The date is April 27, 2025.
The city, New Dresda. A balmy ocean-side resort town on the eastern coast of Africa. Mostly European and American influences, with some Middle Eastern and Asian mixed in. Its seems like a pretty nice place, from what you saw of the various travel brochures and promotional videos as you left the airport. Big tourist hotspot. You wouldn't know.
The time is three in the morning.
And it's
pouring rain.
Your jacket keeps the worst of the weather off as you sit idly on a park bench. Despite the driving rain and howling wind you remained largely unperturbed. It was wet, but tolerably so thanks to a few parlour tricks. Comfort in the elements wasn't a priority when you had set out for the city.
The satchel at your side was different. Containing all of your worldly possessions and steeped in no small amount of magic, the leather messenger bag would survive complete immersion in salt water for several days and come out with contents dry and no worse for wear. This was important, as some of the items in the magically expanded container reacted poorly with water.
Your bag, the clothes on your back, and your name were all you had left in the world.
More than you had expected, really. With the contents of your bag you could set up anywhere you pleased, and your name...
Names had power. They could bind a man as surely as chains, rob him of his mind, or make him dance to your tune. That you still had yours, free and clear and unknown to your enemies, was a license to bend reality to your will once again.
You give your True Name to
no one.
A shadow name was like a mask. To be worn, changed, and discarded as you please. You needed a new one, for a new city and a new life.
You have decided to call yourself [X] ___________________.
You are a mage. A will-worker of the old ways making his way in the new world. Most mages avoid cities. Too many people, too many prying eyes and grubby fingers. It was hard to maintain a low profile in the city. You couldn't guard your secrets as easily and there were countless people, groups, and things that didn't take kindly to having reality bend and pulled like a rug from underneath them. But those who dare...
You are...
[X] The Prodigal: Young and inexperienced. Your magic is far more potent and varied than that of your peers, but you were driven out by those who saw you as a threat before you had time to develop it.
-Choose one Field of Magic at Rank III, one at Rank II, and two at Rank I.
-Choose two mundane skills at Rank I.
-Starts with the Potent Magic and Wild Talent perks.
-Choose two additional perks.
[X] The Ace: Forged in the heat of combat, your skills have earned you much acclaim and the enmity of many. Your sanctum was struck with overwhelming force, but you managed to escape without letting them know of your survival.
-Choose two Fields of Magic at Rank III, three at Rank II, and three at Rank I.
-Choose one mundane skill at Rank III, two at Rank II, and three at Rank I.
-Choose two perks.
[X] The Master: You have delved deep and far in your pursuit of mastery at the expense of everything else. This has left you with few friends, and the political forces weighed against you were making it difficult to continue your studies. You decided it was time for a fresh start in a new city, one where you wouldn't have to pander to the needs of others.
-Choose one Field of Magic at Rank IV, two at Rank III, three at Rank II, and four at Rank I.
-Choose one mundane skill at Rank II and two at Rank I.
-Starts with a Specialization.
-Starts with the Disadvantage: Antisocial
-Choose one perk.
[X] The Dabbler: You were never the strongest power around, but that didn't mean you weren't effective. Embarrass your "betters" one too many times with cheap tricks and non-magical solutions and you tend to develop a bad rep. You figured it was time to start over somewhere where you could apply your unique talents without the stigmata hanging over you.
-Choose one Field of Magic at Rank II and three at Rank I.
-Choose three mundane skills at Rank III, four at Rank II, and five at Rank I.
-Gets a bonus to all social, mental, and physical rolls unrelated to magic.
-Choose two perks.
[X] Something Else: Do a write in and we'll work from there. Less powerful than the starting packages, but a more customized experience. You need a concept (ie, The Ace), a short background, and why/how you were driven away from your previous territory.
Recently, New Dresda's supernatural community has been stirring. The vampires are coming out of their holes and into the streets. Werewolf packs are occupying the parks. The dead are restless and the spirits are on the move. Nothing serious has happened yet, but its only a matter of time.
