Hm, one always did prefer the Technocratic Union and their Paradigm to that of the Traditions. As to the Coventions, the Progenitors were the most favored.
I think Zagreus is too much of a spiritualist to favour them over the Traditions, though. A Gold Apprentice could have fun with the Technocracy, maybe. What would Zagreus make of the Euthanatoi?
I think Zagreus is too much of a spiritualist to favour them over the Traditions, though. A Gold Apprentice could have fun with the Technocracy, maybe. What would Zagreus make of the Euthanatoi?
I can see him understanding and maybe wanting to try the later versions of the Crats. Euthanatoi it is cult of Sin eaters both future and past. I can see him not fully disagreeing with them. Especially the ones who are death god servants. But he is going to HATE necromancer aspect of the Euthanatoi.
I can see him understanding and maybe wanting to try the later versions of the Crats. Euthanatoi it is cult of Sin eaters both future and past. I can see him not fully disagreeing with them. Especially the ones who are death god servants. But he is going to HATE necromancer aspect of the Euthanatoi.
That is true but dealing with Wraiths can be werid. And I don't know how Zag will react to them other then a guessing dislike. Because Soul Forging is common.
That is true but dealing with Wraiths can be werid. And I don't know how Zag will react to them other then a guessing dislike. Because Soul Forging is common.
1e of all game lines was a mess. Vampires could turn human, werewolves had Nazis (Would be killed after this edition), Mage had active war with Crats being Cartoon villains, Fey being killed by Taxs. That kind of stuff.
As to some of the other Traditions, hm, one cannot see Zagreus playing one of the Cult of Ecstasy/Sahajiya, for obvious reasons.
Zagreus could potentially play as one of the Dreamspeakers/Kha'vadi.
As to the Celestial Chorus, the problem is Zagreus' polytheistic framework. It would not be an automatic exclusion, but it would make it more difficult to understand their Paradigm.
Of course, given Zagreus' background, one imagines that he would be right at home playing one of the Order of Hermes, perhaps the most rigidly organized of the Traditions. Of course, it would be hilarious to see his reaction as a player in that case if he were to learn that the Craftmasons and House Tremere emerged from the Order of Hermes, giving rise to the Order of Reason, eventually becoming the Technocratic Union, and Clan Tremere, the Usurpers, respectively.
As to some of the other Traditions, hm, one cannot see Zagreus playing one of the Cult of Ecstasy/Sahajiya, for obvious reasons.
Zagreus could potentially play as one of the Dreamspeakers/Kha'vadi.
As to the Celestial Chorus, the problem is Zagreus' polytheistic framework. It would not be an automatic exclusion, but it would make it more difficult to understand their Paradigm.
Of course, given Zagreus' background, one imagines that he would be right at home playing one of the Order of Hermes, perhaps the most rigidly organized of the Traditions. Of course, it would be hilarious to see his reaction as a player in that case if he were to learn that the Craftmasons and House Tremere emerged from the Order of Hermes, giving rise to the Order of Reason, eventually becoming the Technocratic Union, and Clan Tremere, the Usurpers, respectively.
Like just being in a city outside a freehold was enough to kill you if you stayed there long enough thanks to Ambient Banality.
It makes crossover real hard, since pretty much only shifters and some mages hang around in non-urban areas. Which is probably why they got rid of ambient banality in C20.
Now, I'm the first to admit that I know even less of changeling: the dreaming than of mage: the ascension. But for what I read, changelings are fae spirits that incarnated themselves in the bodies of humans to survive the loss of magic in our world, right? So I don't understand why would banality affect them so much (from a narrative point of view that is, I understand why they included that in the game mechanics) when the main reason they disguise themselves with a mortal appearance is precisely to survive said mundanity.
Nahhhh... maybe after he takes some Wit-Sharpening Potion. Exalted is one of those games, IMO, where the rules are very bad at describing the game. The crunch is both imbalanced and poorly explained, and the fluff makes little sense if you don't have at least one of cultural transmission downstream from the original authors, or cultural context of the sources Exalted is cribbing. I played mostly 2e with my main tabletop group, less 3e and 1e, and across all editions my experience was that the rules had weirdnesses and gaping holes and bizarre exceptions - most of which made a lot more sense after I got on the Exalted forums and could hear the "author's notes" and the design history closer to the source, so I could understand what they had been aiming for.
