Thursday, September 29, 2016

[Mage 2: The Dethroned Queen] Chronicle House Rules (4-Aug-2018)

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



Mage II: The Dethroned Queen 


Chronicle House Rules and Game Hax

Chronicle Major Themes & Moods 

For our Chronicle: Mage II: The Dethroned Queen which has several scope tiers of Gameplay:

I. Tier One: Cabal/Local Scope - Pentacle Academy Students
Theme: Maturing in the Mysteries
Theme: Addicted to Modern Sorcery (Obsession)
Theme: Personal Choice & Consequences
Theme: Occult Academia (Class, Lessons, Pentacle Academy Focus)
Theme: Low-stakes Social & Political Games
Theme: Compartmentalizing/Balancing Sleeper Life Aspects
Mood: A Sense of Wonder (High Magic)
Mood: Dreaming Awake (Taking Control)
Mood: The Drive to Understand (Internal/External Occult Exploration)
Mood: Playing with Fire

II. Tier Two: Concilium/City Scope - Pentacle Academy Graduates
Theme: Cogs in a Hidden Machine
Theme: An Immoral, Broken World
Theme: The Tyranny on Enlightenment, Safety for Obedience (Seers)
Theme: Accountability
Mood: Caught in Conspiracy & Intrigue
Mood: Paranoia
Mood: Personal Horror

III. Tier Three: Order/Regional Scope - Browncoats Cabal
Theme: The Idea & Limits of Control (The Exarchs)
Mood: The Weight of Destiny & Doom (Ancient Providence)
Mood: Resisting Reality Itself
Mood: The Menace of Cosmic Secrets & Promises of Ancient Mystery

IV. Tier Four: Pentacle/Global Scope - Bridge of Souls Cabal
Theme: The “What if” Scenario (What would it be like if you had Awakened?)
Theme: The Erosion of Ultimate Truth & Existence under Siege (Abyss)
Theme: The Sanctity of the Supernal, Free Will, and the Soul
Theme: Power - The Cost of Hubris & The Corruption of Power
Mood: No Going back Home

V. Tier Five: Pax Arcana/Cosmic Scope - Five Horsemen Cabal
Theme: All Worlds are Dust shaped by Will
Theme: Crossing the Threshold (Archmastery or Oblivion)
Mood: Cosmic Responsibility (Archmagi)
Mood: Pending Doom 




Below are the alternate rule settings used by our Chronicle, to be patched by ST as needed. Last patch 17 July 2017 by Jerad Sayler

Prerequisites for Play

Technical Requirements

·         Microsoft Excel compatible spreadsheet reader
·         Microsoft Word compatible word processor
·         PDF Reader
·         Dropbox
·         Email address
·         Facebook Account & Facebook Messenger
·         TeamSpeak
·         (Optional) Discord
·         (Optional) Spotify Music Player
·         (Optional) Roll20.net


Play Style and Setting


Timelines: Play-by-Post Games vs Table Top Games


The majority of the Mage venue is not co-located.  We have wonderful friends and players in Texas, Colorado, Flordia, & North Dakota.  As a result most of our gaming is Play-by-Post about an event usually a week or a few days but the posting itself may take up to 6 months.
 

Table-Top Games


If Table Tops occur because people are visiting the Storyteller, they usually occur in the game timeline at the same time that the real-world playing took place.  These require journals and documentation to back-brief the majority.  I am not opposed to having Assistant Storytellers run Table-Top games but the Storyteller must approve plots and be briefed on major events.  At the end of the game the AST will brief the ST and provide session notes.  At that time the ST will decide if the events of that Table-Top Session (Chapter/Story) are accepted as Canon and “actually happened.”

Play-by-Posts – Multiple Threads and Timelines


Because play-by-post stories span a very long period of real-time the events that start and occur in the PbP games are considered Timelocked and they do not advance except when the Storyteller says so.  In order to facilitate fun and more content the Storyteller does not require one game involving a character to end before they can begin another one in the future.  As a result, your characters may be playing three different games or scenes that occur in multiple timelocked events spanning over a 6 month period. 

Because of this, there is a chance for paradoxes to occur.  Characters know that previous events occurred but cannot talk much about them except up to what has already happened in the previous and still running game, this is dealt with carefully.  If character death, changes, additions, etc occur we may have to adjust the events of a future scene without starting over.  These retroactive changes are not noticed by non-archmasters and are considered in game as an event of Imperial Magic or messing with the Supernal Realms by Exarchs, Oracles, Archmasters, or higher powers (gods) from an outside source that altered the timeline/parallel would of the current scene.  Therefore we have a reason for the messy changes in a scene.  It has not happened yet.  We try to hold off on using items acquired in previous games until the game ends and the item are still available.

 
Play-by-post in Combat: 

Combat goes by rolled initiative.  There are two methods for handling combat.  The first is that everyone gets one turn per round and the person who posts first acts first and the monsters always go when the Storyteller has time to do their action in the initiative round.  The more organized method is going by initiative turns and only that player can act in that round (other players may talk OOC or speak 3-seconds worth of conversation per round as a free action).  Players in combat have a responsibility to post every 24 hours unless previous stated that they won’t be around for a bit.  The Storyteller may push the character down the initiative roster if need be.  Combat rounds in game are equivalent of three seconds of time.

