Now here's an idea: An Awakened Mage whose paradigm is almost exactly identical to the Consensus, so that he can do anything that a Sleeper can do, using any means that a Sleeper could use.
what a single average sleeper can do or any sleeper anywhere can do? because one is genius captain america the other one is just a very complex way to say sleeper
 
what a single average sleeper can do or any sleeper anywhere can do? because one is genius captain america the other one is just a very complex way to say sleeper
Anything that can be justified within the boundaries of the Consensus. With the limitation that he has to use sphere magic to do anything. So brushing his teeth would be a Life rote that cleans his teeth.
 
None of those exactly. The True Fae have Titles, which can be redefined into a number of different forms, and represent both personal power and a relationship with the forces that you form contracts with. What he's suggesting is that those forces start forming relationships with human, a step down from the "freedom" of the true fae, but a step above learning a contract like a Changeling does. Of course that one specific relationship, rather then the ability to learn many different ones like a Changeling can, but it's still a power too close to Arcadia to be good for anyone's soul and self.

Or at least that's how I'm reading it. And it's an awesome idea.

Hmm, maybe. And I do know the concept of Titles, yes. I think I could like the idea, maybe, though I admit I'm probably a bit too wedded to Changelings as a splat to be able to do it full justice, which is what it would need. Different mindsets, really, since reading that does remind me that the one NWOD story I know by Earthscorpian is Mage. And...that's not a bad thing, but it does sometimes show in his very 'Magey' mind. :p
 
Anything that can be justified within the boundaries of the Consensus. With the limitation that he has to use sphere magic to do anything. So brushing his teeth would be a Life rote that cleans his teeth.
That... is effectively just a limitation 'cannot cast Vulgar magick'. And the Consensus isn't a constant thing, so is this just some sort of "modern global Consesnsus Marauder" or does their basic set of beliefs completely and unrecognizably transform when they go from downtown to the countryside?
 
That... is effectively just a limitation 'cannot cast Vulgar magick'. And the Consensus isn't a constant thing, so is this just some sort of "modern global Consesnsus Marauder" or does their basic set of beliefs completely and unrecognizably transform when they go from downtown to the countryside?

Isn't there already a flaw that makes you unable to use Vulgar Magic?
 
That... is effectively just a limitation 'cannot cast Vulgar magick'. And the Consensus isn't a constant thing, so is this just some sort of "modern global Consesnsus Marauder" or does their basic set of beliefs completely and unrecognizably transform when they go from downtown to the countryside?

More like a Modern Global Consensus Marauder.
 
On unrelated note, what is Technocrat's alternate sphere name anyway? Dimensional Science is obviously Dimensional Science, I think both M20 and Guide to Technocracy already stated Mind is Psychodinamic... what about Matter? Life?
 
Per M20, Material Sciences and Life Sciences, respectively. The Technocrat terms mostly stick a sciencey addition on the end, which also gives you Correspondence Principles, Entropic State Control, Force-Based Paraphysics, and Temporal Science. At least it's easy to keep track what corresponds to what sphere, I guess. Primal Utility Theory is the only name given for their Prime, despite the Primal Utility writeup saying that the non-Syndicate Conventions mostly use the normal rules for Prime.
 
Hmm, was reading M20, and the "Earthly Foundations" and "Technocratic Reality" sections on pages 612-613 intrigued me.

Seems easy to play that up a bit into the Technocracy doing actual Enlightened Science instead of just being deluded and make the party line about Reality Deviants just using psychic powers and science they don't understand actually correct.

Plus extend the "Earthy Foundations" to include stuff like evolution, modern astrophysics, and so forth and get rid of Paradox.

I think that would make a crossover much more viable, and it gives it a lot less solipsistic feel which I like.
 
Also, any suggestion how much Primal Energy you can harvest on, say, 1-dot Node? M20 is infuriatingly obscure about it. Same with Chantry/Construct. Like, what kind of benefit I can get by having 3-dot Chantry on my sheet?
 
What place is there in nMage for cybernetic enhancements and similar aesthetics?

I am feeling the urge to play a magic cyborg, but urgh Technocracy urgh oWoD.

That's a cyberpunk exceptions for the nWoD. It's... mixed. I don't think it's genuinely good, but it's reasonably balanced. Which is actually the problem, in that how they balanced it MAKES NO SENSE.

It has some advise for how to bring cyberpunk thematically into any of the lines, though, and that's somewhat better.


