the two are separate from each other in time. At any point, Gnomon can choose to rejoin its mind and body, and may do so in one of two ways. It may bring its mind to the point in time where its body exists, or it may bring its body to the point in time where its mind exists. While using Temporal Projection, Gnomon cannot move its body or mind from its location. To move, it must rejoin its body and mind. For example, if Gnomon sent its consciousness into the past to watch a mage in study in the library, its physical body might be located at some point in the future when the library is deserted. If, in the future, Gnomon places its body next to where the mage is studying in the past, its consciousness would also be located next to the mage in the past, and neither Gnomon’s body nor mind could move from that location. If the mage then decided to move to another room, and Gnomon wished to follow the mage, it could choose one of two actions: it could bring its body from the future to its mind in the past and move in the past (in which case, Gnomon would exist entirely in the past and would be visible to the mage), or it could bring its mind in the past to the its body in the future, move itself in the future, and then send its consciousness back to the past once more (in which case, Gnomon maintains its invisibility, but runs the risk of losing the mage in the past while it changes the location of its body in the future). Temporal Projection may be used within the temporal range of one day. That is, Gnomon may send its consciousness up to 24 hours forward in time, or up to 24 hours backwards in time. If Gnomon sees itself when it sends its consciousness forward or backwards in time, it may not bring its physical body to that point in time, as a paradoxical time double would be created. Gnomon’s body is vulnerable and goes totally limp while its consciousness is absent. Any time something disturbs Gnomon’s body is vulnerable and goes totally limp while its consciousness is absent. Any time something disturbs Gnomon’s body while its mind is absent, Gnomon rolls Wits + Stamina to determine if it senses the change. If Gnomon successfully notices the change, his consciousness immediately returns to his body. If Gnomon’s body is killed while its mind is absent, his consciousness also immediately dies. If a subject is willing or unconscious and remains perfectly still, Gnomon may physically hold onto that person’s body while it sends its mind to another point in time. If, during the next turn, the contact with Gnomon’s limp body is unbroken, and the subject remains willing or unconscious and perfectly still, Gnomon may pull both its own body, and the whole person, to its mind — effectively teleporting the subject with it in time. Temporal Projection cannot be used on a conscious, unwilling subject (even if the subject is paralyzed), or on any moving subject (even if the subject is willing). Gnomon may use Temporal Projection upon a being of Size 5 or less. Gnomon can use this power on itself as often as it likes, but can only use it on others once per 24 hour period.

[Mage: The Awakening 2e] Chimerical Objects

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum

Magic: Chimerical Objects

As seen in Mage: The Awakening 2nd Edition: The Fallen World Chronicle Anthology. Buy it here. Of all the Mage stories I have read, this one resonates the strongest. What is the antagonist? A powerful shadow spirit? An Abyssal Intruder? Are the mages moral or horrible?

Chimerical Items are only mentioned in the Astral Realms book starting on page 116
I'd say that pulling a Chimerical item from Astral Space would require Matter 4 + Mind 4 (and depending on what it is may take Prime 2 or Spirit 2 or whatever thrown in).
I'd also say that to walk BODILY into the Astral (which is not mentioned anywhere in the new or old books outside of using an Iris to get there) would require Space 5 + Mind 4 (Life 2)
It's easier to transfer an item INTO Astral space than to pull one out.

Chimerical Items Many mages dream — literally or metaphorically
— of bringing treasures from Astral Space back to
the Fallen World. Mages see relics of great power,
machines never invented by humans and icons embodying
abstract concepts, and imagine what could
be done with such items if they were real. Sleepers,
too, dream these dreams — they grasp wealth, hope
or the Holy Grail at night, and they wake up in the
morning with empty hands.
To bring an item back from Astral Space is an
exceptional thing, and can only be accomplished
through exceptional means. Such items are generally
referred to as “chimerical” and are usually recovered
in one of three ways: inspired creation, manifestation
or conjuration.
Of course, the world is a mysterious place, and other
means of recovering chimerical items may exist. In
particular, it’s hard for mages to dismiss stories where
people wake up and find that they really do clutch an
item that they touched in dreams. Perhaps it’s just a
Sleeper fantasy, or perhaps it’s something more.
Inspired Creation After encountering an item in Astral Space
— whether accidentally or as part of a great quest
— a person may be inspired to try to re-create that
archetypal item in the real world. This is particularly
true of items with a simple application: swords, staffs,
books and sculptures are common examples.
Most often, the inspired individual slaves away for
weeks, months or years, sometimes visiting the dream
of the object repeatedly and other times working
from a single, half-remembered vision. Mages may act
knowingly, understanding why they do what they do
(even without understanding the mechanics of the
craft). Sleepers may become obsessed or half-mad as
they produce work far beyond their own natural skills.
At last, when the crafting is complete, the need to
create drains away.
Such inspired creations frequently have no magical
significance. They are works of art or invention that,
however incredible in their own right, have no greater
relevance to mages. At best, such creations qualify as
enhanced items. At other times, these creations possess
a clear mystical quality. Mages and Sleepers can
craft imbued items and Artifacts in this way without
the need for spells. A chimerical item’s Mana must
still come from an outside source, but Sleepers often
find that their dreams show them the way to a Hallow
before they begin the real work.
Not every act of creation is literal. Sometimes, a
person re-creates an astral object by re-creating the
imagery that surrounds the object. Consider a ham-

