Reach out. Feel the flows of kinetic energy in the world around you. Focus your chi, and carry out your carefully calculated movements which alter its flow. Now there's a chaotic factor around you which will make it harder to hit you (Forces 2 shielding, likely vulgar if you get too much armour from it).

What if I'm wearing some kind of tight-fitting black outfit? As I understand it people think that that's 'armor' and obviously it makes your movements more free because...uh....it just does, okay?
 
It's easier to tell someone that they look like a reject from The Matrix when they can't actually kung-fu whole squads of armed policemen to death.

But they can't. If you try to do the lobby scene in oMage, you suffer a Paradox backlash half way through, fall over, twist your ankle, and then get shot to death.

Well, or you spend 1wp, delay your backlash until the end of the scene, reach the elevator and then your bomb goes off early when you try to set it.
 
But they can't. If you try to do the lobby scene in oMage, you suffer a Paradox backlash half way through, fall over, twist your ankle, and then get shot to death.

I was thinking more the opening scene.



I mean obviously if you need to do the lobby scene you don't go fully kung-fu, you just bring a grenade, and then use Time, Entropy, and Correspondence to make sure it gets all of them. am i doin it rite guis?
 
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Ah, another person that wants to play The Matrix via MtAs.

Sometimes I don't know if I should love or hate the Matrix films for what they've done to one of my favorite RPGs. On the one hand they've provided a great deal inspiration and interest in MtAs, on the other they've led to a couple people at my table wanting to play as Matrix-esque superheroes rather than actual honest-to-God Mages.
 
Okay, so I've got an oMage character, who is a dual tradition Akashic Sister / Virtual Adept. She's Arete 3, with Sphere at Correspondence 3, Forces 2, Entropy 1, Mind 1. We're planning an ambush for a Technocrat with unknown sphere, but probably has access to some Forces and Time. Last time we met she was throwing 9+ dice at me in close quarters, and has some kind of capture net-thing (Forces?).

I need rotes, spells, enchantments and other things to allow myself to stand toe-to-toe with this person in close quarters and beat the snot out of them. I do not need people telling me that I probably shouldn't, because I've already figured that out, thanks.

Have you thought about attacking her foci? While most Storytellers will let you (and hence themselves) be somewhat free with what focus they use for a given effect, unless you're sufficiently enlightened, you do need a focus. Technocrats need it more then others.

While it's hard to deprive someone of super-training and super-skills, those tend to only be good for very subtle, very long term, or low level effects in the technocratic paradigm. She probably has something that can be attacked. Without her foci, provided she's not high arete, she's just a normal human while you can be a well prepared student of the Do. It might be best to pre-make such effects - virus ready for wireless broadcast or somesuch. Any effect you can drop on her from a great height while she's unready would be good.
 
It's easier to tell someone that they look like a reject from The Matrix when they can't actually kung-fu whole squads of armed policemen to death.

This is something far better and far more easily done when you're Jason Bourne or some near-equivalent than if you're using magic to do it. In general I have found that if you want to fight sleepers, the best way to do it is almost always to be capable of doing it without any supernatural tricks, and then use very low spheres to make your actions more reliable. Also, soaking is better than dodging because you don't need to take actions to do it (the best way to not get hurt is to make sure everyone is crippled before they can act).
 
This is something far better and far more easily done when you're Jason Bourne or some near-equivalent than if you're using magic to do it. In general I have found that if you want to fight sleepers, the best way to do it is almost always to be capable of doing it without any supernatural tricks, and then use very low spheres to make your actions more reliable.

It's just like playing XCOM in that way. Your best friend is predictability. If you can make decisions based on the fact that you will be able to take out a Sleeper soldier a turn without picking up 'Dox, you can position yourself such that you only engage one person a turn and that you're always behind cover. Mages are infowar gods - use that to its max. Mind 1 or Life 1 lets you know where everyone in the next room is, and then control the circumstances in which you engage because you know more than them. If you are not casually spamming 1 dot sensory spells to get all the information you can about a scene to turn it to your advantage, you are wasting your potential as a mage - especially once your Arete gets high enough that you can auto-cast sensory spells.
 
It's just like playing XCOM in that way. Your best friend is predictability. If you can make decisions based on the fact that you will be able to take out a Sleeper soldier a turn without picking up 'Dox, you can position yourself such that you only engage one person a turn and that you're always behind cover. Mages are infowar gods - use that to its max. Mind 1 or Life 1 lets you know where everyone in the next room is, and then control the circumstances in which you engage because you know more than them. If you are not casually spamming 1 dot sensory spells to get all the information you can about a scene to turn it to your advantage, you are wasting your potential as a mage - especially once your Arete gets high enough that you can auto-cast sensory spells.

It's also because the effectiveness of difficulty reducers scales with higher dice pools instead of being static. I made a character who can average 8 successes on 11 dice and the results of this are amazing.

