M:RR: Difference between revisions
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===Mara=== | ===Mara=== | ||
*A visitor from back home is in trouble. Mara needs to help them out. | *A visitor from back home is in trouble. Mara needs to help them out. | ||
*Mara's sister really needs her help. Unfortunately she's a terrible normal | |||
*Wow, that last group of villains Mara finished off were tough. She needs the team to help her figure out who and what they were |
Revision as of 15:23, 1 May 2015
M:RR or the Mage Round Robin is a new Mage the Ascension campaign run as shared setting with multiple storytellers. The chantry is a group of moderately experienced mages based out of an interdimensional North American chantry.
Characters
Revised mechanics, probably, but some horrible chimera of Mage, Mage 2E and RevMage cosmology TBD. There's also m20! Use XP-based chargen (linked in the header) save for the following modifications:
- Initial Arete 4.
- 50 XP post-chargen.
Other changes:
- Dodge does not exist anymore. Evasion uses Athletics or Martial Arts maneuvers.
- m20 Martial Arts.
- Familiars use Familiars Via XP.
Characters List
Post your concepts here, who wants to play.
Hisaki Ariadust (Mal)
Quarter-Japanese Hermetic from a historic magical family. Has family near Nagasaki.
Kaneko Fujiyama (Peel)
Samurai.
Mara Evergreen (FBH)
Ecstatic Biker of Justice.
Ragnar Belix (Shrike)
Former orphan 'adventurer' from Horizon.
Ray Sevin (Acat)
VA Ghostbuster and general nerd guy.
Seungryong Pak (Sarp)
North Korean SINANJU Commando.
Sigrún (Silence)
Amnesiac Noir Assassin
Violette Voclain (Exhack)
Hermetic of House Verditus, Master of Wands and Explosive Trickery.
Chantry
Genn Delacrois Manor, sometimes known in the wizarding world as the House of Doors, is a mildly interdimensional chantry with exits throughout North America and a few in the umbra. Found in its current state sometime in the 80's, the origins of the building remain mysterious despite more than one major effort by experienced mages to study it. After being abandoned again for some time, the location fell into the hands of mages from Horizon who decided to commission it as a strategic chantry of sorts - a pot able to accept disparate mages on a temporary basis. In the mean time, its new inhabitants have a relatively free hand to conduct themselves as they will.
The chantryhouse takes the form of a massive, well-appointed mansion in victorian style - at least from the inside. It has no servants but contains a library of unwritten books, a gallery of unpainted paintings and sufficient rooms for the chantry members to each have a set. The numerous and varied rooms are joined together in a seemingly impossible geometry and its imposing front doors can never be opened. Rather, it has a number of ancillary exits, especially via the tunnels leading from the cheese cellar. It is not rare to find a secret passage, or obscure portal you are sure was not there before, that leads to an unexplored wing of rooms.
Known Exits:
- Pennsylvania, northwest of Philadelphia.
GMs
Sign up here if you're interested in GMing and include vague point-form notes on expected setting, subject or tone (just enough to avoid flagrant overlap).
Peel
GM-Maybe
- Cattle Mutilations
- The Southwest
- Horrible Dungeon
Mal
GM-Maybe
- Darkest Appalachia
- Appalachia
- Demon King of the Sea
FBH
GM-OK
Exhack
GM-Absolute
- Hawaii Nights (COMPLETED)
- Hawaii Nights II: Etheric Boogaloo (Beginning)
- Hawaii Nights III: The Siege of Mauna Kea (Planning)
- Hawaii Nights II: Etheric Boogaloo (Beginning)
- V3: Virtual Vaporwave Vampires (Planning)
- Nephandic Meth-dealing Biker Arc (Planning)
Setting
As a general note, I think it'll be good to keep presentation consistent but underpinnings vague. This way GMs can vindicate player theories in their work (although maybe not that lazily) by incorporating ongoing theories into major metaplot revelations. Entropy might be kind of powerful!
GM Information
Post official GM worldbuilding here. Try to keep information listed pertinent to player encounters rather than the overall campaign.
GM Reward Scheme
A plan to incentivize people to run lots of fun sessions so the game keeps flowing well.
- Each session run gives the 1 XP for groups of 3 or less and 2 XP groups of 4 or more.
- All participating GMs participate in a gentleman's agreement to spend this XP responsibly on things that do not substantially increase their combat power.
- This means substantial XP inflow from running sessions cannot go to spheres, Arete, WP, or enhancing the character's primary combat or ritual pools.
- XP gained from GMing can instead be spent on purchasing additional plot hooks (via Contacts, Status, Cult, Followers, Allies, etc), flexibility (sidegrading into various non-combat Skills and Talents) or acquiring purely thematic items (minor Merits, obscure Knowledges).
- Additionally, it would generally be acceptable for XP gained this way to be spent on assets like the group's shared Chantry, Nodes, Sanctums and other 'safehouse' locations like Nightclubs, Mansions, etc.
Player Information
Post in-character journals, PC projects and theories about various unspecified worldbuild elements here.
Violette
Plot Hooks:
- Always looking for rare and special materials to make new wonders.
- Down for monster hunting/capturing.
- Invested in Hermetic politics.
- Interested in making a proper Chantry house on the East Coast.
- Wants to raise an apprentice to increase her status.
- Wants to do important things to gain more authority and influence in the Order.
- Not as concerned about other Traditions' issues.
- Patron is a Formorian, a spirit that might have something to do with the Worm (although it isn't a Formori).
- Seelie fae hate her.
- Most werewolves hate her.
- That ones that don't might want to use her to advance their own ends.
- Luckily all of the above can be rendered into good Tass.
- Unluckily, her patron is a fairly powerful Incarna imprisoned in the Deep Dreaming.
- Has lots of family problems.
- Mortal family are dodgy circus people.
- Actual mystical family are losers who are either mortal servants or Sorcerers, except for her dodgy uncle who is quite powerful.
- Doesn't know who her father is other than that he's a powerful mage from the wrong place- could even be scandalously non-Hermetic!
- Resented as an upstart.
- Interested in finding out more and helping out, nonetheless.
Seungryong
Plot hooks and general background things
- As part of his direct action duties in the past has come in conflict with numerous parties that have either wronged the Kims/reneged on deals/been a threat etc. Mostly KJ/vamp and kumiho/shifter smacking but also Technos and the occasional Nephandus. This has of course not made him many friends acting as the tip of the spear.
- Totally wants revenge on the Mongrel Techno/Ex Akashic who killed his team.
- While emphatically a Korean first and Akashic/Trad Mage second, he will render aid to Trad mages who ask and are prepared to compensate with Tass/or if ordered.
- Active duty KPA solider with all that entails
- Firmly believes that reunification is a moral imperative which must be brought about to save his southern brothers and sisters from the soul destroying materialistic existence imposed on them by their Techno/American oppressors.
- Currently hiding out in K-Town with some Nork contacts in LA after almost being ATLASed
Kaneko
- She is on the run from her wealthy-on-hard-times family and their demonic master, water demon Umi no Maou
- Spark of Life is vampire (and progenitor, and verbena) bait
- Is willing to go on heroic quests with little personal investment
- Capable of infiltration and exfiltration, physical or social
Hisaki
Mara
- A visitor from back home is in trouble. Mara needs to help them out.
- Mara's sister really needs her help. Unfortunately she's a terrible normal
- Wow, that last group of villains Mara finished off were tough. She needs the team to help her figure out who and what they were