Astral Artifacts
By definition, an Artifact is an object directly
connected to (and most often originating in)
the Supernal Realms — not one tied to Astral
Space. When it comes to chimerical items,
however, Storytellers may wish to mix and
match some of the rules of Artifacts and
imbued items. In particular, chimerical items
may have a higher Durability than normal,
grant a degree of Status to their owners and
even allow mages to use their Mana pools to
power their own spells — just as Artifacts do.
So although chimerical items may not be
tied to the Supernal Realms, these items are
still connected to something beyond the Fallen
World and qualify as something special. It’s
the degree of this connection that determines
whether a chimerical item is considered an
Artifact, an imbued or enhanced item, or just
an ordinary object with a strange and mysterious
story.

archetypal item in the real world. This is particularly
true of items with a simple application: swords, staffs,
books and sculptures are common examples.
Most often, the inspired individual slaves away for
weeks, months or years, sometimes visiting the dream
of the object repeatedly and other times working
from a single, half-remembered vision. Mages may act
knowingly, understanding why they do what they do
(even without understanding the mechanics of the
craft). Sleepers may become obsessed or half-mad as
they produce work far beyond their own natural skills.
At last, when the crafting is complete, the need to
create drains away.
Such inspired creations frequently have no magical
significance. They are works of art or invention that,
however incredible in their own right, have no greater
relevance to mages. At best, such creations qualify as
enhanced items. At other times, these creations possess
a clear mystical quality. Mages and Sleepers can
craft imbued items and Artifacts in this way without
the need for spells. A chimerical item’s Mana must
still come from an outside source, but Sleepers often
find that their dreams show them the way to a Hallow
before they begin the real work.
Not every act of creation is literal. Sometimes, a
person re-creates an astral object by re-creating the
imagery that surrounds the object. Consider a ham-

mer that, in dreams, kills frost giants and channels
lightning; such a hammer could be re-created by a
mechanic who uses a crowbar as a lightning rod and
wields it in a fight against gangsters on a winter night.
Often, the elements of a mystery play factor into the
creation of an inspired chimerical item, and this should
be no surprise — although mystery plays occur as part
of an Awakening, they are as tied to Astral Space as
they are to the Supernal Realms.
The astral objects that inspire mortals are almost
always found in the Temenos, and some have been
re-created in the Fallen World again and again over
generations. Each generation of dreamers returns to
the same archetypes, and each attempts to bring the
same objects to life. When the material objects are
destroyed or lose their meaning, they are made anew
— while their inspirational archetypes are eternal.
Manifestation Not all astral objects can be reconstructed in the
Fallen World. There are items of such power and symbolic
weight that they can exist only in the realm of
thought and dreams — items of archetypal purity and
ineffable nature. But although these items can never
be carried to the mortal realm, their shadows can
manifest briefly with the help of powerful magic.
In much the same way goetic mages manifest their
inner demons, certain mages have learned how to
manifest chimerical items. Such an item appears to be
simultaneously in Astral Space and the Fallen World,
but in fact, the Fallen World manifestation is a sort of
illusion. It’s the astral archetype given material form,
matter attempting to reflect a higher truth. Such a
chimerical item is typically an object of great power
— the keystone to a whole realm, the thunderbolts
of an astral god or the symbolic representation of a
powerful concept such as love, healing or death.
Conjuration Truly powerful mages take manifestation a step
further. Instead of summoning the shadow of an astral
object in the Fallen World, they tear away a piece of
Astral Space itself and give it physical form. They
sacrifice the ideal in the name of materiality, and
cannibalize the subtle soul for gross resources. Some
mages compare the conjuration of a chimerical item
to the creation of a soul stone. Needless to say, this is
powerful and dangerous magic — but the chimerical
items such magic creates are potentially unequaled.