On the other hand, I like exalted for the story it tells, about a broken world that is being assailed by enemies from the four corners of the world: the beautiful, capricious and cruel Raksha, in a mixture of daemons and druchii, the infernal exalted, each one as powerful as an everchosen of chaos at the service of masters as evil as the Four, and the abyssals, genocidal madmen not unlike nagash, and to make matters worse, the only defenders of the world are a decadent dinasty of oppressive demigods whose realm is crumbling at their own feet due to centuries of corruption and the disappearance of the only competent ruler that the realm has ever seen, who by the way, looks suspiciously like Miao Ying, the storm dragon. And the only hope comes from the fallen god kings chosen by the sun, whose power has been granted to new chosen to attone for the sins of their predecessors, who in their newfound power and arrogance forsook the virtues that made them worthy in the first place. The world is ending, the gods have abandoned you or are selfish jerks, and the hero is a flawed human being that tries to be virtuous in a reality that operates by the lack of objective morality. All in a setting which gives extreme cathayan vibes and with an aristocracy crueler than the empire of man could ever hope to be. Oh yes, Zagreus is going to love this game. Ah, and let's not forget the weird intelligent beastmen that can shapeshift thanks to the power of the moon, like what happens with morrslieb, but ..... not malevolent? What the fuck? Could you imagine Zagreus reaction to meeting Ma Ha SuChi?
Now that I think about it, grail knights of bretonnia are basically a form of exaltation, and judging by the kind of people who became solar exalted during the first age, Zagreus would probably think that the unconquered sun was a bit lax when he granted divine power to people, making them basically as powerful as Sigmar in his deification.
You get an exaltation!
You get an exaltation!
Everybody gets an exaltation!
Now, I'm the first to admit that I know even less of changeling: the dreaming than of mage: the ascension. But for what I read, changelings are fae spirits that incarnated themselves in the bodies of humans to survive the loss of magic in our world, right? So I don't understand why would banality affect them so much (from a narrative point of view that is, I understand why they included that in the game mechanics) when the main reason they disguise themselves with a mortal appearance is precisely to survive said mundanity.
Then need Wonder and Creativity to live. Humans in modern day are not creative enough for them. Also the lost of belief in fey. The creativity needs to be of knights and armor. And not gun powered and sci fi for them. They feed off humans to get this too, for the most part. And they are split between the two main courts. One while still feeding isn't that bad. While the second is just straight up mind rape.
Now, I'm the first to admit that I know even less of changeling: the dreaming than of mage: the ascension. But for what I read, changelings are fae spirits that incarnated themselves in the bodies of humans to survive the loss of magic in our world, right? So I don't understand why would banality affect them so much (from a narrative point of view that is, I understand why they included that in the game mechanics) when the main reason they disguise themselves with a mortal appearance is precisely to survive said mundanity.
Because they are a Fae Soul in a Mortal Body, Banality still affects them. It just doesn't affect them as much as if they were a Firstborn from Dark Ages: Fae stuck in the modern world, where it'd take all of 3 seconds for them to be unmade by the sheer amount of banality in modern times.
[X] Something strange - a rebel on the run from an Empire that stretches into the stars
Penny is glad to have Sally-Anne join the next game. The setting this time involves playing as a group of rebels fighting against a tyrannical Empire that stretches into the stars. It's also the first time you're expected to build your own character from scratch.
You'd asked if there are wizards in this setting that you can play as.
"Maybe," said Penny, with a mischievous smile, "You can't start as one, though."
There is a rather bewildering array of races and skills to choose from. You talk briefly with Sally-Anne, who is familiar with the setting, if not the game itself, and she confirms that some of the people in it live in more primitive societies and fight hand-to-hand, so you decide to build your character around that.
You pick a male human, for familiarity. You make your character strong, agile, fast, sneaky, and good with melee weapons – attributes most useful for a primitive world left behind by the Empire. No matter the complexities of the setting, you figure the ability to get close to an enemy and hit them with something sharp is going to be valuable.