Edit: Reasonably balanced for such a small quick work. Even there, there are issues, though it's been so long I don't remember them.
 
What place is there in nMage for cybernetic enhancements and similar aesthetics?

I am feeling the urge to play a magic cyborg, but urgh Technocracy urgh oWoD.

Well there are some Legacies, like the Transhuman Engineers who are Right-Handed.

On the Left-Handed side, you have the Austere who is probably one of my favorite Legacies who get fancy cybernetics as part of their Attainments, then there are the Cloud Infinite who can use other people as subroutines for their own thought processes and if you are willing to look at some biological, body horror enhancements you have the Legion who implant Abyssal creatures into themselves.

I am sure that I'm forgetting something now.
 
Well there are some Legacies, like the Transhuman Engineers who are Right-Handed.

On the Left-Handed side, you have the Austere who is probably one of my favorite Legacies who get fancy cybernetics as part of their Attainments, then there are the Cloud Infinite who can use other people as subroutines for their own thought processes and if you are willing to look at some biological, body horror enhancements you have the Legion who implant Abyssal creatures into themselves.

I am sure that I'm forgetting something now.
Man, I love the Legion. Why do the cool transhuman body-horror mages that implant themselves with nightmarish entities from beyond reality have to be evil?

Wait...
 
Man, I love the Legion. Why do the cool transhuman body-horror mages that implant themselves with nightmarish entities from beyond reality have to be evil?

Wait...

Personally, my favourite Left-Handed Legacy is the Echo Walkers, because I just think that the idea behind a group of mages who use human souls to look for what is basically The Ones Who Came Before from Assassin's Creed is fucking awesome.

My favourite Right-Handed Legacy is either the Choir of Hashmallim or The Celestial Masters. The Choir is a badass group of fucking paladin-mages who take the battle to the Abyss and summon up the angels of the Aether to aid them, and The Celestial Masters are basically a way to play a member of my favourite Convention in Sorcerer's Crusade from oWoD.

Also, their Attainments are badass.
 
None of those exactly. The True Fae have Titles, which can be redefined into a number of different forms, and represent both personal power and a relationship with the forces that you form contracts with. What he's suggesting is that those forces start forming relationships with human, a step down from the "freedom" of the true fae, but a step above learning a contract like a Changeling does. Of course that one specific relationship, rather then the ability to learn many different ones like a Changeling can, but it's still a power too close to Arcadia to be good for anyone's soul and self.

Or at least that's how I'm reading it. And it's an awesome idea.

Pretty much exactly, yeah.

It means that it's actually properly justified why parahumans don't act like humans - because they're part play-acting fae. And yes, that means that Jack Slash basically has Joker immunity (which means he always gets to survive), which really, really annoys the mundane humans who have to deal with the stabby psychopath, but all the parahumans are all like "No, he can still reform, just arrest him" or they always manage to knock him over the edge of a cliff and he still survives.

In this narrative, hmm, no need for Scion or the Entities. The Endbringers can either be True Fae incursions, or they can simply be parahumans who've lost themselves to their fae-ness. The Leviathan, for example, is the Ocean. He drowns cities, because that is what he does - and because his narrative requires him to pit himself against as many parahumans as possible, or else he'll weaken without narrative conflict to feed from.
 
Personally, my favourite Left-Handed Legacy is the Echo Walkers, because I just think that the idea behind a group of mages who use human souls to look for what is basically The Ones Who Came Before from Assassin's Creed is fucking awesome.

My favourite Right-Handed Legacy is either the Choir of Hashmallim or The Celestial Masters. The Choir is a badass group of fucking paladin-mages who take the battle to the Abyss and summon up the angels of the Aether to aid them, and The Celestial Masters are basically a way to play a member of my favourite Convention in Sorcerer's Crusade from oWoD.

Also, their Attainments are badass.
From my memory of cursory Mage readings a while ago, my favorite Legacy were the people who build Doomsday Clocks that eat time and who can save-scum in real life. Too bad they were also evil.
 
So, what are your thoughts on Requiem Second edition? I'm still reading it and trying to figure out if raising blood potency is any good due to 'can only feed from vampires' bit going for the elders.

At least the Stat and Skills you raised higher than five doesn't magically drop in this instance.
 
So, what are your thoughts on Requiem Second edition? I'm still reading it and trying to figure out if raising blood potency is any good due to 'can only feed from vampires' bit going for the elders.

