Category Archives: WoD

Caveat Acanthus


Before the face of the child in the ritual circle could even reach the Mage’s retina her throat was torn out by a Werewolf. I blame several factors for this:

  1. The Werewolves had never met Marissa, and had no idea that the Mage’s knew this child.
  2. The Werewolves were all hopped up on acceleration spells and there was Great Danger to the city here: the needs of the many outweighing the needs of the few (or the one) and all that.
  3. Marissa did cast several spells asking Fate for something interesting to happen during the last session she attended. Challenge accepted!
  4. Werewolf

Now I know what you’re thinking here. You’re thinking “Wait a minute, did you just imply that the child in the ritual circle was a player character?” Why yes, yes I did. In fact, I am flat out stating that the child was a player character. I fully understood the danger inherent here, but had contingencies for enough potential outcomes that I felt OK with it.

You see, in my original plan this scenario was going to play out over the course of two game sessions: one in which the group’s legal drinkers wreak havoc on Liberty island and ultimately get sucked through a portal while the “meddling kids” have “something interesting” happen, and one in which they deal with the terror that is about to take place on New Year’s Eve.  The first part of this plan worked like a charm ending with an awesome monologue… EXCEPT… the people playing the underage characters were not able to make it to the session. This caused a slight kink, but only a slight one. After all, there was no reason for the players to not meet up on the roof tops, and there was no reason in my mind for Marissa to already be in the ritual circle when the others arrived. She and Molly could just as easily have been talking with the people on the roof.

Incidentally, the people on the roof were Marissa’s Mother, Father, and Brother. The intention here was to reveal chunks of the backstory that I had come up with for Marissa, and hit her player with some interesting decisions to make. Was Marissa going to continue to be an eternal child, or would she start to age? Would she take conscious action to remain young, or would it be something she was doing unknowingly? What would the repercussions be?

Sadly, once again the players did not attend.

At this point a sane and rational GM might have changed their plans. After dealing with this troupe month after month I could no longer lay claim to those adjectives. Still, I tend to think it’s pretty bad form to kill someone’s character when they aren’t at a session. I could just as easily have made this some other child, and had the group of Scelesti Mages on the rooftop have been some other group of Scelesti Mages who had nothing to do with Marissa whatsoever. Instead I figured that since the ritual was not intended to kill the child (her parents had been keeping her alive, unharmed, and unchanged for 40 years or so by this point) so chances were that she would live through the fight. After all, when you see a child in a ritual circle in a movie you try to save the child, don’t you?

Enter the Werewolf.

With the kind of Intitiative roll that only a 4th Dot Time Mage can grant one of the Werewolves tears ass  across the rooftop they are on, leaps the narrow alley, shoulder-rolls his landing back onto his feet, and springs up through the air hitting the child’s throat with his teeth and ripping her esophagus out. No one on the rooftop that night saw that one coming.

I however was not on the rooftop.

I know my players, and if there is one thing I know it is that they will make the worst decision possible. That kid was going down, and I knew it. I had absolutely planned for the demon that was to be summoned with the addition of the child’s blood to the circle to decide that her body looked like a nice cozy home now that she wasn’t using it. The moment the thing’s round came up and it turned her head (still in the jaws of a Werewolf) and asked that Werewolf “Are you my Father?” was priceless.

Clearly that player has seen Ghostbusters, because he knows that when someone asks you if you’re a god (or their Father) YOU SAY YES! This is why, throughout the fight, when the demon was stealing hit points from the other PCs and giving them to the Scelesti Mages, it was giving them to the Werewolf too. Even as he fought against it the demon was giving him his friend’s hit points. The demon wasn’t about to let its father stay hurt!