Your one concession to advanced engineering is a 'vibro-ax' and the skill to maintain it – explained in your backstory as something your tribe forged from parts scavenged from a crashed ship. You considered a sword, but figured an ax would be a more believable tool. You give your character the ability to quickly draw his ax, and a 'sixth-sense' for danger.
You can't have all this power without drawbacks. You're a wanted man in debt, a result of having to leave your planet in a hurry, and since you're not used to riding on vehicles or fast beasts, they can make you nauseous.
"You sure you don't want to take a blaster?" asks Sally-Anne, looking over your character sheet.
You nod. Best not to rely on something you're unfamiliar with.
"If she's not going to let us be Jedi, I guess I'll be an Ewok. They're pretty cute, so they'll underestimate me," says Sally-Anne.
Her character is a small tree-dwelling furred creature, also adept at sneaking around. Despite her size, she wields a dangerous blaster pistol.
"Jedi?" you ask.
"They're these warriors who wield lightsabers, sworn to protect others" she says, swinging around an imaginary sword while making odd humming noises, "They can use the Force – it's like space magic."
"How do you know so much if you've never played this before?" you ask.
"I watched the films," she says, matter-of-factly.
You overheard enough from the boys' dorm to have an idea what she's talking about. "Films" involve a muggle device that projects images onto a large screen so quickly that the audience sees seamless motion. A way to capture a theater performance so it can be viewed later without any of the original actors being present. Clever. The closest equivalent back home you can think of is shadow puppetry, but done by a machine.
"Why are we fighting against the Empire anyway?" you ask Sally-Anne. She blinks.
"Well, they kill people…" she says.
So did yours.
"... blow up entire planets…"
That is rather extreme…
"... and it's run by this evil old man who has dark Jedi powers."
Run by a dark wizard? You can work with that.
"How do they travel between planets?" you ask, "Teleportation?"
"No. Spaceships. They're like ships, but in space," she says, as if stating the obvious.
That explains little, but you'll pick it up as you go. Let the other characters sail the ships through the void – you'll fight on the ground when needed.
===================================
You meet with Penny in an empty classroom. She quickly looks over the character sheets you've all brought. Yours is in order, though Penny is surprised by your choices. You ask her why a blackpowder pistol costs nearly as much as a "blaster."
"No supply, they're antiques on most worlds," she says, amused. She does offer to let you have one for a steep discount, which you accept.
Sally-Anne's Ewok character makes Penny chuckle outright.
"The character's good, though keep in mind most of the galaxy does not know that Ewoks exist at this point," she says, moving down to her equipment choices, "There's no way you can carry this many explosives though…"
What is a galaxy anyway?
Sally-Anne frowns, making the case that she can keep some of it at their base or ship.
"I can carry some of it," you offer. Your character is rather strong and you're likely to be fighting as a team. Penny thinks for a moment, then accepts the compromise.
"Try not to get shot carrying all these explosives," says Sally-Anne.
"I feel like not getting shot was already the goal," you deadpan, causing her to chuckle. Meanwhile, Penny moves on to the other characters.
"No Justin, you can't have a lightsaber," says Penny, "They don't exactly sell them on the market."
Justin Finch-Fletchley complains, but eventually relents, changing his character into a human smuggler with a heavy blaster pistol.
Nikhil Singh has created a Rodian character, a reptilian humanoid, specialized to use the most devastating blasters in the game.
"But you don't have a repeating blaster…" Penny points out.
"I'll take one from a dead enemy later," he says, tapping the side of his head.
"Um, Penny… I was wondering… Could I play as a droid?" asks Sue Li, hesitantly.
"Hmmm, I think we can make that work…" says Penny, going over Sue's character sheet.
"Droid?" you ask Sally Anne.
"A robot," she says, elaborating when she sees your lack of recognition, "They're like metal men."
"A person with prosthetics replacing their entire body?" you ask, remembering the earlier game.
"No, that would be a cyborg. A droid was never a human, they were just assembled like any other machine."
An intelligent being of pure metal immediately makes you think of daemonic possession, but there are more wholesome alternatives. You know that the College of Engineers and the Golden Order tinker with machines of metal and clockwork – you'd even heard rumors of a purely mechanical steed. Come to think of it, you've seen something similar at Hogwarts…
"So they're like the Hogwarts suits of armor? Or like some of the gargoyles?"
