[Enigma Complex] Modern Mages - Based on Mage: the Ascension

Started by Wispyr, June 02, 2017, 01:38:32 PM

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Wispyr


"I feel as though I have lived many lives,
experienced the heights and depths of each
and like the waves of the ocean, never known rest.
Throughout the years, I looked always
for the unusual, for the wonderful,
for the mysteries at the heart of life."
-Leni Riefenstahl

Enigma Complex is a modern supernatural fantasy guided sandbox that takes place in a variant interpretation of the old World of Darkness, and is a reimagining loosely based on Mage: the Ascension.

Enigma Complex is a systemless variant of the game.

In 2017 the Ascension war is long over, but the threats to the modern mage are yet limitless. In a world that has gone to hell, where the most powerful magi have vanished from the face of the earth, the traditions cling to life in the faux-war with the Technocracy. Perhaps worse, depending on who you ask, are the other creatures that inhabit the world, though. Every time you turn the corner it seems like there's another bloodsucker captivating an innocent or a pack of wolves trying to drag us back to the dark ages. When you factor those threats with things like lost spirits causing troubles, hunters plowing through the streets and drawing unneeded attention to the cause, and the fact that the tapestry itself seems to be unraveling then you can start to understand the predicament the modern mage finds themselves in. Let's not even get started on the rogue mages who are out to make a name for themselves and reenvision the mystical world now that most of the Archmages are gone. You're a part of this war now, doesn't matter if you don't want to be. You're awakened now and trouble is going to find you pretty much no matter what you do. Oh, yeah, did I forget to mention in this giant shit show there's also this awesome quest about self-discovery and realization you need to undergo? We call it Ascension, and we can't even give you the details of how to get there. Nope, you gotta figure that one out all by yourself, for yourself. Good luck, let me know how it works out for you.

Enigma Complex looks to tap into the very nature of reality itself and push characters to the literal ends of the universe. All while dealing with the fact that our world is a literal war zone for the supernatural. The game will follow the actions of a to-be-formed cabal, The Blank Concept. Their goals will vary from uncovering mysteries, political intrigue, supernatural hunting, spiritual ascension, planar travel, and much, much more. The cast of the game will be tasked with learning the truths of their individual and cohesive realities while bridging the gap between the mundane and the supernatural. Game play will begin with a group of recently (weeks, not months) awakened mages are brought together by a single individual - Malcom Rhodes - that is interested in explaining the world that they are now a part of.

Wispyr

Countless philosophers and poets have spent their time examining the world around us. There are gas stations and trees and slums and rock concerts and scientific facilities and unexplainable phenomena. Somewhere in the mix of all, that is something that we label “the world”.

In Enigma Complex, that same world exists. It has all the modern conveniences, historical foibles, and raging debates. However, it's a darkened mirror of our universe, a flip -side touched by a tainted whisper of broken-down reality. It's a World of Darkness, where the streets are a little dirtier, the corporations shadier and the light of the human spirit a dim, guttering flame. In the cracks between sanity and madness, things walk those darkened streets. The folk tales and whispered legends are all true. When people line up to see movies about starships, monsters or giant conspiracies, they hardly realize that such things exist in their darkened world.

This World of Darkness is a backdrop for the greatest wars that ever raged out of human sight. While humans squabble over their mundane borders and material concerns, the mystic world exists right beside them, unseen to all but a gifted few. For those who know where to look, an entire realm of spirits, ghost, demons, spells, ancient traditions and hidden wisdom awaits. It's a world of magic.

Although the world of mages seems like our own, it's darkened by the presence of lurking horrors that wait on just the other side of imagination. Mages bend the strings of the universe to their will, and their conflict reaches into the hearts of human society. With so many disparate visions tugging at belief and shaping the world, strife is inevitable. As mages shape the world to suit their visions, the world itself becomes an instrument for their war. The lives of people and of nations are torn asunder as ideology and the pragmatic needs of the conflict twist at the fabric of creation.