At the end of the day the players beat the hell out of the Scelesti. It was a tough fight though! The players had the Scelesti badly outnumbered, but Marissa’s Mother, the head of their cabal, was a ridiculously powerful Thyrsus Mage who was able to do some real damage, even to the Werewolves while also healing herself and her cabal. What she couldn’t do was teleport or portal herself out of there because that accursed Guardian of the Veil (ARGUS!) killed her Space Mage outright in the surprise round in one lucky shot.  If that hadn’t happened, if he had randomly picked anyone but the Space Mage, they would have been able to leave the fight and live to summon demons another day. It simply wasn’t meant to be.

As for Marissa… as I’ve said, it’s poor form to kill off someone’s character when they aren’t at the session. This is why I would have been quite happy with the idea of Marissa being at the next session (or some later session) and showing up to knock on the Sanctum door because she had lost her key. The player wouldn’t have known why everyone at the sanctum would be surprised to see her, hich would be consistent with the character having not one single clue about what had just happened. They could have dealt with explaining it to her (or not) in character. It could have been an interesting way to explore her backstory. What really happened on that roof? Was that a random child altered by Life Magic to appear to be Marissa for some reason? Did Marissa have an identical twin? Was it a clone? Was that some “future Marissa” Brought back in time to serve her purpose here and now, still alive and unchanged at some point in the distant future? Was the Time Line messed with in some other way? (The child IS an Acanthus Mage after all.)

I really did have multiple possibilities for Marissa’s return planned out, but due to schedule problems the players who played the underage characters weren’t able to continue with the campaign.  As such, Marissa died that night on the rooftop, and Molly disappeared into the night as was her way. It was a pity, but it certainly was an interesting way to end her story.

The Moral of the Story: Be careful what you wish for, especially if your GM is the MageMistress.

Mages Make Me Cry

A Scelesti On The Roof:


As one of my Mages correctly pointed out last week (everyone say ‘Hi Neils!’) I ended the previous game session on a pretty tense note. Everyone saw (through their varying Mage and Werewolf sight abilities) that things were about to get real. There was a heavy weight of Death shrouding the city, the Spirits were fleeing the area as best they could, Fate was all a flutter, Time was both wibbley AND wobbley, big happy bursts of Prime were glowing all over the height of the New Year’s festivities, and it was likely to be a hot time in the old town tonight! To Be Continued…

…but wait… there’s more!

Before leaving the Werewolf Alpha, Aldous, wanted to monologue. I have to give credit where it is due and say that he was F&@# Brilliant! He could easily have waited to open the next session with a rousing speech to give himself some time to prepare, but he shot from the hip and even I was inspired to stop the evil from happening!

Don’t worry, I got over it before the next session started.

First things first: The Mages have to get from Liberty Island (where the Statue of Liberty is) to Manhattan Island (where all the evil is going to take place). It’s getting pretty close to midnight, so there are no ferries now. There are a few security guards that they will have to hide from or deal with though. The Thyrsus, Nokoni, yells “CAW!” transforms into a large bird and flies toward Times Square, leaving his friends stranded.

Neils, one of our Obrimos Mages, whips a small raft out of thin air. He doesn’t roll as well as he could have, so he casts again and they lash the two things together with belts that the Moros Mage turns into rope. The Werewolves, being showoffs, act as onboard engines: they swim and push the rafts that carry the Mages.

The Fate Mage casts some hoodoo to keep the security guards from wandering near enough to see all these Paradoxalicious goings-on.

The Guardian of the Veil Facepalms, but makes no effort to stop any of this. Good job!

The paradox dice fail me again. (I know you’re as stunned as I am.)

As the Scooby Gang floats across from Liberty Island to Manhattan Island the Bloody Acanthus starts casting Acceleration on people to get them there faster. They are going to be reaching Manhattan at a point that is not exactly close to Times Square (near the center of Manhattan for those who are unfamiliar) no matter how they cut it, so they are going to need speed on their side.

Everyone is now moving at Ludicrous Speed!

For once the Paradox Dice don’t fail me and Aenaiyah winds up taking a few bashing damage. I believe those dice hate the Acanthus as much as I do, which is why I haven’t smashed them to bits yet. For the record, it is at about this time that I realize that Paradox really needs a stronger bite, and let’s face it a stronger bark wouldn’t hurt either, because with all this crazy vulgar stuff going on I think I managed to stub Aenaiyah’s toe, and maybe break one of her nails.

