Mage: The Ascension: Difference between revisions
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==Cabal Cabal Cabal!== | ==Cabal Cabal Cabal!== | ||
The current team rosters of our glorious chantry. | The current team rosters of our glorious chantry. Format: Teams/Cabals listed here will be current arrangements. Previous groupings and histories of should be put here: [[Chantry/Team History]]. Short descriptions, therefore, are fine here. | ||
[[Chantry/Team History]] | |||
'''Team Fireball''' - One of the dirtfort's two founding cabals. Its various line-ups have different names while remaining at the core Team Fireball always. Currently consisting of Mari in the Pharos. | '''Team Fireball''' - One of the dirtfort's two founding cabals. Its various line-ups have different names while remaining at the core Team Fireball always. Currently consisting of Mari in the Pharos. | ||
'''Team Cuba''' - Consisting of Cara, Westin, and Derek. | '''Team Cuba''' - Consisting of Cara, Westin, and Derek. Currently in Cuba attempting to cause John Kerrin to be returned to Chicago. Leaning towards trainwreck as nobody thought to get a information or a social mage onboard. | ||
'''Team Japan''' - Consisting of Ichijo, Proteus, Kana, Cathy, and Shu. | '''Team Japan''' - Consisting of Ichijo, Proteus, Kana, Cathy, and Shu. | ||
===Dirtfort Holdings=== | ===Dirtfort Holdings=== |
Revision as of 20:34, 16 April 2010
For Mage: The Ascension being run by IXJac.
So yeah, create pages for your character. Or just link your userpage if you're lazy. Nobody cares.
Protagonists of Dirtfort
Active Cast
Cara Stang (Andronicus)
- Hermetic mage who's got an incurable case of vampire echoes. Really good at the whole mind control thing. Once stabbed a Master to death. Now has a Kana-approved eyepatch to go with the existing dominatrix look. Once "confused" by Derek Maxwell for a dominatrix nurse. Successfully mind controlled a senior Technocrat.
Catherine West (Norseman)
- A silly librarian who thinks she's from the Victorian era. Talks to trees (they talk back). Carries a revolver containing a good Victorian constable (spirit).
Christopher Westin (MJ12)
- An Entropy mage who has spent years and years of experience honing himself into a weapon of fate. Currently has vowed to dedicate mass carnage to Kratos instead of Ares, because the god of bloodshed isn't putting out. Maybe the god of massacres, jumping puzzles, and threesomes is a better choice. A big damn hero. Took unhealable paradox aggravated damage to protect Cara.
Derek Maxwell (OmegaPaladin)
- Former aspiring technocrat who now happily deviates reality. Operates out of a "Welcome to My Laboratory!" in Chicago. Cackles maniacally while operating a tunneling machine.
Ichijo Watanabe (Ezekiel)
- Genuine Japanese junior VA. Learning to hate Marauders. Unofficially apprenticed to Proteus.
Kanako Kuga (Maloncanth)
- A young Japanese-Canadian girl, Matter-centric mage, and Orphan who has difficulty relating to real life. Dirtfort's de facto talismancer. Her special ability is the Power to Cosplay. During the timeskip after the movie, Kanako created the talisman Raiment of Shamhat to go with her Wire Princess persona. A 3-month refit at Pharos has uprated her firepower to the level of a Mk1 Mari.
Marilia Caldwell (Silence)
- Fireball loli and sole heir to a Hermetic dynasty. Ozu-sama fangirl now! Resurrection count: 1 Fireball Count: Many
- Technically grounded from fighting the Ascension War.
Proteus v2.5 (Shrike)
- C3I for the chantry. Has recently consumed an energy field larger than his head and is groping towards just who and what Proteus v1.0 was. Wears the white hat.
Shu Izanagi (Kerrus)
- An assassin from the Meiji Era. Everything old is new again. Recently became the student of a kid he used to train.
Allies
Beta - Proteus' AI computer familiar. Called Beta-chan by Kana, an appellation which may be sticking. Like her master, she has no last name.
Pam - An innocent loli who Kana rescued from the insidious clutches of a Vancouver pedoring. Rather than being groomed for CP, now she is being indoctrinated into the cel-shaded paradigm. Recent episodes have increasingly emphasized her supernatural status. Her special ability is the inability to fail stealth rolls.