Ending bossfights in single rounds amazing.
 
That reminds, me what would you say protects against a Techno that is using the tailored Pheromone upgrade , simply a mind shield, or being outside of smelling distance?
And what would you say is the "average" effect of having 2 success on a charm/seduction roll, at TN 7 in the classical WoD?

On a further note a 14 dice pool is kind of broken in the classical WoD outside of combat.
 
Is there any good way to increase my dicepool? I've got strength 4 and Do 3, which is...not enough.

By the way, who is canonically "in charge" of the Union circa 2015? I may have just been recruited for a Roll20 Technocracy game, and thinking of being Mr.Moneybags.
 
Is there any good way to increase my dicepool? I've got strength 4 and Do 3, which is...not enough.

Spending XP on it, mostly. Like, you can't get away from having to spend a large chunk of XP on being Good At Fight if you want to be good at fight.

By the way, who is canonically "in charge" of the Union circa 2015? I may have just been recruited for a Roll20 Technocracy game, and thinking of being Mr.Moneybags.

The Union's leadership is never canonically stated ever, except in one of the Ascension scenarios where it turns out it's something like the Overmind meets Colonel John Konrad. And is not canonical outside of that one scenario.
 
By the way, who is canonically "in charge" of the Union circa 2015? I may have just been recruited for a Roll20 Technocracy game, and thinking of being Mr.Moneybags.

Depends on the backstory events. You see between the 2nd and Rev Ed there was a series of major metaplot events, a trinity of destructive events that started the push to the end. First there was the Week of Nightmares where [Ravnos] awoke from his eons long torpor and went on a week long rampage before being destroyed in one final conflagration. Within days to weeks later the Sixth Great Maelstrom tears through the Underworld, devastating it. Finally there was the Avatar Storm which tore through the Umbra, created havoc for mages everywhere and separated the various masters, mages so old that their mere existence on Earth would cause Paradox, from those mages on Earth.

Prior to the Storm, the enigmatic Control was the leaders of the Union but they were so high up there and shrouded in mystery that no one on Earth really knew who they are or where they were. Beneath them were the various leadership bodies of the Conventions and the Symposiums, the regional assembly that control Technocrat activities within certain regions.

These are the Convention leadership groups before the Storm.

New World Order: Inner Circle
Progenitors: Administration
Iteration X: The Computer
Syndicate: Board of Directors
Void Engineers: DSEATC, Dimensional Science Evaluation Administration and Training Board

With the exception of ItX all of these were basically boards made of the senior most members of those Conventions. With ItX they technically had such a board as well but their reverence for the Computer made it the real power in the Convention.

When the Storm those lost or otherwise separated from the Technocracy at large, leaving the survivors on Earth to reorganize the Union. Post-Storm new Convention leadership groups have been created and things overall have been reorganized. Most of them carry the same name, albeit with new personnel and overall reorganization of things.

As for Control, well there is no definitive answer on who or what Control is. Ascension presented two wildly different versions of Control. In the post-Storm world there has been no replacement for Control, with power largely being divided between the Convention leadership and the larger Symposiums, the kind that oversee large geographic regions like all of North America.
 
I'm curious what to the White Wolf/World of Darkness here think about After Sundown. It claims a lot of the same source material as WoD and indeed it began as Frank Trollman's "aWoD" project, but it has such a vastly different tone and approach to it's source material. What with it's assumption that mixed parties are the norm rather than the exception and heavier "horror genera" theme. (and of course it's in Frank Trollman's highly polarizing signature style)
 
The Dark Eras KS is live! So let's see what eras they're covering.

Vampire: the Requiem Requiem for Regina (1587-1593): Elizabeth Tudor wears the Crown Imperial and redefines the nature of power in Europe. In a London both grimy and vibrant, vampires wage their secret wars. Some set their sights on a new Empire of the Damned, while their cults are riven by religious schisms. All the while, they watch over their shoulders as the Elizabethan police state emerges. And then there is the matter of who will kill Christopher Marlowe.

Werewolf: the Forsaken The Bowery Dogs (1969-1979): New York City in the 1970s. Crime. Drugs. Gang violence. Vast economic disparity. And Werewolves. It's a lean, ugly time to be alive, and the lone wolf doesn't stand a chance out there. In the end, all you really have is family.

Mage: the AwakeningTo the Strongest (330-320 BCE): In the rise and fall of Alexander the Great's Empire, armies march and cultures clash. In the birth pangs of Hellenistic civilization, Mages all over the ancient world meet, fight, and join together. In the chaos of Alexander's assassination and the wars that follow, Cults become Mage Orders amid conflicts still burning in the present day.