As with the consequences of any alteration to Astral
Space, the consequences of removing a chimerical item
from the astral landscape are ultimately unknown.
There are those who believe that such an act would
cause the item to become unique in the physical
world — that by removing the archetypal book from
the Temenos, human beings would find themselves
unable to write new books over the coming years,
decades or centuries. Without templates in dreams,
the theory suggests, nothing new can be made. This
is a worst-case scenario, but nonetheless, many mages
tread cautiously when it comes to vandalizing the
collective unconscious.
In addition to natural magical properties, conjured
chimerical items also maintain a special link
to Astral Space — by focusing on such an item, a
mage can travel to its home realm relatively easily.
Any mage can meditate on a chimerical item and
enter its native plane in Astral Space, even outside a

Demesne or Hallow; in addition, reduce the normal
number of successes required on the extended Wits
+ Composure roll by the chimerical item’s imbued
item or Artifact rating

Chimerical Manifestation
(Matter •••• + Mind ••••;
optional Prime •••)
The mage manifests an object from Astral
Space in the real world, giving the object form
and power.
Practice: Making
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar
Cost: 1 Mana
The mage must focus on a particular object
in Astral Space; his sympathetic connection
to the object modifies the casting roll. (Consider
any object the mage has encountered in
his own Oneiros — including objects brought
from other realms of Astral Space — to be
intimately connected to him.) When the object
manifests, it appears identical to the astral
object in every way.
If the object qualifies as an imbued item or
an Artifact, the mage must also have Prime
4 and supply Mana for the object’s Mana
pool. However, the mage does not need to
be capable of casting any spells the item
may contain.

Chimerical Conjuration
(Matter ••••• + Mind ••••
+ Spirit ••••)
The mage tears an object from Astral Space
into the Fallen World.
Practice: Patterning
Action: Extended
Duration: Lasting
Aspect: Vulgar
Cost: 1 Mana
This spell functions similarly to “Chimerical
Manifestation,” but the effect is permanent.
The spell’s target number is equal to the chimerical
item’s imbued item or Artifact rating
(minimum 3).
Casting this spell is an act of hubris, requiring
a mage with a Wisdom higher than four
dots to make a degeneration roll

Chimerical Items and the Oneiros Most chimerical items described in this chapter
— along with most chimerical items likely to be
found in a chronicle — originate in the Temenos. The
Temenos houses the majority of the great archetypal
treasures, along with the majority of astral objects
crafted by mages. In the Dreamtime, very few “crafted”
items exist at all, and claiming chimerical items from
its realms is a fairly unusual occurrence.
Items appear in Oneiroi, too — memories of real
items, fantasies, subconscious symbols and more.
There’s nothing that prevents a mage from trying to
bring these items back into the Fallen World, and
although it’s rare that such a chimerical item possesses
magic — few imbued items or Artifacts are found in
Oneiroi — these objects have uses of their own.
A chimerical object taken from a person’s Oneiros
is intimately linked to that individual. The object
can be used to create a sympathetic connection to
that person, or to take advantage of that person’s
vulnerabilities; depending on the exact nature of the

object and the person involved, an individual may
suffer a penalty on all rolls of one to three dice when
confronting an opponent wielding a manifestation of
his psyche. (This is similar to the effect of a bane on
a character possessing the Destiny Merit.)
A chimerical item from one’s own Oneiros can
also prove useful. If a mage draws an object from his
mind, he can sacrifice one dot of Willpower to give
the chimerical item Willpower of its own equal to the
mage’s (newly adjusted) Willpower score. From that
point forward, the mage can spend the Willpower
invested in the object instead of his own. Once that
Willpower is depleted, however, the chimerical item
fades away forever.
Astral Treasures What follows are examples of items that originate in
Astral Space. Some are chimerical items that can be
found in the Fallen World, while others exist purely
in the Inner Realms.

Astral Bubble (Artifact ••••••) One of the most terrifying astral artifacts is the Astral
Bubble. Existing only in Astral Space, this Artifact
can only be acquired from an astral archetype of at
least Rank 5, but the only way to acquire one is to
do a significant favor for one of these potent beings.
Astral Bubbles always takes the form of transparent
sphere about the size of a plum that looks much like
small but heavy glass Christmas ornaments. To use
this item, the owner must spend a point of Mana and
physically throw the bubble at the target, who cannot
be a native of Astral Space. This Artifact can be used
on spirits and ghosts as well as on the astral bodies of
mortal visitors. If this Artifact strikes the target, the
target is allowed a single Composure + Wits + Gnosis
or Finesse + Resistance roll. If the subject rolls five or
more successes, the Astral Bubble bounces off them
and reappears instantly in its owner’s hand. If the
subject rolls fewer success, the bubble slides seamlessly
and painlessly inside the target, coming to rest
in the center of the target’s body. The bubble causes
no discomfort and has no affect on the target until
she attempts to leave Astral Space. Any human, spirit
or ghost that has been affected by an Astral Bubble
cannot leave Astral Space by any means. As a result,
mages and other living humans in Astral Space who
have been struck by one of these items cannot wake
up — their bodies remain in a coma until they are