Character Sheets in multiple places in time


Your character sheet is considered the up to the current real-time status unless retroactive changes occur in previous scenes.  When you buy a new power or ability you cannot use it in previous scenes that you are locked into until you are brought into the present.  Exceptions can be approved by the Storyteller.  The resources of character sheets need to be maintained separately for different time-locked events on simple notepad documents.  The ST will sometimes maintain these in the On-Going Events folder to track everyone.  If only one Story is taking place (sans a downtime scene) the actual character sheet will track mana, willpower, health, temp conditions, etc.

Downtime Single Scenes




Downtime Single Scenes are considered usually Soft Role-Playing.  They may need to make rolls from the character sheets but if they expend resources (Mana, willpower) this will only be tracked if the costs are excessive and may affect the resources of an upcoming game.  It is assumed that if characters have access to sleep and a Hallow or Legacy Oblations it is assumed they can recoup these resources between downtime scenes and stories.  If there is danger is associated with getting these resources the Storyteller will work this out with the players.  There are options for recovering resources (scourging, sacrifices, loss of attributes, over-taxing the Hallow).



Downtime Actions

Downtime actions: Each internal represents a two week period and you have the number of actions equal to your unboosted Resolve dots. Each action represents approximately 30 hours of work in that time period.  Downtime actions represent something outside of your daily routine (sleep, work/school, leisure, upkeep of social merits (in most cases). Actions per month then is Resolve x two. For factoring in Arcana (because Fate, Mind, Life, Time, all could help you do things faster) you add your dots in the highest arcana you are using to help to your monthly actions. So (Resolve x 2) + Arcana dots = Monthly downtime actions.

Players are not required to track their downtime actions unless they are taking on multiple major efforts simultaneously and provide justification for accomplishing things between formal games, downtime scenes, and stories.

The Page Wall


Discussions on the Cabals or Player comlinks and the main-page are considered happening in mostly real time.  If we need to flub this we will.  Most importantly Time is amorphous in this game in order to benefit players and fun.




Game Hax

Death Curse

A dying mage can hurl a death curse on his killer, either using Destiny dice or Gnosis you can undergo some sort of story-dramatic final action before you die.

Drug Bonuses

For Additional information, please see book (Mage Chronicler’s Guide p. 113).

Reversal Points & Transhuman Abilities (6+)

This venue employs Attributes and Skills in excess of 5 dots.  In those cases, where it is appropriate for mechanics besides the additional dice bonuses, the Player may opt (with ST approval) to employ the Reversal System from Imperial Mysteries Page 17.  Also recommend reading the section above it on Storytelling/Roleplaying transhuman Abilities.  Intelligence, Wits, Composure, as well as others if it can be justified.  One in-game effect that differs from the original rules is that a person loses the benefits of a burned dot until the end of the story.  This is because of the effort or overhead associated with those reversal expenditures.  This ruleset is very complex and has yet to be fully fleshed out.  If a character has transhuman abilities you may attempt to perform appropriate reversals.

Incurable Supernatural Illnesses:

Cancer is some kind of Abyssal sickness which defies all magical and mystical means to cure it.  Perhaps it is the result of an Abyssal incursion, the negative effects of sleepers having the abyss suppressing their souls for too many cycles, or an act of Archmastery by an Aswadim.  Whatever the reason, perhaps the only method for curing it is hidden in fallen science.  Maybe an act of Archmastery could cure it, in the meantime it seems to change subtly enough to avoid divulging its secrets.

Storyteller’s Law of Averages Guidelines:

For certain summary actions, extended downtime actions or extremely large dice pools a storyteller may opt to use a statistical rule to determine successes. On downtime actions that reoccur and the character is efficient at divide the total dice pool by 3 for the successes. For single use on-the-fly actions divide by 4, a bit more conservative but useable in active play 

Rote Skills
In addition to providing a +1 Yantra to spellcasting Rotes, Rote Skills provide a +1 bonus to mundane skill rolls.

Rules Clarifications

Instant Actions using Teamwork – require coordination and set-up (delayed actions, etc). For spellcasting, Instant casts can be done but it requires coordination, the incorporation or yantras and rounds equal to the spell level to set up before hand when it comes to combat. Outside of combat it can be done.

Combined spells - The caster gets the lowest number of Reach provided by his Arcana for the spells he is combining. Potency, Scale and reach effects are shared.

Teamwork casting - share the penalties of the lead caster and the paradox of leader but must handle paradox individually

Scary Ephemeral Entities
Beings using the ephemeral beings mechanics get the benefit of having general armor equal to their rank and any abilities that do damage also have a weapon damage modified equal to their rank.
Spirits can use Essence to temporarily boost their traits on a one-for-one basis. They cannot boost a single trait by more than their Rank +2. Each such boost takes a standard action and lasts for one scene; thus, boosting both Power and Finesse would take two standard actions. (Remember to update the spirit’s Advantages.) Such changes are unsubtle and should be described by the Storyteller.