In the cracked, squalid cities, people dance and while away the hours in glittering social clubs, trying to ignore the urban centers' decay. The towering buildings of the downtown scene cling to art-graven styles. By contrast, slums roil with strife and warfare, as desperate masses of humanity claw at their pieces of turf. Beyond, the remaining wilderness stands untouched by human tracks, forbidding in its small, pristine sites. People cling to their smothering and protective governments because they fear the chaos bubbling beneath the skin of society. The upper classes revel decadently in their wealth while gangs, criminals, the insane and the deprived maraud through crumbling neighborhoods. The buzz of technology is nearly overwhelming, as disenfranchised groups revolt through shocking displays of brutality, art, faith, and mysticism. The world careens down a fast track to self-destruction, and everybody wants an escape.




What is a Mage?


Although many people study for years to unlock the mystic secrets of the universe, only a rare few open their eyes and Awaken to their individual truths. No one formula or path can dictate Awakening; this awareness strikes where it will, without distinction. The mage discovers that she possesses the ability to shape her own destiny and to turn the world upside-down by dint of will and practice alone. Awakening can strike suddenly or gradually. Some mages just "wake up" one day jarred into a new insight through some traumatic event - or no event at all. Others experience a slow heightening of awareness, a winding road of hunches, inklings and feelings that lead to eventual enlightenment. Either way, the supplicant steps into a wider world. Once Awake, there's no turning back.

The Awakening opens a nascent mage to the power to shape magic with his Avatar, but it does not bring practical knowledge automatically. Pushed by visions, dreams or subliminal impulses from the Avatar, many such mages seek out an understanding of their strange new awareness. Through self-tutoring or training in a Tradition, they discover techniques and forms to control their magical powers. Magic, in turn, makes its mark on the mage. Events twist in strange fashions, and the mage finds himself irrevocably set upon a new road, on which mystic events and chance occurrences become the norm.

Once Awake, the mage's Avatar is not content to rest. Instead, the mage finds himself driven to greater and greater heights of understanding. Confronting his own fears and frailties, the mage rises to the challenge and passes through the fire to become a tempered, forged soul — or he falls, flawed, in the attempt. In dreams and quests, the mage grasps for higher knowledge instinctively.

Some mages eschew their Seekings for temporal power or material gain. Others cloister themselves from society, the better to explore their inner natures. Regardless, all are driven to justify their beliefs. Although magic brings power, it springs from wisdom. Magic is change, both of the world without and the magician within. From such change, the mage is honed to a more sublime state, willingly or not. Through the fitful Avatar, the mage may find himself driven into a Seeking at any time, striding through spirit -puzzles and dreamlands in a search for inner meaning or the conquest of personal flaws.

Eventually, the mage learns from Seekings and passes beyond the frail concerns of human existence. He puts old foibles and problems aside in the pursuit of a more perfect form. Ascension is the end of this path, but few mages ever go so far. Many never pass through the fires of their own faults. Some are tempted into an easy path to power. Others die before they can muster true understanding. Those who cannot devote time to the practice of magic choose to spend their lives in service, strife or hiding instead. Some put aside Ascension for a different existence as spirits or even gods. Since none return from Ascension, there's no telling where it leads, but the glorious revelations that come with each Seeking show that Ascension must be a potent ending indeed. Perhaps mages believe in this ideal because, in a world of darkness, the greatest enchantment is hope.




Philadelphia


Once the original capital of America, Philadelphia has a history enriched with culture, history, and symbolism. The city is a melting pot of races, traditions and immigrant cultures and also possesses amenities that only the city's own heritage can provide. It is the home to the Liberty Bell and the Declaration of Independence, both tributes to the city's revolution.

Widely known as Philly, but formerly known as the City of Philadelphia, it is the largest city in the state of Pennsylvania. It is also called the City of Brotherly Love. It holds the following statistics, it is the sixth most populous city in the US, the fifth largest city area by population in the US, the US's fourth-largest consumer media market and ranks 49th as the most populous city in the world. There are nearly 1.5 million people in the city alone. Once upon a time the city was the second-largest in the British Empire after London. A marketable, educational and culture enriched center, it was the communal and geographical center of the original 13 American colonies. Philadelphia contributed hugely to American history when Benjamin Franklin, in the 18th century, begun the American Revolution and American Independence.