released or someone uses a spirit or other being to
possess their bodies. The subject can act normally in
Astral Space, but cannot leave.
The only ways to remove this bubble and leave
Astral Space are for the target to obtain the aid of an
archetype of Rank 5 or higher. Such beings can easily
remove the bubble, and may be convinced to give it
to subject. Alternately, the subject can convince the
bubble’s owner to remove it. In both cases, doing so
requires that the archetype or owner touch the subject
and roll a single success on a Composure + Wits (or
Power + Finesse) roll. If this roll succeeds, the bubble
appears in the being’s hand, and the subject is free
to leave Astral Space normally. Although Astral
Bubbles exist only in Astral Space, unless in use, they
automatically return to the owner’s Oneiros, where
the owner can automatically retrieve the bubble if
she travels through her Oneiros on the way to the
deeper portions of Astral Space. If the owner travels
into an Astral Space without first going through
her Oneiros, she can call the Astral Bubble into her
hand by making an extended meditation roll with a
target number equal to the difference between the

meditation target number for her Oneiros (12) and the
target number of the plane of dreams she currently
occupies. The owner can make one roll per turn on
this task. Becoming the owner of one of these items
involves first acquiring it, and then making a successful
meditation roll and spending a point of Mana
and a point of Willpower. If someone wrests an Astral
Bubble from the grip of the bubble’s owner, the new
owner can gain control of it by making a contested
meditation roll and spending a point of Willpower and
a point of Mana. The owner must also make this roll
but need not spend either Willpower or Mana. If the
prospective thief succeeds, he is the Astral Bubble’s
new owner. If he fails, he is automatically affected by
the bubble, without the need for the current owner
to spend a point of Mana

[Mage: The Awakening 2e] Black Eyed Kids and Men in Black

Black-Eyed Kids
“Please ma’am, we just need to come in for a moment to use your phone. You needn’t be afraid. We’re just little children.”

ST NOTES:
Encountered at the Stanley Overlook Hotel etc. by Panoptes, Witness and Chimera

-          Suspected children (larval form) of strange extra-dimensional beings the Men in Black from the MtA 1.0 Summoners book.
-          These little buggers definitely invoke the Uncanny Valley… hard.  When you look to close, notice the eyes, you also notice the features are just… off.
-          What do they want? No idea…
-          Why do they make people disappear?  Why do they need to come inside?  Do they actually need help or is that a trap? No fricken idea.
-          Why am I imagining them opening doorways in the houses, becoming nexuses for future extra-dimentional intrusion.
-          Are BEKs and MIBs from the Lower Depths?  Maybe.
-          New Ability: Fear Area
o    Cause Spooked and Shaken Tilt
o    Unfortunately they can’t seem to control this Fear aura which is actually a disadvantage to them as people get creeped out and shy away from them.
o    Maybe as they age and interact with people they learn to control this more but still are pretty creepy.

Background: Though they echo older tales of monsters that use innocent guises to prey on the unwary, Black-Eyed Kids are a recent phenomenon. Stories of encounters with strangely articulate, menacing children first surfaced on Internet message boards devoted to paranormal phenomena. According to the predominant narrative, the children appear unexpectedly in a place they shouldn’t be — in a parking garage at three in the morning, at the door of a farmhouse miles away from anything — and ask for assistance, usually in the form of a ride home or access to a telephone. The witness finds herself overcome by intense feelings of dread, and the longer she resists acquiescing to the children’s’ requests, the angrier they seem to get. The story culminates with a sudden realization that the children’s’ eyes are solid, unrelieved, black, at which point the witness flees. So far no one has posted a story in which the encounter ends with someone actually helping the children, so naturally the Internet assumes the worst.

Description: Black-Eyed children look to be anywhere between seven and 13 years old. They almost always appear in pairs, or sometimes groups of three, and usually look dissimilar enough from each other to discount the possibility that they’re related. They’re usually dressed in dark-colored hoodies, jeans, and tennis shoes, though the older-appearing ones are sometimes described as looking vaguely “goth” or as wearing suits or formalwear. They’re uniformly pale or ashen complexioned, and they speak very precisely, with a confidence not often heard from children talking to strange adults. As the name suggests, their most distinctive feature is their solid black eyes, undifferentiated across sclera, iris, and pupil.

Storytelling Hints: Given their pallor, adult mannerisms, and frequent insistence on being invited into homes or cars, Black-Eyed Kids are often identified as vampires. They’re not. You’ve heard of Men in Black, those strange, probably not human visitors who show up in the wake of paranormal experiences and threaten witnesses into silence? Black-Eyed Kids are the juvenile form. A few years ago, an accident breached one of their brood nests or spawning chambers or wherever the Men in Black come from, and about a dozen or so larval Men in Black stumbled blinkingly out into the sunlight. (Despite the name “Men” in Black, the Black-Eyed Kids are equally divided between boys, girls, and androgyne children.) They really do just want someone to take them home, or at least make contact with whatever passes for a controlling intelligence among the Men in Black. The problem is that
MIBs are specifically designed to give off a psychic field of fear, revulsion, and menace, the better to intimidate people into silence, and the kids don’t know how to turn that off. Every interaction with them thus becomes a horrific experience, and the kids grow more and more frustrated as their simple requests for aid go unheeded. If they ever find someone who can overcome their fear and actually get them home, though, it’s anyone’s guess how the adult Men in Black would react.

Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Physical Attributes: Strength 2, Dexterity 3, Stamina 2
Social Attributes: Presence 4, Manipulation 3, Composure 1
Mental Skills: Occult 1
Physical Skills: Athletics 1, Stealth 3
Social Skills: Intimidation 3, Subterfuge 2
Merits: Pusher, Striking Looks
Potency: 1
Willpower: 4
Virtue: Determined                  Vice: Impatient
Aspiration: To get home.
Initiative: 4
Defense: 4
Speed: 9
Health: 6
Bans: Black-Eyed Kids cannot enter a home or vehicle without being invited.
Banes: Salt
Dread Powers: Hypnotic Gaze, Madness and Terror, Surprise Entrance

Pusher ()
Prerequisite: Persuasion ••
Effect: Your character tempts and bribes as second nature.
Any time a mark in a Social interaction accepts his soft leverage
(see p. 82), improve your Impression as if you’d satisfied
his Vice as well as moving the impression up on the chart.
MADNESSND TERROR
Dread Power: Horror & Madness - The monster’s gaze (or perhaps its voice, touch,
or toxic blood) induces madness and terror in its
victims. By expending 1 Willpower and making a roll
of an appropriate dice pool contested by the victim’s
Composure, the Horror may inflict one of the following
Conditions on the victim: Guilty, Shaken, or
Spooked. For 3 Willpower it may instead inflict the
Broken, Fugue, or Madness Conditions.
Dread Power: Hypnotic Gaze - The creature’s gaze can charm and beguile. When meeting
the target’s gaze, it can spend 1 Willpower and roll Presence
+ Persuasion contested by the target’s Composure. If successful,
the creature counts as having a perfect impression against
the target for Social maneuvers until the end of the scene.
Dread Power: Surprise Entrance - The creature’s gaze can charm and beguile. When meeting
the target’s gaze, it can spend 1 Willpower and roll Presence
+ Persuasion contested by the target’s Composure. If successful,
the creature counts as having a perfect impression against

the target for Social maneuvers until the end of the scene.

The Men in Black They are not from a movie. They are not government
agents. They are not men at all, despite the name.
They appear in regards to overt supernatural displays.
Yes, they appear during and after supposed “UFO sightings,”
but they also appear when Paradox affects this
world, whether it be from Havoc or from a Paradox
Anomaly or, most likely, a Manifestation born as a
result of magic gone awry. In fact, any other dramatic
summoning (especially a summoning where a Sleeper
witness is present) runs the risk of eventually drawing
the Men in Black.
These enigmatic characters show up, seemingly out
of nowhere. Sometimes, they walk up out of the woods,
or simply appear at one’s door. Other times, they drive
a matte-black sedan — something large and boxy, an
older Cadillac or Oldsmobile. They may show up at
the time of a “supernatural event,” but most likely
reveal themselves hours, even days after the event has
come and passed. They never show up alone: always
two, usually three, rarely more than four.
The figures seem… peaceable enough, at first. They
like to ask a lot of questions, initially circumventing
the topic of the supernatural event, talking around
it in a notably clumsy attempt to “get to the point.”
Soon, they start to hone in on questions related to
the topic, trying to find out more about what the individual
saw or that person’s responsibility related to
the event. Their questions may have few if any segues
to connect them: a series of non sequitur questions
is common. At some point, they offer their names,
but never any identification — and their names are
usually strange, taken from colors or objects or other
simple factors (“Mister Door,” or “Agent Clock,” or
merely, “I’m Gray”).
All the while, they act like the inhuman attempting
to masquerade as human. One might ask for food
or a drink, and then stare at what’s handed to them
like it’s the most wondrous or most grotesque thing
they have ever seen. They eat and drink, but seem
confused as how to properly do so — even after finish-

ing a glass of water, the Man in Black might lick the
glass or gently rub his fingers along the rim, seemingly
mystified by the sensation.
Another might ask for a pen, and then let the ink
bleed into his white shirt. Sometimes, they perform
a seemingly normal action that is inconsistent with
their supposed positions as “agents of the government”
(which they often claim to be): the Man in Black will
get up in the middle of questioning and wash his face
in the sink, or he’ll begin folding or shredding paper
napkins with trembling fingers.
It’s not long before their real inhumanity starts to
show itself. One might start to shake — not violently,
but like a drunk with the DTs. Another wipes his
mouth with the back of his hand and his lips pop like
ticks, leaving a bright red smear of blood across his
cheek (and the enigmatic stranger will seem utterly
unfazed by this). A third tugs at his ear, and it comes
off, plopping onto the linoleum floor.
It becomes clear soon enough: these figures are
ill-made mockeries of man. They are not human,
not at all. And when the subject of their “interview”
recognizes this, well, that’s usually when things get
really interesting.