You came to New Dresda to meet one of the few people who will still give you the time of day. His name is Bosworth, and he's looking for an edge. So when he heard you were, ahem, displaced and looking for work he contacted you. He set up a meeting and gave you instructions on where your ride would pick you up. Henry works for...
[X] The
Mob - Crime pays, and organized crime pays very well indeed. The Mafia operates to this day, and they're looking to expand their business into the supernatural. While New Dresda is outside of their usual operating areas they're pretty upfront with their intentions and don't seem to be playing coy with you.
[X] The
Movement - The Graham Movement is a growing group of normal people, from society's dregs and inner city gangs to students and business owner, who have grown fed up with their circumstances and banded together to do something about it. The Movement is highly political, and only a small number are truly aware of the supernatural.
[X] The
Cops - Working for the police is different experience in a supernatural city. The divisions you work for are less focused on peacekeeping and crime and more of a heavily armed defensive force required to deal with things increasingly out of their league and understanding.
[X] The
Bureau - With less manpower but more information than the cops, the Bureau of Internal Investigation has taken over most of the supernatural problem solving in New Dresda. Things are mostly routed through the cops on the front end, but your average grieving widow is more likely to have a G-Man show up on her doorstep to investigate her husband's murder than a cop.
[X] The
Union - A group of working-class hunters who trace their heritage back to the labor movements of the early 20th and late 19th century. They don't trust magic users in the slightest, but have agreed that some assistance is necessary. While relations between you and The Union may be strained, they are very good at what they do and have been dealing with the supernatural almost professionally for over a hundred years.
[X] The
Order - A mysterious organization that is offering you a great deal of time and resources to be on retainer for their forces. Their motives are unknown, but their actions are sending ripples through New Dresda's underground.
Which is how you found yourself on a bench, in the middle of a major city, at three in the morning in the pouring rain.
Ah. This is probably your ride...
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OOC: Welcome to the Jungle is part organizational game and part quest. Your MC has been displaced and shows up in New Dresda to work for an acquaintance while he gets back on his feet. You want to get to work on your own projects and quests (which will be explored in detail once character creation has finished) but you're going to need resources, materials, security, time, and space for that to happen. Working for one of the factions is a convient and easy way to get ahold of those things.
What they want from you will be discussed in detail after character creation, but the basics go like this. They need an edge. Whether you provide that with powerful enchantments, animated soldiers, impossible luck, or comprehensive information gathering and security is up to you.
Magic user are
RARE in this world. Less than 1 in 200,000 people have the gift. Whatever faction you join
will not have more mages on staff (at first) so pretty much anything you do will be beneficial on some level. Of course, the more competent you are the more valuable you will be.
Rolling: Everything is going to be done with a d100, +/- various modifiers. Each rank you have in the action adds 15 to the roll. 1-50 is a failure, 51-100 is a success. There will be varying degrees of both depending on how good (or bad) the roll is. There are two exceptions (Discovery and Training) that work differently and are explained below.
If set up properly, circumstance modifiers can make a failure outright impossible in some situations. Proper planning, correct tools, quality material, expert help, all of these things can positively contribute to a roll. This is especially true for spellcasting. Words of power, extensive chants, elaborate rituals and meaningful reagents can all lead to a success. I'll give examples if they're needed, but Rule of Cool will preside in most cases.
Each month you will have three long term action (this number may go up) to plan out. There will be different scenes and events between each month, but these will always happen. Game posts will not be Month-by-Month, but rather a new month occurs every two to four game posts. Event and actions inside each month can (and will) change the outcome of these over-arching actions. What you can do with your Actions is explained in the bottom of this post.
[16:36] <+Vindictus> Where are we located? And what's the scenario?
[16:43] <+Jans> New Dresda is actually about halfway down the Eastern coast of Africa. The year is 2025, and the world is slowly coming together into a sort of unified government. Most of africa, south america, the middle east, and the former russian states have been slowly consumed by the first world nations.
[16:43] <+Jans> Dresda's mostly English, German, and American with a good population of middle eastern and asian mixed in.