And so the Supersonic Werewolves run through the streets of Manhattan at about Mach 10 carrying the Mages on their backs. One of those Mages is furiously waving her hands casting fate spells to keep people out of their way. Yes, she took negatives and had to make RESOLVE+COMPOSURE rolls to cast under those circumstances. Of course, this being New Year’s Eve most eyes were in Times Square and so they really didn’t have any problems until they got near that area. This was an easy explanation for her dratted successes.

When they were close enough (and still out of site of people… damned Fate Magic) our Guardian created a Portal to get them to the top of a building. He did this because, you know, he’s a Guardian and that isn’t Vulgar at all. (Note: Space is his third Arcana. There was no Mastigos Mage present at this session.) I believe he took a bashing for that one… so there! Nokoni had already done a fly by (CAW!), and they met to discuss what he had seen.

What he saw on that rooftop was a surprise to all of them. The group of Arch-Mages was to be expected under the circumstances. The ritual circles, arcane chanting, and general feeling of dread were likely accompaniments.

The young child standing in the center of the ritual circle… that they didn’t expect.  Sacrifices are not unusual components for these sorts of gatherings, and you pretty much do have to make them younger and younger every year to meet all the purity and innocence requirements.

What was shocking was that they knew this girl.

This girl had been living at their house since the day they rescued her.

This girl was one of theirs.

This girl was the Acanthus Child, Marissa.

Bloody Hell.

Mages Make Me Cry

Auld Lang Syne:


With poor Cerberus soundly thwacked (honestly, the crumbling masonry did more damage than Cerberus himself managed to!) the mixed group of Mages and Werewolves soon realized that it was time to go. They had upset the delicate balance of this odd little pocket of Space/Time and it was about to wink out of existence taking them with it. Fortunately, despite the fact that they disrupted her research, Mysterium Acanthus Arch-Mage Reenie Beloshe decided to leave them a sign-post anyway to point the way toward the portal home. This is probably a good thing, if only because Aenaiyah had snagged a backpack full of her research* as soon as they arrived at the Dogs of War Compound.

Naturally, because the players wound up in a Space/Time bubble they arrived back at the arm of the Statue of Liberty (just outside the torch) not long after they left. This was shortly before midnight on New Year’s Eve. That’s just the kind of generous GM I am to not spoil their holiday celebrations. I even suggested that they turn on their various Mage sights and look out over New York City on New Year’s Eve from the observation deck of the Torch of the Statue of Liberty because I am just that good to them.

It wasn’t until I insisted on talking to each one of them individually in The Room that they began to think that maybe they were in trouble.

It was when I insisted that they NOT discuss what I told them until I had spoken with everyone, was back in the main room, and said “Go!” that they began to get really, really nervous.

I admit it, I love instilling fear!

So as I pulled them aside and asked which versions of Mage Sight they were using to look over the city, I gave them the following information as appropriate:

  • Fate: Something is going to happen here… something BIG. You can’t tell what it is. All you can tell is that it is going to HAPPEN! It may be something good… but it may be something bad. Whatever it is, it will be televised live to billions of people!
  • Forces: You can see the electrical grid of the city. It’s very pretty, especially with all of the power being drawn into Times Square for the lights and cameras. There is nothing unusual in this sphere.
  • Death: There is a heavy weight of death around the city, and it is heaviest around The Ball. You don’t see any ghosts in the area.
  • Life: The City is teeming with life tonight! This is to be expected in light of the crowds that have gathered to celebrate the coming of the New Year. Oddly enough, while there is certainly a high concentration of life in the streets below The Ball, there is some kind of odd spike right near The Ball itself.
  • Matter: It is no great surprise that there is a great deal of matter around you, after all this is New York City. There does not seem to be anything that is in any way unusual about any of it.
  • Mind: There are so many minds in the city tonight, and so many of them are hopped up on a variety of substances, that it is difficult to focus. That said, the prevailing mood is one of joyous anticipation. A New Year is coming! It’s time to celebrate!
  • Prime: It’s Manhattan, and it’s New year’s Eve, and yes, there are Mages about in the city. Most of what you see are small magical effects. People have their Mage Armor up, things like that. When you look up toward The Ball however… when you look there you see something more. Someone is casting just under The Ball, and whatever it is that they are casting… it’s powerful.
  • Space: You have just stepped through a portal that lead you back from a bubble of Time/Space, so yes… Space is slightly distorted here. Other than that, it’s Space… and it’s filled with bright lights. As you keep looking you start to see what could be something… in the area under The Ball. You aren’t completely sure, but somebody might be casting a Space spell there…
  • Spirit: The first thing you notice is that the various Spirits in the area of Manhattan Island tonight seem to be trying to leave the city. Even the normally stationary spirits like trees and skyscrapers seem to be leaning away from something. As you look over the city a pattern emerges and you realize that they are all pulling as far away from Times Square as they possibly can. The Ball is brightly lit, and poised to drop!
  • Time: It’s New Year’s Eve. Generally this represents great change, and this night is no exception to that. Usually there is a sense of something ending, and something new beginning… but tonight that feels… not quite right. It’s hard to put a finger on it, but you almost get a sense that Time is undecided at the moment. Something is going to end, most certainly, but will there be something new to replace it… you can’t quite say.
And when I finished with the last person, and we were all gathered in the main room of the game store… I held the moment for some anticipation… and then I said “Go!”

 

And chaos ensued… briefly…

 

To Be Continued Next Session… Mua-Haa-Haaa!

 

Mages Make Me Cry

*It would be a while before that backpack was returned to its rightful owner.

Alas, Poor Cerberus…


Scaling battles is one of the most difficult parts of GMing World of Darkness. At least, it is for me. In a “leveled” game system you can gauge the challenge by the level of the characters in the group and the number of characters in the group. In “World of Darkness” I have no such luck. Yes, I can (and do) take into account the number of experience points I have handed out up until the session with the fight, but those XPs don’t always get spent on things that will help the characters in combat. This is only compounded by the way that dice pools work in WoD. I have way too many times seen someone with a 10+ dice pool roll zero successes, or even a botch. Now, technically you can only roll a “botch” (aka: dramatic failure) with a chance die, but I have always felt (and my players tend to agree) that botches are part of the fun as long as the GM doesn’t go overboard with them.

On the other hand, I have seen the exact opposite on at least as many occasions. I can’t count for you the number of times I have seen someone have 2 dice and get three or more successes due to roll-ups.  It becomes difficult as a GM to have any feel for how a combat will go. This only becomes more difficult to estimate when you’re dealing with a mixed group of Werewolves, which are built for combat, and Mages, which are built to make me weep. I thought that a Mythical Beast with multiple heads that was so large it caused earthquakes by walking around would be a bit of a challenge. (Note: the Mages had jumped through a portal and were not in Kansas anymore at the time.)  Instead I wound up with monstrosities with 16+ Dice Pools, Supernal Luck (8 again), and Force fields protecting them as they ripped poor Cerberus to shreds in the first round of combat.

Lessons Learned:

1) In the World of Darkness it is always, always, always preferable to have your players squaring off against a group of baddies rather than one Big Bad. Yes, Cerberus (if that’s what the creature truly was) made an impressive entrance. The problem is that when you are facing off against multiple attacks per round your defense decreases by one for each attacker. When you have some purple-haired person who shall remain nameless casting Acceleration on her combat-monster buddies so that they can kill things at ludicrous speed your Big Bad will be a Big Bloodsplat before everyone even has a chance to get a shot in. On the other hand… fill a house with acid-vomiting zombies and the players will start hosing each other down with cleansing fire in an attempt to escape the building.