Promethean: the CreatedHandful of Dust (1933-1940): The Great Depression and the black blizzards of the 1930s turn the American Midwest into a wasteland. For the better part of a decade, thousands of people experience deprivation and alienation right alongside the Created. Like mortals, the Prometheans also cling to the faint promise of hope, that the rains will come and restore the land.

Changeling: the LostLily, Sabre and Thorn (1600s-early 1700s): In the Age of Reason under the reign of Louis XIV, enlightenment goes hand-in-hand with court intrigues. The Sun King's court influences a time when Changeling freeholds gain increasing unity and communication. It is a time of adventure, deception, betrayal and passion — the roar of cannon, the rustle of silk, the ring of steel. The joys and sorrows and outrageous fortunes of the swashbuckler — these are all too well-known to the Lost.

Hunter: the VigilDoubting Souls (1690-1695): Immigrants and tribes struggle to co-exist on the eastern seaboard in the ever-expanding North American Colonies. Violent clashes, supernatural beliefs, and demonic influences spell disaster for Salem Village and its surrounding towns, while other Hunters fight werewolves and vampires on the frontier. With so much at risk, only god-fearing men and women are deemed innocent — and those are few indeed.

Geist: the Sin-EatersGod's Own Country (1950s): World War II is over and a new age of technology is coming, but a hidden storm threatens to overwhelm both the Māori and the European New Zealanders, flooding the world with the restless dead. Sin-Eaters are the last line of defense between a spirit-world gone mad and a sleepy island nation concerned with mourning their lost soldiers.

Mummy: the CurseThe Ruins of Empire (1893–1924): During this quintessential era of the Mummy in the mind of Westerners, the Arisen maneuver through the intrigues of two great, falling empires: the British and the Ottoman. As mortals catch glimpses of their glorious past, Mummies hurtle towards the Great War, a conflict on a scale unseen in recorded history.

Demon: the DescentInto the Cold (1961): East Germany erects a wall against its Western counterpart, turning West Berlin into an island within its own country. As the Cold War heats up, Demons find themselves the targets of increasing human scrutiny and begin to realize that the God-Machine's plans didn't end with the War.

An impressive assortment of time periods. Top of my list is Mummy, with Geist, Hunter and Mage close behind and the rest looking pretty good too.

As with some of their non-Rulebook KS, they've got the current draft of the book available for reading. Gonna read it over the weekend and I'll give my two cents on it then.

And the really interesting thing is that for $5 you can get the PDF of the specific splat chapter you want. Say you're a hardcore VtR player and only want the VtR chapter you can get just that.
 
I wouldn't say a 'definite' link, rather a nod to the OWoD in the NWoD which isn't all that surprising. In fact a MtAw developer commented on that thread that it was a long-standing in-joke rather than anything serious.

Hell there are all kinds of nods to the OWoD in NWoD across many, not all, of the lines have such references and nods. The Tremere are in MtAw, proving once and for all that there is not a universe in all of time and space where the Tremere are not God-damned assholes. A number of MtAw Paths are named after and inspired by several MtAs groups. Several VtR Clans and Bloodlines draw from VtM Clans and Bloodlines to varying degrees.

And those are just a few of the obvious ones.
 
I wouldn't say a 'definite' link, rather a nod to the OWoD in the NWoD which isn't all that surprising. In fact a MtAw developer commented on that thread that it was a long-standing in-joke rather than anything serious.

Point taken, just thought it may be worth a mention.

Hell there are all kinds of nods to the OWoD in NWoD across many, not all, of the lines have such references and nods. The Tremere are in MtAw, proving once and for all that there is not a universe in all of time and space where the Tremere are not God-damned assholes. A number of MtAw Paths are named after and inspired by several MtAs groups. Several VtR Clans and Bloodlines draw from VtM Clans and Bloodlines to varying degrees.

I did not know that. But to be honest I'm like almost two years (maybe three) behind in my new WOD reading list, that is how much I've been doing other things. Quite frnakly I should really re-read MtAw from the top, and that is just for starters :cool:

But I guess with WW, unless you're totally on top of it, once you fall behind you're pretty screwed.
 
Yet another kickstarter that will be completed and released before Exalted Third Edition

To be fair Exalted 3E caught them completely off guard with just how damn successful it was and all that was added to it. It was a major learning experience which is why the KS that came after it weren't as... well bogged down. Plus from the sounds of it the written material for the book is done and they're currently working on the layout which means we're on the final stretch. M20 will be released before it but chances are Exalted 3E will be the next major KS release after it. Both Wr20 and DAV20 are slated for this summer so its unlikely they'll be out before that nor are they currently in the Layout stage. Dark Eras is set for next December. And since there are no other KS that haven't released their product, not counting stretch goal books, Exalted 3E is the one most likely to come out next, at least in PDF format.
 
So, I've read the Mage section of the un-edited document. I like it well enough.

Any opinions on it, or the sections for the other gamelines?
 
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