[16:44] <+Jans> The scenario is that you're a recently "displaced" wizard looking for work. Most magic users avoid the big cities, so this is a fresh start away from your previous troubles.
[16:45] <+Jans> You hook up with one of six factions and start providing support and reestablishing yourself. The plot will vary largely between events and your own agenda.
[16:46] <+Jans> The idea came from someone in the DQ thread saying that monsterboying the Yakuza was going to touch off a magical arms race in the criminal underworld.
[16:49] <+Jans> And yes, the city in the middle of Africa has very few African influences. Not skin colorwise, but cultural. Its a big-ass city on a prominent trade route with a booming tourism business.
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Fields of Magic
((A lot of concepts and ideas in the following three sections were borrowed from Mage and D&D. Don't be surprised if you recognize it.))
Transmutation: The manipulation of objects into different forms.
Enchantment: Adding magic to an existing object in order to improve function.
Conjuration: The creation of something from nothing.
Summoning: The calling of creatures, spirits, etc. from other planes. Often includes necromancy.
Animation: Bringing motion (and direction) to the motionless. Often includes necromancy.
Arcane: Manipulation of the fundamental building blocks of magic. Includes the dispersing and countering of spells and effects.
Forces: Manipulation of energy and other universal constants. Gravity, magnetism, fire, lightning.
Abjuration: Protective spells. They create physical or magical barriers, negate magical or physical abilities, and harm trespassers.
Illusion: Spells that deceive the senses or minds of others. From images to mind traps.
Entropy: The decay or death of things. Does
not include Necromancy. This is where things fall apart, not get back up again.
Divination: These spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Fate: Manipulation of luck and probability.
Healing: Some claim this to be a bastard combination of biomancy and conjuration. The healing discipline is almost pure magic, and obeys few natural laws.
Geomancy: The manipulation of the earth and the things in it. Includes ley-lines.
-=Specializations=-
For each Field of Magic (or skill) you may have one specialization. This is a specific subset of actions that you are better at than your Rank would imply, and confers an additional bonus. A Correspondence specialization could be Teleportation, while Animation could be Golems and Mind could be Mental Defenses.
If you are interested in a specialization but can't think of what one could be, simply ask the GM. Specializations are gained through a Discovery action with a Threshold of 120.
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Perks
Potent Magic: Your magic is innately more powerful than normal. You gain a bonus on all spellcasting.
Cyclic Magic: Your magic is tied to some regular and repeating cycle -- night and day, the moon, the sun, the tides, the wheel of the year, or even such things as the stock market or the price of tea in China. As such, your difficulties with magic fluctuate from the standard by a maximum of three, depending on what part of the cycle you set as your personal high point. You may be tied to the dark of the moon, the full moon, the Bull cycle or the Bear cycle. Regardless, while the cyclic nature of your magic is problematic, it's quite useful in some circumstances, allowing your character to schedule rituals for their times of great power. (We're probably going to do this one by the month, with bonuses and penalties from +30 to -30)
Energetic Magic: Your power wants to be
used! Every month you have a long term spell-casting option planned you get a bonus to all magic rolls. Every month you don't applies a penalty to non-magic rolls.
Wild Talent: You may occasionally uncover new magic when pursuing discovery or casting spells. The chance is fairly low, but any discovery is automatically added to your known Fields of Magic without cost.
Mad Skills: Once per month you may roll 2d10 and add the result to any roll. This must be declared before the roll is made.
Familiar: A helpful creature or spirit that is connected to you. A familiar is unerringly loyal and useful in a number of situations. This bond is symbiotic, as they grow more powerful simply by association with you.
Faerie Affinity: Even the most minor of faeries are considered a giant pain in the ass for anyone that catches their attention. Against all known conventions and sense, the little bastards actually like you. Whether this is a good thing or a bad thing remains to be seen.