Kano - Former Yakuza midboss turned aspiring badass normal, now arguably definitely a genuine badass normal. He was, with some help from Kana, responsible for slaying the somewhat horrible Kang Zhang, a half Kuei-Ji half human dude mostly known as the man with the flaming hair. In the final episode of the arc, he joined Kana once again (this time with additional Proteus) and dealt the final blow to the more genuinely horrible Mister Lao. Kano managed to out-DPS Technocratic black helicopters against the enemy biomechanoid in Mage S3, further cementing his badassery.
- Yeah, man. What the fuck. Why the hell doesn't he have fangirls? M.M. 16:28, 24 February 2010 (UTC)
- He needs a higher appearance, that's why. --MJ12 Commando 23:10, 27 February 2010 (UTC)
Ozu (Mari: Ozu-sama!) - The Japanese (Possible Ventrue) Kindred who was contesting with Kang for control of Vancouver. Part of the Camarilla, and possibly the Camarilla prince of Vancouver. Saved from death at the treacherous hands of Team Timeout by Team Fireball. An ally, if an untrustworthy and vampiric one, of the chantry. For the moment.
- How the heck's this guy a protagonist?! Are you guys dense?! --Suiren 9:09, 9 September 2009 (XST)
Casualties
James Reines (Shrike) - Void Engineer who got Nephandirized, bringing an end to Team Techno.
Marilia Caldwell (Silence) - Hermitic book loli of Team Fireball. Consumed by fire and paradox in an untimely botch while burning vampires. Currently not resting in peace. Alive again! And finally succeeded where she once failed!
Ren Dynler (Ralson) - Hermitic mage of Team Fireball who majored in Drinking and Driving. Consumed by fire and steel-beam-through-chest in glorious fashion while torching vampires. May he also rest in peace.
Reynolds (MJ12) - ItX traitor member of the shortlived Team Hacker with eight points in AAAA TECHNOCRACY. Killed by Contingent 10 and then baleeted himself. May he rest in peace.
Wilhelm Deimos (Ezekiel) - Anarchist Etherite. Destroyed by techno beamnuke fire during the disastrous awesome disastrome Shady Vale mission. May he rest in subatomic pieces.
Tia Mazu (Ent) - Hot Ninja Girl. Destroyed by techno beamnuke fire during the disastrous awesome disastrome Shady Vale mission. May she rest in subatomic pieces.
John Nightingale (Screwball)
- A buff action hero type from Val Verde. Currently MIA, might have moved on...TO THE NEPHANDI.
Vali Bartal (Ralson)
- Psycho werecat. Narrowly avoided death at the hands of a 300 Gigajoule plasma cannon and has a skull for a face now. Scary!
Cabal Cabal Cabal!
The current team rosters of our glorious chantry. Format: Teams/Cabals listed here will be current arrangements. Previous groupings and histories of should be put here: Chantry/Team History. Short descriptions, therefore, are fine here.
Team Fireball - One of the dirtfort's two founding cabals. Its various line-ups have different names while remaining at the core Team Fireball always. Currently consisting of Mari in the Pharos.
Team Cuba - Consisting of Cara, Westin, and Derek. Currently in Cuba attempting to cause John Kerrin to be returned to Chicago. Leaning towards trainwreck as nobody thought to get a information or a social mage onboard.
Team Japan - Consisting of Ichijo, Proteus, Kana, Cathy, and Shu.
Dirtfort Holdings
Dirtfort is a multi-tradition chantry based in the city of Vancouver. We value diversity, commitment, and moé.
Proteus' Pad - A 3-point node located in Proteus' apartment. All the tass it produces is consumed by Beta-chan.
Hasseltine House - A 4-point node controlled by Team Fireball.
A third node awakened by Kana is presently 1-point but growing slowly. Located in a condemned apartment.
The chantry also has about 4 dots in resources and a 60m yacht with a helipad.
It also has one ex-Technocratic pistol (X-5 with enhanced damage and -1 attack/damage difficulty).
NPCs of Mage
Notable Incidents
Useful Stuff
Enhancing Mundane Rolls with Magick
Choose an appropriate sphere to support the mundane action, and roll Arete at the difficulty of the mundane action. Each success reduces the difficulty of the mundane action by 1, to a maximum of 3. Really difficult actions, or less than fully appropriate spheres may reduce this benefit.