Sally-Anne considers your words for a moment.
"Similar, I guess. Except they don't use magic at all. Just muggle science and engineering."
Huh.
"Do they have souls?" you ask.
Sally-Anne opens her mouth to respond, before furrowing her brow in thought. If she has an answer, it's not an easy one. Meanwhile, Penny finishes going over Sue Li's character, best described as a droid version of the 'decker' she previously played. It's not humanoid, instead having a cylindrical body hiding many appendages, a dome shaped head without a face, and two downward facing arms with wheels on the ends.
"Alright, we're already behind schedule, so let's get this started. We have Dan Duo, the human smuggler," says Penny, gesturing to Justin Finch-Fletchley.
"Mak Lunkey, the Rodian rebel trooper," she gestures to Nikhil Singh.
"R2-D20, the astromech droid," she gestures to Sue Li.
"Wicket, the Ewok commando," she gestures to Sally-Anne Perks.
"And last but not least, Rex the tribal scavenger – from the swamps of Mimban!" she says, gesturing to you. Penny places a metal cup in the middle of the table.
"You know the drill by now…"
The five of you place your wands in the cup. Penny clears her throat and smiles.
"A long time ago, in a galaxy far, far away.…"
You are part of an alliance of rebels dedicated to overthrowing the tyrannical Galactic Empire.
Rebellion is a prickly subject. Bards sing of both treacherous rebels crushed under the boots of righteous men and heroic fighters struggling against tyrants.
You know the vast majority of rebellions deserve to be crushed ruthlessly. Many are started or controlled by the ruinous powers, greedy men, or vampires. Constant rebellion is what keeps Estalia and Tilea fractured, weak, and in a state of civil war. The Age of Three Emperors was a blight on Imperial history only stopped by the brilliance of Magnus the Pious. Volkan Jarl sought to strangle Sigmar's empire in its crib. Frederik van Hal raised the dead of Sylvania to make war on Stirland. Vlad von Carstein, the vampire count, sought to claim the Imperial throne, devastating the Empire and turning Sylvania into what it is today.
Whenever the Empire fights itself, its people die while the fell forces of the world fester and grow stronger.
Perhaps Sylvania explains why Stirland is particularly hostile to the idea of rebellion. Whenever Sylvania stirs, it either targets Stirland directly, tramples it on the way to the rest of the Empire, or its sons are sent to die there to pacify it.
You are not naive enough to think every Emperor has been a virtuous ruler – there have been cruel, greedy, or inept ones.
Siegfried I was an arrogant tyrant, and "Bloody Beatrice" brutally persecuted those who did not worship Sigmar. Ludwig the Fat carved out some of the most fertile lands of Stirland and Averland, granting them to the Halflings, all because a Halfling chef made him a grand feast – many other cults and nobles took advantage of this with increasingly extravagant bribes. His son, Boris Goldgather, was even worse – more than a thousand years later, the day of his death is celebrated with wine, gifts, and by pelting misers with dung. More recently, Dieter IV was an incompetent who debased the empire many ways; he was craven in combatting Waaagh! Grom, encouraged infighting between the Colleges of Magic – leading to the Night of a Thousand Arcane Duels, left many Magisters to the mercies of the Witch Hunters in the aftermath, and sold Marienburg its independence.
None of those Emperors were overthrown by open rebellion. Siegfried I was killed and eaten by a dragon he foolishly attempted to ride into battle. Boris Goldgather died when the plague he ignored infected the palace he was secluded in. Dieter IV was "made to abdicate" by the Elector Counts, a coup in all but name, and was permitted to remain an Elector Count to avoid a costly civil war. Many of the others lived long lives and ruled until they died of old age – they had to be endured until Morr claimed them.
That is not to say the prospect of rebellion in the Empire is unthinkable or insignificant. The Emperor has not wielded absolute power since Sigmar Himself – Elector counts have used the threat of succession and rebellion many times, both selfishly and for the good of the realm.
Playing with fire.