Dark Tools
So, the cars, the strange stabbing picks,
and even their suits — what to think about the
physical objects that accompany the Men in
Black?
They are actually extensions of the Men
in Black themselves. Destroying the stranger
destroys all that comes with them: the matte
black cars, their weird weapons, their clothing
and sunglasses and fake lips and plastic
fingernails. All of it.
Unless… once more, magic is a way to get
creative, isn’t it? A mage might be able to
use a combined Spirit/Time spell to “keep”
one of their weapons or black cars in this
world. These items work flawlessly, to the
tune of a +3 bonus. However, those who use
them begin to go slowly mad, gaining one
mild derangement per week of use. The good
news is: the character is able to recognize the
source of his nascent insanity, and after the
second derangement is almost certain to get
rid of the accursed weird objects. Bad news
is, the derangements are only conquered
through therapy (magical or otherwise) —
they do not fade on their own.

Silence, One Way or Another The Men in Black seem overly concerned with
silencing their victims. The level of their intense
zealousness toward this goal appears driven by just how
connected the victim was to the supernatural event.
If the victim was merely a witness, the Men in Black
only seek to convince the individual to “admit” aloud
that what they witnessed was a hoax, hallucination or
otherwise falsified and imagined. If the target vocally
agrees and repeats their assertions, they leave. It’s that
easy. It’s not so easy, however, if the target refuses to
acknowledge that the strangers are correct. That’s
when the Men in Black get violent.
They resort to torture. They attempt to grab the
victim and hold her down. They begin to hurt her.
Little pain, at first, with an always odd, off-kilter brand
of torture: the figure might begin with small but hard
pinches. He might advance to bending back fingers
until they break or tugging on an ear until it starts
to come off. The stranger might bite her, or try to fill
her ears and eyes with things he finds underneath
the sink (dishwashing fluid, Windex, drain cleaner).
If at any point the victim will admit to the Men in
Black being right, the torture stops. The strangers
wipe themselves off, maybe get a drink from the refrigerator,
then leave, either getting into their matte
black cars or simply wandering off down the street,
in search of their next victim. If the individual later
speaks of the supernatural event, the Men in Black
return (see “Brain Death,” below).
It’s a whole different bag of tricks if the Men in
Black encounter someone who had any kind of responsibility
for a supernatural event (say, for instance,
a mage). To those with any kind of responsibility, they
are not so kind.
Brain Death They attempt to abduct those who have responsibility
in a supernatural event. They’ll swarm a character,
grapple the individual, and throw him in the trunk
of their car or drag him bodily to a remote location
(which may be five minutes or five hours away).

Once there, the Men in Black attempt to incur some
manner of brain death in the victim. This may not
be a total brain death, and may instead be something
akin to a lobotomy. It isn’t a perfect science: the Men
in Black have long metal picks with black handles
that they use to do the “operation,” which more or
less consists of holding down the victim and pushing
the needles into various parts of the victim’s face and
head — corners of the eyes, temples, up the nose, and
so forth. This may kill the victim. It may turn the
victim into a drooling vegetable. It may simply ruin
just enough of the brain to stop the mage from, say,
performing magic. Again, it’s not a perfect science: the
Men in Black are imprecise, and when they perform
this task it’s always like they’re doing it for the first
time (it may call to mind a child who has a bug trapped
under a glass — growing fascinated as it plucks off legs
or sears the poor thing
with sunlight through a
magnifying glass). If for
some reason the person
is resisting enough that
the Men in Black cannot
get the sharp picks
into the victim’s skull,
they’ll resort to brutal
violence: punching and
kicking the target until
he is dead.
Abilities The Men in Black have
the following abilities:
Never Die: A Man in
Black suffers from damage
as does any physical
object or organic lifeform:
the stranger’s body
breaks down and once
it has taken a Health
track full of lethal or
aggravated damage, it
perishes immediately,
literally falling apart
into a gaseous, bloody
disruption (often leaving
behind something
else that looks like runny
makeup or melted plastic).
However, the Man
in Black is reconstituted only one hour later. He
doesn’t arise from the strange and grisly remains, but
instead appears much like they all do in the beginning
— driving up in a car, walking out of the woods,
coming in through a closet door.
Spatial Certainty: The Men in Black have some
provenance with the Space Arcanum. A Man in Black
has a sympathetic connection with his quarry: he can
roughly track it anywhere. He may not know of a
target’s location, but he always knows (without a roll)
the direction in which the target awaits. In addition, a
Man in Black also has the Spatial Awareness spell as an
innate ability (p. 233, Mage: The Awakening). This
must be activated with rolls, as per the rote, “Trailing
the Long Stride” (Intelligence + Occult; the Man in
Black has no actual Space Arcanum).