Divine Inspiration: Once per month you may pose a single Yes or No question to the GM and get an accurate answer. No multi-part questions, nothing dice roll related. Efforts to abuse this power will be met with derision and the loss of that month's question. A consensus of voters must be reached before the question will be answered. (ie, mini-vote)
Supernatural Awareness: You have an intuitive awareness of supernatural activity. Even if you yourself display no other talent, you can determine if any supernatural phenomena have recently been operating within a 10-foot radius. This includes abilities specifically designed to hide one's presence or things such as mage sight that would leave no trace. However, these are much harder to detect with any sort of accuracy. A simple success might inform you that some ability has been used nearby, while a higher roll would give you an impression of a long-departed psychic, including her strength, mood, and intent at the time.
Danger Sense: You are supernaturally aware of your surroundings. You get a bonus on all perception rolls involving danger, even ones that you aren't consciously aware of.
Soothing Voice: Your voice is calm, soothing, almost entrancing. You get a bonus on all social rolls that directly involve the use of your voice.
Iron Will: You gain a bonus versus all attempts to bind your soul, mind or will to another. You do not have to be aware of the attempt to resist it.
Elemental Manifestation: Crude and direct, almost the opposite of traditional spellcasting, manifesting an element remains an effective technique for the more combat focused mages. This perk grants rudimentary control over a traditional element at one rank below your highest Field of Magic.
Avatar of War: When you want something done right, you do it yourself. This perk lets you channel your spellcasting potential into your physical capabilities. It provides a bonus equal to your highest Field of Magic rank to all physical skills at the expense of locking your spellcasting potential for a time. (Roll a straight d100, a failure locks them out for a month. 51-65 is three weeks, 66-80 is two, 81-95 is one, 96-100 is the rest of the scene.)
Light Sleeper: You only need about four hours of sleep to function normally. Needless to say, this perk allows you to accomplish a lot more with his daily activities. While it doesn't offer an extra monthly action slot, you do get bonuses to rolls that could benefit from more time.
Fast Learning: All Training actions have their threshold reduced.
A clarification was asked for. The Fast Learner perk applies to Training rolls for mundane skills. Raising Magic ranks is a Discovery roll, and does not benefit. The exact numbers on this perk is that it reduces the Threshold from 100 per Rank to 80. So instead of Rank 3 needing 300, it would need 240.
Jack-Of-All-Trades: You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how. You are considered to have one virtual rank of any physical, mental, or social skill. These ranks confer their bonuses normally, but if you wish to raise a skill to rank two you must still train up to rank one first.
Poison Resistance: You have, for some reason or another, become resistant to poisons. It could be that you're somehow naturally resistant or that you've spent years building up your resistance against all known types of poisons
Perfect Balance: Your sense of balance has achieved great heights by constant training or inherited traits. It's very unlikely that you'll ever fall during your life. You may trip, but you'll always catch yourself before you fully lose your footing or handhold. This perk functions for such actions as tightrope walking, crossing ice, and climbing mountain sides. it would take a lot to push or shove a character off his feet if he has this perk.
Assets: They didn't managed to run you out of town without
all of your possessions. You have some investments and a nice chunk of money set aside just for occasions like this. Paranoia isn't a problem if they really are out to get you.
I Know A Guy: Similar to the Assets perk, you haven't severed ties with quite everyone from your old life. This perk awards a free 8 point contact of your choice.
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Skills
Mundane skills can be just about anything. Here are some examples.
Physical: Running, Climbing, Swimming, Brawl, Drive, Firearms, Larceny, Stealth, Survival, Weaponry, Perception, Dodge, Construction.
Mental: Computer, Investigation, Medicine, The Occult, Politics, Academics, Mechanic, Demolition, Professional Knowledge.
Social: Animal Ken, Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise, Subterfuge, Con, Etiquette, Negotiation.
=============================================================
Terms Explained Here
Types of
Actions: Each month you will have three long term action (this number may go up) to plan out. There will be different scenes and events between each month, but these will always happen. Game posts will not be Month-by-Month, but rather a new month occurs every two to four game posts. Event and actions inside each month can (and will) change the outcome of these over-arching actions.