You know that rebellion can be noble. The rebellion against the White Witch in Narnia was justified, Mr. Tumnus' schemes aside. Outside of fiction, the brave Sylvanians who'd resisted the vampiric yoke were heroes – even if their tales rarely had happy endings. When the forces of the Old World fought the Sultan Jaffar on the sands of Araby, many of the desert tribes forcibly subjugated by the mad Sorcerer-Sultan rose up to join the fight against him – their stories are treated with honor.
Didn't Sally-Anne mention that the Galactic Empire was ruled by some kind of evil sorcerer?
Vlad von Carstein had once attempted to seize the Imperial throne. There were no Colleges of Magic at the time, but if he were to return and succeed in his original task, would it not be your duty to resist and attempt to overthrow him?
And what if a mortal Emperor was elected and demanded your head? You would die for the Empire if necessary – but would you walk to the pyre for the crime of existing? Or would you resist?
The first obedience of every Magister must be to the ideals and laws of Sigmar's Holy Empire of which these Articles form a part; then to he who is rightfully elected Emperor of Sigmar's Holy Empire…
Loyalty to the Empire over any individual Emperor...
For all your musings, you will not be fighting the Galactic Empire today. The Rebel Alliance is planning a raid on an Imperial prison, but a transport carrying vital supplies was hit by pirates who stole the supplies, murdered the crew, and scuttled the ship. Rebel intelligence has tracked the pirates to a planet covered by jungles and water. The five of you have been tasked to recover the supplies.
Your void ship lands, seemingly undetected, a day's hike away from the pirate base. You make your way through the jungle towards it. Sally-Anne has her character quickly construct a glider of wood and cloth, and uses it to stealthily scout ahead from the air. With her help, you dodge a patrol and make your way to the base as night falls.
The base rests on a square clearing, surrounded by a "shock fence" designed to hurt or kill anyone who touches it. There is a guard tower on each corner, a gate, various ramshackle buildings, a pirate corvette, and a large amount of crates in the open.
Sue's character, the droid, cuts the power to the fence, allowing the rest of you to climb over it. Unfortunately, lacking hands and feet, her character cannot follow.
"We could cut through," says Justin Finch-Fletchley, "But that would cause too much noise."
"Let's eliminate the sentries in one of the watchtowers and cut a hole there," suggests Sally-Anne.
Agreeing, the four of you sneak towards the watchtower, avoiding detection.
"Blasters are noisy, aren't they? Like real guns," you ask Penny, who nods. As you and Sally-Anne have the characters most adept with quieter melee weapons, the two of you sneak up the tower, finding a pair of sentries. You eliminate them quietly – you with a vibro-ax to the back of the skull, Sally-Anne with a knife to the neck. As the others cut through the fence to let Sue in, you take a look at the camp, spotting the supplies you came here for by a "cargo skiff" – a sort of hovering self-propelled cart.
Just then, a communication device crackles to life next to one of the dead sentries, asking for a status update on the perimeter. Thinking quickly, Justin tells you to throw it down. Catching it, he impersonates the dead sentry, telling the person on the other end that everything is fine. After a few tense moments where you find yourself crossing your fingers, Penny confirms that it works.
Momentarily at ease, you all try to come up with the plan.
"We can't fight the entire camp head-to-head," says Sally-Anne, as Penny nods approvingly.
"The obvious move is to sneak over to those crates, put them onto the cargo skiff, and make a break for it out of the gate," she continues, as Penny smiles.
"I think that would be a mistake," says Sally-Anne, as Penny blinks, no longer smiling, "The pirates know the jungle better than us and have speeders of their own. I think we need to steal the ship. The heavy guns on it will even the odds."
"The ship appears to be locked down and sealed shut," says Penny, keeping her voice neutral.
"I see, so we need an astromech droid to get it open from the outside," says Sue, as Penny purses her lips.
"How can we sneak over there?" asks Nikhil.
Some more observation reveals that there are other astromech droids in the camp, so Sue might be able to blend in, especially if dirty. The rest of you are not dressed like the local pirates, however…
"There are two sets of pirate clothes here, with helmets. The blood might not be too noticeable in the dark…" you say.