Weaknesses The Men in Black are still frail creatures in some
fashion, though, and are beholden to the following
weaknesses:
Ill-Made Masquerade: The Men in Black aren’t
human, and they don’t do a very good job at pretending
to be human. Even at a distance, any Perception
rolls made regarding a Man in Black’s falseness gain
+2. Up close, such a roll gains +4, instead.
Temporal Limits: The Men in Black are curiously
limited by, and vulnerable to the march of time. First,
each Man in Black has a “time limit” in this world
equal to 43 hours, 17 minutes and 21 seconds. Once
that limit has been reached, the shadowy stranger is
simply no longer. A character blinks, and nothing
remains of the Man in Black that was pursuing her.
There exists a wrinkle to this, however: any time a
Man in Black’s body is killed (see Never Die, above)
and returns, it restarts the clock, setting it back to
the odd deadline. The second temporal limit suffered
by a Man in Black is magic from the Time Arcanum.
Any time a spell from Time is cast in the presence of
a Man in Black, it seems to make him dizzy: he suffers
a –1 penalty to all rolls for every Time spell cast
(cumulative). This penalty remains for one hour.
Weapon Confusion: The Men in Black are capable
with Brawl rolls and with Weaponry rolls made to
utilize their long needled picks in combat. Other
weapons, however, utterly confound them. A Man
in Black can pick up a pistol or a baseball bat to use
against a target, but attacks are clumsy and slow — the
stranger suffers a –5 to use any such weapon.

Storytelling the Men in Black
First and foremost, the Men in Black are not
to be played for comical effect, but certainly
their behavior can seem comical and, initially,
harmless. One of the strangers washes
his hands in the fish tank, while another
bites his thumbnail down to the bloody quick
while asking questions. Strange. Anything
weird that they do should be given eventual
contrast, though, when it comes time to solicit
information or “silence” the target — they become
an unstoppable, nightmarish force.
And that’s the key to Storytelling the Men
in Black: nightmare. Like in a nightmare, they
represent an enemy that keeps on coming.
Yes, you can destroy them physically but they
always return (and in fact, destroying them
physically only lengthens the duration of the
nightmare, really). The story one gets out of
the Men in Black is, effectively, a chase story:
look to movies like Duel or The Terminator
for this idea. It’s about running. About getting
away. About escape at any cost. All too often,
game players have the idea that (often accurately)
they just need to find a way to kill the
bad guy, need to find the “mini-boss’ weakness,”
except here, that won’t work. The good
news is, the Men in Black seem programmed
on a time limit, so they cannot come ceaselessly
until their victim is dead. Because of
this, the characters merely need to hide and
survive. It should humble the characters a bit:
not everything they witness or conjure can be
so easily put back down.

Summoning the Strangers One may summon a Man in Black a couple different
ways. First, a mage may utilize the Outer Channel spell
(p. 144), with a few notable tweaks to the process.
First, the target number is different. The Men in
Black seem to have no resistance to or concern over
the Gauntlet, and so the target number is now twice
the mage’s Wisdom (for the mage must overcome
her own sanity and moral scale to invite such inhuman
anomalies into this world, even temporarily).
Second, the mage who summons the Men in Black
is subject to a mild derangement during the time that
the Men remain in this world. This derangement is
usually Fixation or Vocalization (pp. 97–98, World
of Darkness Rulebook).
If a mage or other character is not using the Outer
Channel spell, then the Men in Black can be summoned
during a Manifestation Paradox. An Abyssal
creature still enters this world (be it a snarling Imp
or some dark Angel), and when it does, the character
can expend a Willpower point and that character’s
player can attempt a Composure + Subterfuge roll.
Success on this roll brings the Men in Black into this
world, though they do not appear immediately, usually
showing up within 24 hours of the Manifestation.
The bigger question is, why summon the Men in
Black at all? Some mages have done so in an attempt
to bring the Men in Black to bear against their
magical enemies. Upon summoning the strangers
close to a supernatural event, the Men in Black
enter this world and hone in on the witnesses to

and those responsible for that supernatural event.
(If several such events occurred recently and in
the vicinity, they will endeavor to “deal with” all
parties related to all events.) If the summoner was
not strictly responsible for any such event, the
hope is that the enigmatic strangers will now dog
their enemies. This can certainly work, but it’s a
bit like setting loose a rabid dog in the direction
of your foe — yes, the dog may leap for your adversary’s
throat, but when he’s done he may come
back and bite off the hand that feeds him. Many
mages have summoned the Men in Black only to
have the strangers assault them for some spell gone
awry weeks before.
It should be noted: a character never summons just
one Man in Black. They always appear, as mentioned
earlier, in twos, threes or fours.