At least the Stat and Skills you raised higher than five doesn't magically drop in this instance.

Absolutely love the shit out of it. I was meh at best on vampires before, now I love them. I have heard that conditions sorta suck, and I've heard mixed opinions from people experienced at RPing as far as Tilts go (some think they work, some (here) think they don't) yet despite all that, I do really, really like it.

And, the feeding restrictions were always there, and honestly it only makes sense, it's not that big of a deal, as long as you don't artificially raise it. By that I mean, if all of your XP is going towards BP every time you can, then you'll wind up unable to feed except on vampires but too weak to actually manage that.

If instead raising BP is part of the overall 'make my character stronger' thing, as well as building social connections, followers, etc...then it's probably doable.
 
Yeah, but apparently before the paradigm was to keep BP at around Five so you could keep feeding on humans and not risk blood bond at every oportunity you feed, since killing vamps isn't exactly well regarded in polite kindred society.
 
Yeah, but apparently before the paradigm was to keep BP at around Five so you could keep feeding on humans and not risk blood bond at every oportunity you feed, since killing vamps isn't exactly well regarded in polite kindred society.
One oft-forgotten aspect of 1e VtR was that you lost the ability to feed on humans at BP 7, not BP 6. This meant the "best" rating to be at was Blood Potency 6, at which point you could have some 6-dot traits and possibly even your own custom "elder" Discipline powers.

Most people never remembered that because 6+ was the big cut-off point for the rest of the system and so assumed that the big life-changing transformation of having to feed on vampires came along with it.
 
MJ Homebrew: Shaws - Deep Cover Assassins
And because I might as well use this for my oWoD Technocracy Homebrew Dumping Ground to farm likes, here, have some stuff about New World Order agents. Because only having the choice of 'Sleeper goons' and generic 'MiB' and 'mages' is kind of boring.

"Shaws"-Deep Cover Assassins
The 'Shaw' is just a normal man or woman. Normal, except for their occasional nightmares. Normal, except that someone close to them is a NWO Operative, a 'handler.' Normal, except that at some point in time they were given a mission that they do not remember. Some are volunteers, although even they didn't know what they were signing up for-the homeless veteran who signs on for 'one last mission' in exchange for a home and a large pension, the fanatic who volunteers to 'serve her country' in any way, the ex-convict who has no options and chooses to volunteer for an 'experiment' in exchange for money. Others didn't even have that figment of free choice. Although many in the NWO find them distasteful, it is undeniable how efficient it is. Reality Deviants, especially inexperienced ones, rarely expect their loved ones to try to murder them in their sleep with the strength and skill of a trained soldier.
Attributes/Abilities: The 'Shaw' is a typical citizen when inactive, with no special skill, knowledge, or talent.
Powers: When activated by a code phrase, a pheromonal trigger, an electromagnetic signal, or something more classic, like a specific playing card, and given orders, the Shaw becomes a single-minded assassin who feels no pain, remorse, or fear. During that time, the Shaw gains the following traits:
  • The benefits of the 'Berserker' merit (+2 Strength, +1 Stamina, 3 -0 HLs, no wound penalties), but none of the flaws. The Shaw is still capable of normal function to a degree (but see below).
  • +1 Dexterity
  • Firearms, Martial Arts, Melee, and Stealth 3
  • +3d to Willpower for the purposes of resisting mind control or other mental influence.
  • The sleeper agent becomes single-mindedly focused on eliminating the assigned target, and will not hesitate to use violence if someone gets in the way of her objective and the Shaw judges it efficient to do so. The Shaw has some level of patience and is still capable of planning, but has an instinctive need to kill the target as quickly as possible. Giving up an opportunity to eliminate the target (for example, refusing to stab someone to death in the open because the Shaw knows that he will come over for drinks in the evening and that will be a better target choice) requires the Shaw to roll Willpower. Failure costs the Shaw 1 point of temporary willpower. The Shaw must attack immediately if she fails a Willpower roll and has no temporary Willpower remaining.
While active, Shaws replace their Nature and Demeanor with Machine and Fanatic, respectively.
Other Notes: The underlying programming is a Mind 4/Life 2 effect, carefully hidden from any magical detection methods (5 successes or more on a Mind 3 memory search required to find the programming) and cannot be removed without magical methods.