You eliminate another isolated pirate, and you, Nikhil, and Justin put on the pirate outfits and rub some mud on Sue. No available disguise will allow an Ewok like Sue to blend in, so she sticks to the shadows. With some effort the four of you manage to approach the pirate corvette – your 'sixth sense' proves useful, allowing you to avoid a group of pirates headed to the barracks.
By the supplies, you decapitate the only pirate guard with a quick-drawn Vibro-Ax and stuff his corpse in one of the emptier crates. All of you are aware that time is against you – the camp will eventually notice that four of their number are missing. Sue rolls well and is able to somehow "slice" into the ship's "systems" – giving you access to the ship.
"You can lower the ship's ramp, but it won't be subtle and will attract the attention of the base. The cargo skiff, meanwhile, is far more subtle," says Penny.
"We need a distraction then," says Sally-Anne, "Zagreus… I mean, Rex… Give me back my explosives."
Sally-Anne quickly rigs all of her explosives on the cargo skimmer. One of the pirates notices something off and starts walking over to investigate.
"When they're distracted, seize the ship," says Sally-Anne.
Quickly, she drives the skiff forward, running over the unfortunate pirate and aiming the vehicle at one of the pirate barracks. She jumps off before impact, with only a few scrapes and bruises, as the skiff crashes into the ramshackle building, exploding with a huge fireball.
Alarms blare and screams pierce through the night as the pirates rush towards the blazing inferno. In the commotion, nobody notices as the pirate corvette lowers its ramp, letting three "pirates" and a droid enter.
"What's going on?" asks one of the ship's crew, as walk up to him. You all make short work of them with vibro-ax, blaster, and grenades. Sue takes control of the ships' systems. While she prepares it to take off, she tells the rest of you to man the guns.
You don't quite understand how these "blasters" are supposed to work – but the basics prove simple enough: Aim it at your enemy, pull the trigger, shoot lethal bolts at them. Very convenient – no mucking around with powder and shot, or even individual bullets.
As the pirate corvette floats into the air, the pirates take notice of what you're doing. Blaster bolts fill the sky, uselessly dissipating on the ship's "shields." The four of you return fire with the ship's cannons, blowing apart pirates, guard towers, and ramshackle buildings with equal ease. You make sure to avoid shooting Sally-Anne or the supplies you were sent here for. Meanwhile, Sally-Anne manages to sneak back to the supply crates, killing a pirate hiding among them with her knife.
Eventually, the pirates rally and heavy rockets streak towards the ship. A lucky shot hits one of the "engines" keeping the ship afloat, causing it to wobble and almost crash.
Motion sickness gets the better of you, and you vomit over your gun controls.
Perhaps it wasn't the wisest weakness to choose in a setting so reliant on ships and vehicles…
"We have to go!" says Nikhil.
"No, the supplies are still down there," says Justin.
"And Wicket!" you point out.
"The tractor beam!" exclaims Sue, and you look at her puzzled, "I use it to pick up the crates."
Sue rolls her dice at Penny's direction and you all cheer when she succeeds – though you're not quite sure what she's trying to do. Penny describes how a beam of bright light pulls the crates towards the ship – both the rebel supplies and others – as well as some loose dirt, Wicket, and a few pirate corpses. Floating loot in tow, Sue pilots the ship away to relative safety.
"And I think we'll end it there for today," says Penny, and the rest of you groan. She smiles, happy that you've all had fun,
"It's getting late and I have to do some rewriting for this campaign anyway," she says, dropping her voice into a barely intelligible mumble, "So much for that jungle chase…"
You all thank Penny and gather your belongings. As Sue Li remains behind, you walk to the Ravenclaw common room with Sally-Anne.
"I'm just imagining the films if they had a crazy guy going around chopping people's heads off with an ax," says Sally-Anne, "I thought you were being dumb not having a blaster, but you made it work. Heck, even I killed more pirates with my knife than I did with my blaster."
"It helped with being sneaky, with how noisy blasters are supposed to be," you say, "Of course, that was before you rammed a skiff full of explosives into a building full of pirates…"
An older student walking the opposite way gives the two of you a confused look.
"Hey, it worked, didn't it?" says Sally-Anne, grinning.
You continue chatting about the game and eventually reach the common room door, which Sally-Anne knocks.