Dramatis Persona


Pentacle Academy Class of 2017
  • Adept Ka'karifiers - Pychonaut, Unspecified (GotV)
  • Adept Overwatch - Enchanter, Security (GotV)
  • Adept Caissa - Orphan of Proteus, Shaman, AA

Cabal: The Triforce
  • Master Chimera - Fangs of Mara, Atlantean Highborn, Warlock, AA (GotV)
  • Adept Jack Bismuth - Thaumaturge, Dragon, Mysterium Daduchos
  • Disciple Reaper - Theurgist , Transhuman Engineer, Libertine
  • Eos - Sin Eater of The Torn, The Harvest Krewe

Cabal: The Bridge of Souls
  • Archmaster Casstiel, Mantle of Chance- Lorekeeper Pychonaut, Alienated
  • Archmaster Persephone, Advocate for the Dead – Hearthmaster Necromancer
  • Master Seraph, Whipping Boy – Warden Obrimos First Talon
  • Master Eris – Keeper - Farseeker Shaman Apostate

Entente: The Five Horsemen of the Apocalypse  (Entente) 
  • Archmaster Kairos, Mantle of Famine - Farseeker Moros
  • Archmaster, Nergal, Mantle of Death - Edgetender Moros
  • Triple Master Indra - Hearthmaster Obrimos Talon

  • The Hollywood Brood
  • Douglas Miller - The Giant, Incoming
  • Kelly Reznik - The Dragon, Desolation
  • Meredith Funar - The Siren of Ruin
  • Marilynn DeVon - The Hag of Hollywood


Independents
  • Ikiyouyou - Youkai of the ShadowFang Coterie
  • Master Witness – Atlantean Highborn, Talon Warlock
  • Master Templeton - Fortune Dealer, Libertine

  • Allies
  • Master Gabrielle - Duelmaster - Enchanter Senior Daduchos Mysterium
  • Doublemaster Garm - Hearthmaster Obrimos, Harbingers of Midgard
  • Adept Cynead - Obrimos Initiate of the Silver Ladder
  • Master Frekki - Casstiel's sub-soul double (Ochemata)


Servants
  • Nitro, Gracy, Rip & Nate - Phychopomps of Persephone
  • Aegis & Parthunax - Guardian Spirits of Nergal
  • Azazel - Knowledge & Air Familiar to Chimera
  • Chesulloth - Nightmare & Revelations Familiar to Chimera
  • Arji - Tree Spirit to Jack
  • Mort - Guardian Dog Spirit of Casstiel (loaned by Chimera)
  • Pharaoh - Cat Familiar to Eris
  • Drix - Familiar to Seraph
  • STARK - Computer virtual intelligence
  • Flynn - Guardian Ghost for BoS Cabal
  • Widget - Web Troll Familiar to Reaper
  • Gar - Atavism Familiar to Caissa
  • Hestia - The Triforce house Sanctum Spirit Guardian

Our Stories

**Chronicles**

*Chronicle I: The Horsemen*

-Ashes to Ashes (ND) SUM'08
-The Harvesters (ND) WIN'08
-The Terrifying Tale of James Magnus (ND)SPR '09
-SpearFinger (ND) SUM'10
-Nightmare of 2nd Street (ND) WIN'10
-Death Masks (ND) SUM'11
-The Night of the Ghoul (CO) FAL'11
-Devil's Night (CO) FALL'11
-A Bad Night at Blackmoon Farm (CO) FAL'11
-Shores of Ouroboros (ND) WIN'11
-Little London Workings (CO) SPR'12
-Under the Skin (CO) SPR'12
-The Unborn (CO) SPR'12
-The Ruins of Ur SUM'12
- Return of Mr. Monster (CO) SPR'12
- Dead Air WIN'12

*Chronicle II: The Dethroned Queen*
-Gazing into you (TX) FAL'13
-The Hermit (TX) FAL'13
- The Vault (TX) FAL'13
-Family Secrets FAL'13
-The Abedju Cipher SPR'14
-Dream a Dream (TX) SPR'14
-The Scavengers SPR'14
-A Nightmare at Hill Manor (TX) SPR'14
-What Dreams May Come SUM'14
-One for Sorrow Act Act 1 (TX) SUM'14
-One for Sorrow Act 2 SUM'14
-Zero-X (TX) FAL'14
-The Ring (DQ1) (ND) WIN'14
-To Spite the Face SUM'15
-Gears of Epiphany FAL'15
-Liminal Space FAL'15
-The Collective FAL'15
-Paintings for Trees WIN'15
-Patchwork WIN'15
-The Tournament SPR '16
- The Heist SPR '16
- His Radiance (PbP) SUM '16
- The Robe (DQ2) FAL'16
- Unicorn Crossing SPR'17
- Cups Runneth SPR'17
- Combat Archaeology: The Ruin SPR'17
- The Scepter (DQ2) SUM'17


NOW:
- The Asylum (PbP)
- Light that Falls (PbP)
- Stranger Tides

SOON:
- The Hunter's Loupe
- The University (PbP)
- The Crown (DQ4)
- The Throne (DQ5)









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