Story Hooks
• An ally of the cabal comes to them,
panicked: he’s being followed. They come
in a dark sedan that glides quietly along the
city streets. Men in dark suits and crooked
sunglasses come for him, and he always
must flee, but he knows they’re here for him.
Can the cabal help him? They poke around,
and someone high above them tells them, the
way to be rid of them is to destroy them utterly.
Except, that’s a lie. It only resets the clock
and keeps the strangers in this world. Was
the lie intentional? Are they being messed
with? What happens to the characters when
they try to help the target of the Men in Black
— do they become targets, too?
• One of the cabal misuses magic, be it
intentionally or by accident. Paradox is the
result, however small or large — Sleeper
witnesses are present. Within 24 hours, the
Men in Black have arrived, but preceding
them is a letter slipped under the character’s
door. Penned in elegant script on an
embossed card is this message: “You made
a terrible error, and I have capitalized upon
it. They are coming for you.” Has someone
summoned the Men in Black to hound the
cabal? The Sleeper witnesses have now
gone missing. The Men in Black are ceaseless.
But the real question is — who’s the one
with the axe to grind?
• An ally or even one of the cabal’s own
mages has gone missing — they find blood on
the floor at his home and a pair of black sunglasses
with one lens shattered. Neighbors
describe the Men in Black who visited him.
That’s horrible enough, right? It gets worse.
Months later, the cabal does something
wrong, and the Men in Black come to “correct
the error.” Except now, their friend seems to
be among them. He’s different. Off-kilter, but
it’s him. Can they save him? Is it really him,
or just a mockery? He seems to know quite a
bit about them…

Theories Just what are the Men in Black, anyway? And from
what strange realm do they hail?
One theory is that the Men in Black are the
heralds of “true” Paradox, perhaps even hailing
from a realm of pure Paradox or a place where
sanity holds the laws so dearly in its grip that it’s
actually, well, insane. The theories suggest that
Paradox exists to prevent the molestation of the
Tapestry, keeping its threads mostly unharmed
and connected. Except, Paradox now seems to
hail from — or at least get filtered through —
the Abyss. Paradox doesn’t really right anything:
in fact, it might create a derangement, cause an
electrical grid to go haywire, or force the summoning
of some many-mouthed Abyssal larvae.
Magical indiscretions are not punished. Rips in
the fabric aren’t really fixed. Paradox only seems
to exacerbate the scenario, doing little to prevent
a mage from causing such trouble again.
The Men in Black, however, show up for a time, punish
witnesses and transgressors, and potentially even
damage a sorcerer’s brain so much that the mage can
no more call on magic (or possibly go to the bathroom
by herself) anymore. Doesn’t this imply that they are
perhaps true “Paradox elementals,” hailing not from
the Abyss but from the distant reaches?
It’s these distant reaches that mages believe
could be the home of the enigmatic figures. If a
place exists far off the normal cosmological maps,
it might be home to plainly inhuman gods who
judge mankind’s deeds through a far-off (and probably
distorted) lens. The Men in Black, say some
theories, are these gods or are instead agents of these
gods come to Earth to… make adjustments as the
divine powers feel necessary.

Man in Black Quote: Might I have a cup of water? I feel… parched.
Tell me about the events of two nights ago. Did you know
that water vapor can sometimes simulate a paranormal
experience, the manifestation of such may appear to be
a ghostly entity? Thank you for the water. Ah. I will
enjoy it.
Background: As above. The Men in Black are
inhumans masquerading as humans. They seek to
“convince” witnesses they did not see the supernatural
event they believe they saw, and they also seek
to “correct errors” when it comes to those who may
have been responsible for such a supernatural event.
Correcting an error means, of course, a cruel lobotomy
or death outright.
Description: At a distance, they might seem human.
Up close, that impression fades swiftly. Their skin may
appear plasticene, or painted on. They wear dark suits,
always, and sometimes wear dark glasses (whether in
lens or in frame), dark shoes, and dark gloves.
Storytelling Hints: Basically? Act weird. The Men
in Black do not react normally given certain stimuli.
When transmitting bad news or making a threat,
the stranger may wear a broad smile. When giving
a compliment, the figure may frown or be watching
the ceiling fan revolve or be looking at his own hand
as if it’s a marvel of nature. They ask odd questions.
They interrupt others and themselves. They speak
sometimes in non sequiturs, as if trying to mimic
human conversational patterns (and failing).
Mental Attributes: Intelligence 2, Wits 4, Resolve 4
Physical Attributes: Strength 6, Dexterity 2, Stamina 3
Social Attributes: Presence 2, Manipulation 1, Composure
4
Mental Skills: Investigation 5, Occult 5, Science 1
Physical Skills: Athletics 3, Brawl 3, Drive 1, Stealth
5, Weaponry 3
Social Skills: Intimidation 3
Merits: Direction Sense, Fleet of Foot 3
Willpower: 8
Wisdom: n/a
Virtue: Justice
Vice: Wrath
Initiative: 6
Defense: 2
Speed: 16 (with Fleet of Foot)
Health: 8
Weapons/Attacks:
Type Damage Dice Pool Special
Steel Pick 1(L) 10 Armor Piercing 1


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