"I shoot bolts, light as vapor, more powerful than any crossbow, what am I?" asks the knocker.
"A blaster?" blurts out Sally-Anne, mind still on the game.
The door lets out a long groan.
"Yes, fine, come in," it says eventually, swinging open.
The two of you walk in, surprised Sally-Anne's answer worked. She smiles at you.
"Hey Zagreus, thanks for inviting me. That was fun."
Sally Anne-Perks (Revealed)
Raw DCs: 30/60/90 Bonuses: -10 (Socially Awkward) - 5 (Voice) + 10 (Same house) + 5 (Yearning to fit in) + 5 (Decent impression) + 5 (Isolated - Sally-Anne) + 5 (Good study partner) = 15 (-12 to DC, +3 to Roll) True DCs: 18/48/78 Roll: 1d100 + 3 Result: 94 + 3 = 97. Great Success!
Befriended Sally-Anne Perks, bonus to TTRPG action.
TTRPG
Raw DCs: 25/50/75/100 Bonuses: 15 (Good GM) + 10 (Sally-Anne Perks - Great Success) - 10 (Social awkwardness/voice - reduced) + 20 (Club prioritized in weekly actions) = 35 (-28 to DC, +7 to Roll) True DCs: -3/22/47/72 Roll: 1d100 + 7 Result: 34 + 7 = 41, Moderate Success!
Had a good time, destressed, modest relationship improvement with other members of group.
The first rule of GMing: never assume your crazy players are going to do what you think they're going to do. Especially when you give them access to explosives.
Can't wait to see what happens in the campaign as it goes on.
That was surprisingly wholesome! I'm so happy that we managed to get a good roll here, and the game served as a very safe way for Zag to meditate a bit on his life in the Empire.
"It's getting late and I have to do some rewriting for this campaign anyway," she says, dropping her voice into a barely intelligible mumble, "So much for that jungle chase…"
The first rule of GMing: never assume your crazy players are going to do what you think they're going to do. Especially when you give them access to explosives.
Can't wait to see what happens in the campaign as it goes on.
One of the things I love most about Zagreus roleplaying is that I can't wait for him to come back to Malus with a full set to share it among his fellow wizards, only for the game to become surprisingly popular in the colleges, but of course they have to keep it secret so that their reputation isn't tarnished by the sheer geekiness.
On the other hand, maybe the rivalry between colleges escalates so much because of the game that entire secret wars are fought for something as banal as the character design being a total munchkin, or that someone has being cheating with magic in the dice roll.
In the filth and squalor of Altdorf, capital of the empire, a man and his son go home after selling all the stock they had in their market post. Suddenly, they cross paths with a wizard who's going his way to the colleges of magic, cloaked in a myriad of glamours to hide its location. The father and the son don't move an inch until the wizard passes them without paying them any heed. Then, the boy looks up at his father.
"Da, what do you think the wizards do in the colleges of magic? They hardly seem to get out of there at all"
"And bless Sigmar for that!" Answers the father angrily. "Don't dare to even thinking about what do the blasted wizards of the damned colleges occupy their time with! For wizards are secretive and distrustful by nature, which surely must be due to their dealings with the ruinous powers. Truly, as great a man as our emperor is, sometimes I think he is too naive in matters of wizardry for giving them too much freedom in their dealings! Your uncle klutzer, my cousin, was a fervent and devout man of holy Sigmar, so much that he pursued the path of the witch hunter to purge the world of sorcery and witchery, and how did he end? Burnt to a crisp by a bright wizard that had gone rogue, I tell you! "An embarrassment and traitor of our order" they said, "our most sincere condolences" they said. But I tell you that each one of those blasted conjurers are nothing more than wolves in sheep pelts waiting for the moment we grow complacent to destroy us all!"
Meanwhile, in the colleges of magic...
"Gelt you bastard! You have tinkered with the dice again while I was not looking!"
"Oh Hexensohn, not this again. How many times have I told you that the dice have been coated with counterspells to avoid cheating?"
"Then explain me, you gold skinned asshole, why you have been having perfect rolls for your party during the last six consecutive turns!"
"I guess I'm just that good at roleplaying".
