Jon Chung
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Yes, an entire book that can almost be summed up by saying "Go play Ars Magica".
You haven't read Imperial Mysteries.
Yes, an entire book that can almost be summed up by saying "Go play Ars Magica".
I enjoy Cheiron Group's Board of Directors being corporate extradimensionals.Ok, so a while back I was asking about the power levels of Hunters for a theoretical HunterQuest, but then I forgot about it, then I went and got sleepdrunk. And this idea happened.
Cheiron group is a pretty big corporation that has a habit of finding new and unique life, killing it, cutting up the body and attaching it to people for profit/science right? and every splat thinks they're the best and the world revolves around them.
Well, given how they probably have about five different backstories I was thinking what if they were all true? Cheiron is run by spirits, and mages, and the glasswalkers do have a presence inside the group, and yes, both the mages and technocracy do open buisness. Oh and there's probably eternal war with Pentex because fuck those guys. Suddenly it opens the door to all kinds of bullshit and shenanigans and honestly not too serious about itself in that sort of 'we're laughing because it's horrifying' sort of black comedy.
So yeah. Just weird third party Cheiron quest where you run a cell out to make a profit, test the new stuff, reaquire the old stuff and screw over someone's day. Oh and fairly certain the motto is Cheiron Corp, By Sociopaths, For Psychopaths.
You control a character that is heavily discouraged from directly interacting with the world and has to act through intermediaries instead, the main focus is gaining rare reagent and increasing your magical might....Serious question, have you actually read Imperial Mysteries? Or are you just high right now?
I enjoy Cheiron Group's Board of Directors being corporate extradimensionals.
That being said it can easily be folded in your brilliant idea.
Corporate Extradimensionals with spirit, mage, glasswalker, and even technocratic investors!
It's from Conspiracies and Compacts.
So far as random theory, rather divergent from what you have in mind, as why lots of groups backing Chiron?...no one below the board actually knows which way that is. People on the board may not know but they'll need say so.
Fortunately your players don't see 100% everything that's happening in Corporate Inner Circle all of the time?Didn't even think of that one...no one below the board actually knows which way that is. People on the board may not know but they'll need say so.
Thing is I'm worried about setting/splat creep. Since potentially it could involve six plus splats interacting relatively closely.
Thinking I might just be using hunters with merits and or other stuff letting them access *some* thematic things and or templates like the ensorcelled in changeling or ghouls.
You control a character that is heavily discouraged from directly interacting with the world and has to act through intermediaries instead, the main focus is gaining rare reagent and increasing your magical might.
I did read the book...about three years ago.
Not sure how to qualify/define my dissastisfaction with the idea. I'd probably need to read IM anyways just to see exactly how they define it all, but I was always iffy on Archmages in the first place. I mean, using them is so difficult in a game in which Wizards are Quadratic that I think it'd be very difficult to include one without it becoming a GMPC of the highest order, since Mages already can break tons of different types of stories (like Murder Mysteries, as someone keeps on pointing out) just by existing.
The other thing I'm wondering at is the answer of 'Everything is true...in a deleted timeline!' kinda is the sort of thing that makes you wonder "What's the point?".
Yeah, Archies are way too powerful to use in proper play.
That said, you don't actually need them to have multiple timelines. (See The prince of ten thousand leaves et all).
So I'm about to run a solo game focusing on a WWII-era Virtual Adept of the WRAITH Methodology, and I need a bunch of dudes he can requisition, I'm reasonably experienced with various examples of technology, so I explicitly need examples of Technocratic soldiery and units that can be requisitioned.
Wonderful, we're starting at the beginning of the war in Denmark (What war? Those nice German soldiers? A war? What are you talking about?) and he's currently a HIGH VALUE scientist that a bunch of British SPECTRE soldiers are gonna exfiltrate the shit out of Denmark. Until then, he's working on Copenhagen university and ordering around the other Technocrats there, because Denmark's Technocracy is probably reeeeaaally laid back.
Like, reeeeaally laid back.
As of yet, he can also requisition German assets, because the Technocracy hasn't been completely fucked over by the war yet, but when we start to progress into the war, he'll slowly start losing access to one side of the war's requisitions, and given that he seems pretty interested in doing Flame and Citron: Enlightened Scientist Edition, it'll most likely be the German stuff he'll lose.