Men in Black 2.0s-Advanced Combat Operatives
Sometimes the NWO needs combat operatives who are more than human, yet their objectives are sensitive enough that the NWO would prefer to keep the information in-house. The NWO has often relied on Q Division to customize and maintain its own limited supply of HITMarks but post-Reckoning and with Iteration X's slowing of the HITMark program has been increasingly reliant on its rare and costly Enlightened Operatives to do so. The MiB 2.0 fills a critical niche-giving the NWO a more expendable soldier who can be mass-produced to back up their operatives in the field. Most MiB 2.0 units are under the direct control of the NWO, although some masquerade as government officials-often ones who have broad remits and limited oversight-or are ostensibly put under the thumb of Sleeper governments.

Although MiB 2.0s can originate from clones, unlike the original Men in Black, very few do. Instead, many were retired (whether from age or from injury) soldiers or police officers medically restored to their prime. Further, they are provided significant pharmaceutical and surgical augmentation. Self-healing bioplastic provides them with armored skin that can resist knives and bullets. Genetic engineering amplifies their physical ability to implausible levels and improves their intellect and reaction speed. Their eyes are enhanced with minor implants and targeted retrovirals so they can see in the dark, while their noses are as sharp as a bloodhound's. Chemical therapies slowly modify them to feel no pain and induce their bones to grow thicker, denser, and tough enough to deflect gunfire. An integrated rebreather allows them to wade into tear gas unharmed. This makes a MiB 2.0 generally incredibly loyal to their employer, quite independent, and very very dangerous to underestimate.

Their surgical augmentation, though, is not the be-all and end-all of their lethality. Only the Progenitors and Iteration X think that all you need to make a supersoldier is some surgeries and chemicals. The New World Order puts their augmented agents through grueling training to learn how to use their augmented bodies as lethal weapons, giving them preternatural skill at all forms of combat. Very few candidates fail out of the program. These soldiers are valuable and the New World Order does not wish to throw them away for no good reason-they will often have orders to retreat rather than to endanger themselves, especially if they are there to provide oversight and leadership to other sleeper sympathizers rather than as a combat sweep team. MiB 2.0 teams will prefer to disengage from fights when possible and then return with overwhelming force, rather than suffer unnecessary losses of valuable combat assets which can go toe-to-toe with supernatural hostiles.

Attributes/Abilities: All MiB 2.0s are based off of the "Government Agent" template in M20 with the following modifications:
  • Physical: Strength 5, Dexterity 5, Stamina 6
  • Mental: +1 to all 3 attributes (total Perception 4-5, Intelligence 4-5, Wits 4-6)
  • Abilities: Alertness 4, Stealth 4, Subterfuge 4, Hypertech 2, Medicine 2
  • Merits: High Pain Tolerance, Light Sleeper
Powers: MiB 2.0s have the powers listed below:
  • Augmented Senses: MiB 2s have the equivalent of Acute Senses (All), have perfect night vision, can see in the infra-red spectrum, and may even make Perception-based rolls to track someone by scent. Safety cutoffs ensure that the MiB 2 is not harmed by their improved sensory acuity but mean that strong scents can temporarily disable their enhanced sense of smell.
  • Dermal Armor: +4d armor, no mobility penalty.
  • Dense Skeleton: As the Skeletal Reinforcement biomod: +2 -0 health levels and unbreakable bones.
  • Integrated Rebreather/Toxin Filtration System: An MiB 2.0 has an implanted toxic filtration system which, combined with implanted eye protection and a rebreather system protects them from non-magical toxins. As a bonus, the MiB can stay underwater for 15 minutes per dot of Stamina.
  • Medichines: The MiB 2.0 has medical nanomachines and regenerative tissue which allow the agent to heal far faster than normal. The agent heals 1 level of bashing damage every half-hour and 1 level of lethal damage every 12 hours. The agent heals aggravated damage normally.
  • Enlightenment: MiB 2s have an "Enlightenment" of 3 which is used to cast a handful of effects. They are not actually mages, but are self-willed Devices, much like HITMarks. They may roll their Enlightenment for these effects.
    • Advanced Combat Training (Mind 1, Entropy 1): Successes lower the difficulty of either ranged attacks, melee attacks, or defensive maneuvers. Lasts for a scene.
    • CQC Expertise (Entropy 1, Forces 2): Each success rolled adds 1 level to the damage of an unarmed or melee attack.
    • Stealth Expertise (Mind 1, Forces 2): Successes rolled lower the difficulty of any and all Stealth rolls.
    • Mental Protection (Mind 1): As the Mind 1 Mind Shield rote.
 
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