2) Pit the Player Characters against each other. This is a tried and true method for making your life as a GM much more fun and easy! Not only are you dealing with less attackers on each side because you have split the group, if they kill each other’s characters they’ll whine at each other and not you! You just get to sit back, relax, and gloat.

3) When your friends ask you if you’ll run Mage… YOU SAY NO!

Mages Make Me Cry

Hollow Laughter in Marble Halls


In a long running campaign it’s important to allow the players some time for character development. If you play your cards right they will think you’re being the magnanimous sort of GM who is willing to indulge their frivolous whims. It is important to not let them realize the truth of the matter too quickly. The truth is that you are accomplishing two aims for yourself: not having to come up with plans for the session, and giving the PCs enough rope to hang themselves.

My PCs wanted to play tourist for a session since two of them are newly arrived in America. They wanted to take a group trip to see the Statue of Liberty. I convinced them that they wanted to do this on New Year’s Eve so that they could enjoy the spectacular view from The Torch. Yes, yes, I know that The Torch is closed on New Year’s Eve at midnight, but we’re talking about a group of Mages and Werewolves here so surely they can find a way to make this happen.

The first half of the session was spent causing trouble on Liberty Island. The players made it abundantly clear that they were doing quite a bit of drinking this day. Hello negative dice pool modifier! I’m so pleased you could make it to the party!

This naturally lead to questionable decisions like the desire to scratch the words “Lars Was Here” into the base of The Statue with Steel Rending Claws. Sadly, this effort was ultimately thwarted by the group.

My favorite bad decision of the evening took place inside Liberty’s Arm later that evening however. Tell me, if you’ve broken into someplace that nobody is supposed to be in and you find a magic portal, are you stupid enough to leap through it? If you are I’m pretty sure there is a science lab accepting applications. The retirement benefits suck, but there will be cake!

Also, you might be one of my players.

My players opt to leap through the portal with no concern for where it will spit them out, or how they will make it back. Well played players, well played.

Where they landed wound up being a vast field of happy little warrior corpses. (Where’s Bob Ross when you need him?!) In the distance is a large, formidable keep. As they grow closer they realize that the keep is made of marble, and covered in ancient runes. Much of the weaponry and armor that litters the field is also runed, though the material seems unremarkable. The players have stumbled upon a relic hunt at the site of the final stand of the Dogs of War.

My plan was thus: The Dogs were one of the more extreme factions of the Adamantine Arrow in the days of Atlantis. Of course, in their eyes they were doing what needed to be done to protect Atlantis. In the eyes of the Guardians of the Veil they were reckless war mongering fools who were going to wind up destroying the city if they weren’t stopped. The other Orders were divided on the issue. As such, I had the players roll INTELLIGENCE+COMPOSURE or INTELLIGENCE+OCCULT, which ever they preferred, and if they got at least one success I told them the following:

  • If the player is an Adamantine Arrow the Dogs worked tirelessly and without thanks, often giving their lives, in defence of the people of Atlantis.
  • If the player is a Guardian of the Veil the Dogs were crazy and reckless and needed to be kept a safe distance from the people they were “trying to protect”
  • Anyone else was given both viewpoints.

I then told them that since no one had any way of knowing what the truth was they could make up rumors about the Dogs as they saw fit. After all, they might have heard anything, and any of it might be true. I could then listen to what they came up with and decide whether or not I wanted to work it into the campaign at a later date. (I didn’t tell them this last part.)

Most players offered me nothing to work with. Contrary to what one would normally expect (unless one happens to read this blog regularly of course), the Guardian of the Veil (you know… the keepers of secrets and such) comes up with a wild tale of The Tooth of Fenris.

He, both out of character and in, has no idea that Werewolves have a name for Fenris: Father Wolf.

Always count on stupidity.

Mages Make Me Cry

*Yes, as a matter of fact I did have Pink Floyd’s “Dogs of War” playing in the background for the occasion.