Sorry for doubleposting, but I need your help here:
Especially you @MJ12 Commando and @EarthScorpion.
So I'm about to run a solo game focusing on a WWII-era Virtual Adept of the WRAITH Methodology, and I need a bunch of dudes he can requisition, I'm reasonably experienced with various examples of technology, so I explicitly need examples of Technocratic soldiery and units that can be requisitioned.
Yeah, Archies are way too powerful to use in proper play.
That said, you don't actually need them to have multiple timelines. (See The Prince of Ten Thousand leaves et all).
Yeah, the thing is, in a gnostic game that's actually the desired reaction.
Timelines A, B and C, that preceded timeline D, aren't no more nor less true than the current one. All of them are different reflections of the True Forms. Shadows in the walls.
I sorta get that, but it's not that interesting because it makes all of the low-level struggles pointless. I mean, Gnostic Truth has to have a 'Truth' that is out there, and the actual answer 'It's all true' is tawdry and boring. Sure, Truth or TRUTH should be mysterious and complex and confusing and you should probably never really find it, but I mean, you have multiple Pentacle Orders devoted to something where apparently the real answer is "It never actually mattered, your Truths aren't part of a complex process of trying to sift to a Gnostic Truth by bits and pieces and research. They're *all* Truth."
Oh, yeah, i agree with that. You should be able to find bits and pieces of the Supernal here and there, parts of the Truth* that have survived the Fall.
And multiple timelines actually help for that. The rewites aren't never perfect; a metahistorian can find physical evidence of their existence, and possibly reconstruct how those where.... up
to the original, pre-fall timeline.
*(And that Truth should be something different for each storyteller).
The other difficulty is where that puts the Silver Ladder and their quest/attempt to recreate Atlantis. I mean, it seems that *if* you have a MAD situation, that'd still create the danger of if one side seems to be actually winning forever, the other side would be willing to launch the nukes because the alternative is destruction anyways.
I mean, Gnostic Truth has to have a 'Truth' that is out there, and the actual answer 'It's all true' is tawdry and boring.
The other difficulty is where that puts the Silver Ladder and their quest/attempt to recreate Atlantis. I mean, it seems that *if* you have a MAD situation, that'd still create the danger of if one side seems to be actually winning forever, the other side would be willing to launch the nukes because the alternative is destruction anyways.
That's the point. The Silver Ladder's plan works on:
a) As Above, So Below THEREFORE As Below, So Above. As a result, we can operate on quintessence denial and ensure the Iron Pyramid can't carry out imperial spells.
b) It's very hard to hack reality when the unified armies of mankind are invading Heaven right now, shiving you repeatedly.
c) Our own archmasters will defensively protect us, because a MAD war between archmasters is something no one wants.
The Silver Ladder plan in essence is to redefine the rules of play. The Exarchs will - the plan goes - be no more able to stop it than the Old Gods could stop the Exarchs, because at the point when you have access to Heaven, you're suddenly not playing the same game anymore and now you're stabbing the Eye in the eyeball and the Father in the junk.
The important thing to recall is that the Silver Ladder have basically taken a look at the Matrix, and gone "Right! Let's build up such a huge army of people who are unplugged that we can seize control of the internal structure and use that to DDOS the overall system. Then we can become the Machines."
It could be a lot of things. I mean, with as many crazy theories as Mage throws around, to a certain extent you (in a game) have to pick what is true. Or *not* pick and leave it a mystery. Or pick *all of the above* which in a way is saying none of them are true...now, I'm going to admit that it might be that Imperial Mysteries goes deeper into the cosmology/lays out it (it is a high level book, so it might have to), but to a certain extent it's your will to decide.
If you want the person who thinks the world began on January 1st, 2000, and have that be the canonical right answer...more power to you. Or at least, there's nothing stopping you from doing so.![]()
"why, if you are shot, then use Shifting Sands to go back three combat rounds and prevent yourself from being shot, does your wound not vanish?"
Which is why you always have two time mages working together simultaneously. The instant the first one comes back wounded the second casts Shifting Sands themselves, losing foreknowledge but preventing wounds.Which is a shame, since Prince of Persia style rewind is a darn useful power.