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TheLastOne
Person of impeccable tastes (for destruction)
I'm interested in running a mage or sorcerer game, and I have two different idea for this. I'm probably going to use MnM 2nd edition to run this rather then the actual WoD rules, because I can more easily force people to define what they can do and follow paradigm that way. I'll work with those unfamiliar with this.
I'll also probably run the game itself out of a Slack Channel, because Slack is really easy to use for both chat and form, and does support dice rollers, and even if your unfamiliar it's really easy for you to just join the room I create and not worry about the rest of the service.
I'll also probably run the game itself out of a Slack Channel, because Slack is really easy to use for both chat and form, and does support dice rollers, and even if your unfamiliar it's really easy for you to just join the room I create and not worry about the rest of the service.
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Setting: It's the mid-1800ish in a world different then our own the Civil War was fought earlier, won more decisively, and the Americas are finally getting back on their feet. It's an age of progress, an age of discovery, and an age of magic. The new America colonies are caught between struggling and thriving. In the more settle town in the far east, industry now grows as rationalists and inventors push back the borders of human knowledge. Out west it's a different story, a strange and nightmare land filled with never imaginable super-predator both physical and and abstract, only kept at bay through involved and massive warding. The east has slowly been pacified, the predictors hunted out, the wild magics tamed, but civilization starts tapering out around Missouri, and while there are Spanish colonies in California, but they got there by sailing. No one has crossed the Continent and lived to tell about it.
The Settlement Office is in charge of doling out land grants in the unsettled territories, civilizing and taming them. They're in charge of tracking them, making sure they are supplied, and keeping the warding schema up to date. Part bureaucracy, part ranger, and part army.
You would be a group of circuit magicians and troubleshooters, traveling from homestead to frontier town in the slowing settling territories west of the mammoth river. Circuit magicians are the most independent agents employed by the Settlement Bureau, to supply the settlements with what they need not to fail. You would have a yearly circuit, where you theoretically winter in the east, then hit about thirty/forty settlements during the good parts of the year, though most experienced circuit riders have been forced to winter out west once or twice when everything went to hell.
You would be young, untested. Many new settlements have just been opened up over criticism that the frontier is expanding too fast, that they're opening people up to dangers faster then the naturalists are mapping them, and the Bureau is hiring.
Crunch: While this is a world where alliances and outcomes of the early Tradtion/Technocracy fight played out a bit differently, and so magic is a skill... you all would fall into the somewhat exceptional category that would still count you as hedge wizards/enlightened scientists, though not full mages. You would be better then 95% percent of professional practitioners, but you aren't clued in. I also would be willing to let a few changing breeds hide among you if anyone was interested - though you don't have to be a changing breed to be a shape-changer. Skintheft and Berserker are fine and old magical traditions.
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Setting: The world slipped sometime in the last few years. For all it's hugeness, it's beginnings are rumor and hearsay on the sleeping side of the fence, but now it everywhere. Superheroes are real, or at least there are people with powers now openly walking the day. The scientist started with questions like, and came up with answers. They began with words like "Unexplained" and "Psychic" and replaced them with words like "Consensual Reality" and "Para-physics," and once verboten words like 'Miracle' and 'Fortean' are taking on defined meaning within the scientific community.
It would be a great move, if anyone was behind it. Instead, even those who would seem to benefit are scrambling to catch up. Spiritualists and Mediums have long complained about how modern society ignored the spiritual, and it seems like that finally reach a breaking point beyond the Gauntlet. The Middle Umbra disassociated and collapsed, dragging the more abstract High Umbra into it. The violence of the event empowered some spirits, destroyed others, and suddenly the idea of fire and the incarnation of fire were on speaking terms.
With their spiritual reflections in flux, things in physical reality became unmoored. Items without a spirit suddenly became subject to outside influence, objects whose spiritual reflection was caught up or redefined found themselves in flux. It started minor, the same disbelief that wore away at the middle realm suppressing the effects of it's collapse... but ultimately it was to much. Things have become chaotic, and the new Imageria, the intermixed realm of High and Middle Umbra, is strange, active, and breaking through.
Some in the traditions think now is the time to strike, or begin to think that they don't need the rest of the Nine. Several Houses of the Order of Hermes have left the Council, and the Dreamspeakers are furious... but things are too chaotic. Open war would... well, no one knows where it would go.
The Technocratic Union isn't taking it any better. What's happening now threatens the integrity of everything they've built. Worse, it brings up questions - if the other dimensions do have a fundamentally symbiotic relationship with reality like the superstitionalists claim, are other claims of theirs right? How will the Time Table recover, what does this mean for the various plans and long term goals of the Union? Is the war between them and the Traditions about to go hot?
Some parties in the New World Order aren't waiting to find out. Neutralize, minimize, and sanitize, bring things under control with force then work out what's happened.
You are all part of the middle ground. Whether Tradition or Technocracy, you want to slow things down, to keep the boat stable long enough for the aftershocks of what was at least a minor apocalypses to settle, to let old horrors stirred into wakefulness go back to sleep. You may also, do, also have an agenda of helping sleeper science understand that the Paragon phenomena is best explained by looking towards your own paradigm, rather then the faulty and incomplete explanations of the other traditions/conventions, but first and foremost you feel stability is necessary. You are backed by elements of your own organization that agree, and opposed by those that disagree.
To that end, you've helped found one of the new registered superteams with other individuals you would normally never work with. Whether or not this alliance is official, or whether you'll be branded a traitor next year when reviews come in... is up in the air. But there are Nephandi to fight, new odd cults to pull up before they become an issue, and troubled waters that need to be soothed with oil. There are bad things taking advantage of the chaos, the uncertainty. Maybe you'll all go back to fighting in ten years, but for now you are all that stands between reality and madness.
Crunch: You're going to be built on a bit more points then most supers, but with a lower power level - you're not a custom built team of high power mages capable of going toe to toe with a powerful paragon. If you fight like mages, you won't have to. You're good, but you're also what was available and what your superiors could afford to lose on a doomed across the aisle alliance.
I'm probably going to set you in Huston - your problems can come from either side of the border, and while your superiors feel you have an international mandate, you government of Mexico and the United States government disagree.