"Not only you are a cheater, you are also a liar! It was you who put the safeguards in those dice! Obviously they are enchanted to favor you each time it's your turn!".
"That's it! Nobody questions my integrity during a session of dungeons and dragons, and less a walking corpse! Bring it on, you ghoulish fucker!"
"With pleasure, you stuck up automaton!"
As spells begin to fly and the table board becomes a real battlefield, a lone figure watches the entire ordeal with both shock and embarrassment. It's a scrawny looking boy all dressed in black and with a blue and bronze tie in his neck. His head adorned with a wreath crown.
Zagreus: Well..... I honestly didn't anticipate that.
SO, how did I do it? This is honestly my first time writing anything at all, so any constructive criticism would be welcomed.
Speaking of Darth Sidious, the sith phylosophy about getting as much power as you can and let your darkest emotions guide you, apart from scheming and backstabbing your way into power seems like a weird combination of both khornate and Tzeenchtian creeds merged into one, right?
Wait a minute, wizards don't know what a galaxy is? I seem to recall that the celestial order had a super magical observatory or something that allowed them to scry the cosmos.
I can't.
Seriously, I'm done here.
Each time I read this name in the context of warhammer fantasy I'm rolling on the floor 😂. View: https://youtu.be/PeG7b9Y8DE8 🎶Arabian niiiights, like Arabian dayyyys
More often than not
Are hotter than hot
In a lot of good wayyyys.🎶
By the way, I love all the historical references that Zagreus provides us when he is immersed in one of his inner philosophical musings. I know that history of magic was conceived as a parody of a incredibly boring subject, and to make fun of Binns for being such an incompetent teacher, and Hermione for managing to pay attention in such an inane class whose only topic of discussion seems to be the wars between goblins and wizards, and badly explained at that. However, I seriously think that if it could be possible, and if Zagreus manages to exorcise Binns, faint a hope as it may seem to be, the school should ditch history of magic and replace it with history of Mallus, which is far more interesting and with far bloodier wars. The only issue would be to discuss who would be more qualified to teach history in Hogwarts of all the scholars mentioned in warhammer fantasy. All of this is hypothetical, of course, I am very aware that this would likely never happen, but it's always fun to speculate.
One of the things I love most about Zagreus roleplaying is that I can't wait for him to come back to Malus with a full set to share it among his fellow wizards, only for the game to become surprisingly popular in the colleges, but of course they have to keep it secret so that their reputation isn't tarnished by the sheer geekiness.
Speaking of Darth Sidious, the sith phylosophy about getting as much power as you can and let your darkest emotions guide you, apart from scheming and backstabbing your way into power seems like a weird combination of both khornate and Tzeenchtian creeds merged into one, right?
Wait a minute, wizards don't know what a galaxy is? I seem to recall that the celestial order had a super magical observatory or something that allowed them to scry the cosmos.
Oh Zagreus, if you only knew about the irony of your words....
I can't.
Seriously, I'm done here.
Each time I read this name in the context of warhammer fantasy I'm rolling on the floor 😂. View: https://youtu.be/PeG7b9Y8DE8 🎶Arabian niiiights, like Arabian dayyyys
More often than not
Are hotter than hot
In a lot of good wayyyys.🎶
By the way, I love all the historical references that Zagreus provides us when he is immersed in one of his inner philosophical musings. I know that history of magic was conceived as a parody of a incredibly boring subject, and to make fun of Binns for being such an incompetent teacher, and Hermione for managing to pay attention in such an inane class whose only topic of discussion seems to be the wars between goblins and wizards, and badly explained at that. However, I seriously think that if it could be possible, and if Zagreus manages to exorcise Binns, faint a hope as it may seem to be, the school should ditch history of magic and replace it with history of Mallus, which is far more interesting and with far bloodier wars. The only issue would be to discuss who would be more qualified to teach history in Hogwarts of all the scholars mentioned in warhammer fantasy. All of this is hypothetical, of course, I am very aware that this would likely never happen, but it's always fun to speculate.
We already have the bookish purple main protagonist learning to make friends. We only need a collection of five other friends and harmonious ancient artifacts to create the FRIENDSHIP LASER! But who will we become friends with next?