Training: Raising mundane skill ranks. The physical, social, and mental aspects of being a person. Each skill has a threshold of 100 x the Rank you're going to.
Discovery: Raising Field of Magic ranks. Each skill has a threshold of 150 x the Rank you're going to.
Each month spent on one of these actions rolls 1d100, plus any bonuses, and adds that number to your progress. Only truly abysmal rolls will actually hinder your progress, and even then modifiers can make that a non-issue.
Casting: This is not "I want to cast spell "X" I make a roll for it. The casting action usually covers a range of spells and the preparations made for them. For example. "Enchant all of the heavy infantry's weapons and armor to be more durable. I set up the ritual like such, have so-and-so do this, have each soldier contribute a drop of blood for their gear, etc. etc. etc."
Research: Or, finding out things you want to know about things you don't know.
Influence: The social action of choice. You attempt to raise your standing with and control over a certain group. You may also choose to raise the Loyalty of a Contact with this action.
Personal: Sometimes you need to get up close and do things yourself. This is the kitchen sink option, anything you want to do that isn't covered by the other five actions can be done as a personal action. The month role on a personal action provides bonuses (or penalties) to rolls made during said action. Personal actions are usually an adventure in and of themselves that will allow the voters closer control over the MC's actions.
Reagents: Its all about symbolism. Reagents help direct a spell to do what you want by mystically "clarifying" what you're attempting.
Rituals: Pomp and circumstance, the flair of being a magician. Oddly enough, these things actually help. Some, like the classic magical circle, can be invoked as an actual spell without a roll (Bounded Fields or Wards ala Abjuration). Will reduce penalties, then apply bonuses. (Usually in increments of 5)
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Social Stuff
Relationships can range from utter hatred to fanatical followers and will be displayed in the Influences section.
A contact is measured by two numbers, his Connections and his Loyalty, on a 1-6 scale. A 6 point contact could be 3/3, 4/2, or even 1/5. At character creation (ie, the I Know A Guy perk) neither value may be above a 4. Note that a low Connections isn't as likely to get you what you want or be able to tap as many resources, but a low Loyalty isn't exactly your closest friend either. Contacts can be anyone, in any situation.
If you don't choose the "I Know A Guy" perk at character creation, don't worry. This will become relevant soon enough.
Below are examples of what each number means for a contact. (Pulled pretty much straight from Shadowrun 4E)
Contacts Loyalty said:
1. Just Biz. The character and contact have a purely mercenary relationship. Interactions are based solely on economics. They may not even like each other, and will not offer any sort of preferential treatment.
2. Regular. The relationship is still all business, but contact at least treats the character with a modicum of respect, like regulars or favored clients.
3. Acquaintance. A friendly relationship exists between character and contact, though it would be a stretch to call it a friendship. The contact is willing to be inconvenienced in small ways for the character, but will not take a fall for her.
4. Buddy. A friendship or solid level of mutual respect exists. The contact would be willing to go out of his way for the character if necessary.
5. Got Your Back. The contact and character have an established relationship and level of trust. The contact will back the character even in risky situations.
6. Friend For Life. The contact will do whatever he can for the character, even if it means putting his own life on the line.
"Contacts Connection" said:
1. Knows very few people and has practically no social influence. Many are useful only for their Knowledge skills. Examples: squatter, manual laborer, academic graduate assistant.
2. Knows some people but doesn't have a lot of personal pull. Examples: gang member, bartender, mechanic, mob soldier, corner hustler, corporate wageslave.
3. Meets people on a regular basis and has some personal pull. Examples: beat cop, private
investigator, street doc, corporate secretary, club owner, street-level fixer or fence.
4. Knows many people or may be in a leadership position. Examples: gang boss, mob lieutenant, police detective or sergeant, corporate middle manager, fixer or fence with regional ties.
5. Knows lots of people over a larger area, or holds a senior leadership position: police
captain, corporate division manager, fixer or fence with national ties.
6. Well-connected individual who knows people all over the world, or holds a key executive position. Examples: mob boss, corporate executive, fixer or fence with international ties.