When using magick to enhance the mundane it is traditional to "stunt" a little, for the sake of atmospherics:
- "Iterator Apthalon's right eye glows red as a targeting beam plays over Proteus' body, settling on the rouge AI's forhead. The Iterator raises his disruptor pistol and in a thick accent says, "This system, is down."
- Remember describe exactly what you're doing to the ST as well - "Apthalon is using forces to range in on Proteus and reduce the difficulty of his shot"
- (If you choose not to stunt, or otherwise get into the spirit of things, the ST reserves the right to have your enhancing magickal roll take a full action, rather just being reflexive with some cool SFX and/or a witty line.)
Enhancing Magick with Mundane Rolls
This works on a same principle as enhancing mundane rolls with magick, but the mundane roll always takes a full turn and cannot be done reflexively in the same turn as the magick.
- (The ST reserves the right to violate the above rule for really cool and inventive applications in times of dire stress - that means cool and inventive, not verbose)
Combat Maneuvers
All maneuvers are difficulty 6 unless specified otherwise.
Offensive
P185 Revised.
Clinch
- With a successful attack roll, the attacker grabs the target and begins to squeeze. First turn the attacker rolls damage (Strength). Each suceeding turn both attackers act according to initiative. Each combatant can either inflict damage automatically (roll soak normally) or attempt to break clinch. To escape, make a resisted Strength+Brawl roll.
Disarm
- Make a attack roll at difficulty penalty of 1 (typically 7). If successfull attacker rolls damage normally. If sux exceeds the defenders strength, the defender is disarmed.
Kick
- Dex+Brawl. Difficulty +1, Strength +1 (Bashing).
- A Kick has the chance to knock an enemy back, or over, or otherwise toss them around.
Multiple Opponents
- Characters fighting multiple opponents in close combat suffer cumulative attack and defense penalties of one per additional opponent (to a max of 4). I.e. John Courage fighting three Ninja hitmen at once suffers a difficulty penalty of 2 to all attack and defence rolls.
- This penalty is reduced for the difference in combat skill between the combatants. Jackie Chan laughs at being mobbed by half-a-dozen mooks.
Strike
- Dex+Brawl. Difficulty Normal. Strength (Bashing).
Defensive
Block
- Dexterity + Brawl move to block an incoming hand-to-hand attack. Cannot be used on lethal or aggravated damage unless the character is wearing armor, using magic, or has some sort of special training (like say, Do).
Dodge
- Dexterity + Dodge roll to move out of the way of an attack. Cannot be used if there is no space to maneuver.
- Difficulty is usually 6 in close combat.
- Difficulty varies in ranged combat depending on cover.
- 4 for heavy cover (only very small portions of body exposed, like head or arm)
- 6 for medium cover (half body exposed)
- 8 for light cover (more than half body exposed)
- 9-10 for no cover at all (caught in the middle of an empty parking lot)
Parry
- Dexterity + Melee roll to parry attack. If enemy is attacking unarmed and character parries with weapon that deals lethal damage, enemy may be wounded by parry.
Desperate Defense
- The character gets his full defense pool against the first attack, then loses one die off of every subsequent defensive roll instead of normal multiple action rules.
Changing to a Defense
- The character can abandon any declared action to conduct a defense at a +1 difficulty.
Combat Misc
Target Size Diff Dmg Modifier
- Medium (arm, briefcase) +1
- Small (hand, head) +2 +1
- Precise (eye, heart) +3 +3
Multiple Actions
Taken sequentially and in initiative order for each "round" of a "turn" until all participants have used all actions.
(Numbers given are dice penalties)
- 1 action: -0
- 2 actions: -2/-3
- 3 actions: -3/-4/-5
- 4 actions: -4/-5/-6/-7
- 5 actions: -5/-6/-7/-8/-9
- 6 actions: -6/-7/-8/-9/-10/-11
Simultaneous Attacks
Done in a single "round" against multiple targets.
Split die pool for action between targets (does not have to be an even split)
- +1 difficulty on each target after the first, cumulative.
- Failing in an attack on one target my disrupt further attacks in the sequence.
XP Costs
TRAIT INCREASE
- Name Cost (current rating)
- Attribute x4
- Knowledge x1
- Talent/Skill x2
- Willpower x1
- Background D
- Trad. Sphere x7
- Other Sphere x8
- Arete x8
NEW TRAIT
- Ability 3
- Background D
- Sphere 10