What isn't wildly known, however, is that the great city of Philly is home to numerous supernatural and mystical elements that have been working behind the scenes for generations. One of the greatest chantries in all of history - The Thirteenth Hour - was built upon a powerful node below the city, and has served as a home for some of the most powerful mages to walk this world since the wars of old. Perhaps the last true bastion of the traditions, it is from this city that the traditionalists wage their secret war against the Technocratic Union and fight for the rights of the world and its people. Yet it isn't only mages that are drawn to this magical and historical location. The Kindred's Camarilla controls the territory by means of an ancient prince that does constant battle to keep it from falling into the hands of the Sabbat. Its legacy is tied with the bloody history of the nation, leaving the spirits in unrest. Even the Garou watch this place, eager to fight against the Weaver.

Wispyr



The Magic


At its core magic is little more than force of will. It is the ability of an awakened individual to impose their will on reality and shape it to their whims. There are a number of principles that guide the art of magic: Discipline, Specialties, Focus, Circles, Arete, Resonance, and Paradox. Additionally, it's possible to shape magic in two distinct ways: Vulgar magic and Coincidental magic. One of the most prominent theories about magic is that reality is like the surface of a large body of water, and magic is interaction with that surface.

Virtually all magic falls into one of five Disciplines - Mind, Matter, Prime, Life, and Spirit. Mind is the magic of will itself, thoughts, and perceptions. Matter is the magic that controls the physical world, altering it, and even creating it. Prime is magic that focuses on the purely magical, the notion of magical force, and the manipulation of the so-called laws of the universe. Life is the magical study of living things, but also the decay of those things, and even the fate of those things. Finally Spirit, which is the magic that governs the magical self, time, as well as insight. Each of these disciplines is made up by six Specialties, or a more focused type of magic within the broad stroke of the discipline. These specialties act as narrower understanding and ability over magic. Every mage has a Focus which they get upon awakening, which is one of the thirty specialties that is core to them; their focus is their truest and most integrated form of magic, their natural magic so to speak. Spells, which can be activated in numerous ways, usually involving symbolism, verbal incantations, and most commonly, intricate and elegant hand and body gestures, fall into seven Circles. The circles are, typically, believed to be the amount of the waters surface that you are manipulating at one time; thus a spell of the first circle might look like dropping a pebble into a lake, whereas the seventh circle might look more like detonating a bomb beneath the water's surface. Despite the fact that there are seven circles it is extremely rare for mages to touch anything past the fifth circle, as magic of the sixth and seventh circles is so immense that it is difficult to comprehend let alone manifest. The power of a mage is governed by two things, first, Arete, which is your own raw magical power - it plays a role in how intense your magical effects are. Second is Resonance, which is more or less your ability to control the ripples of the waters surface when you manipulate it. Finally, there is the principle of Paradox, which is the thing that any smart mage fears. Paradox is the what happens when you splash the surface of the water and it lashes back out at you for messing with it - in short, paradox is literally reality reaching out and backhanding you for getting too touchy. If resonance is the ripples of the water when you mess with the water, then paradox is the splash.

The concepts of Vulgar Magic versus Coincidental Magic are ways in which the mage manipulates the water's surface. Like any good body of water, reality has natural ripples that run along its surface. Coincidental magic is the manipulation of those natural ripples; essentially it is the art of altering reality in a way that can not be easily distinguished from genuine coincidence: a bullet ricochets off a nearby pipe and happens to hit a target, a jet of flame shoots out from a nearby pipe, an overweight man has a heart attack. These are all types of coincidental magic, and because they ride the natural ripples of reality they are - usually - significantly less likely to incur paradox. Conversely, vulgar magic is when you forcefully impose your will on reality in a way that can not be brushed off as natural; it is the art of throwing the rock into the water to create the effect that you desire: stopping a bullet in mid air, hurling a fireball from an open palm, or sucking the life out of someone from across the room. Vulgar magic is, in essence, the forceful breaking of the surface of reality, magic that defies logic and explanation. An important part of vulgar magic is onlookers, which are unawakened individuals that witness the vulgar magic. Normal people that witness magic make the chance and severity of paradox significantly worse. Forcefully manipulating reality in such ways always carries the potential for paradox, but the more blatant and observed such manipulations are the worse and more likely it becomes.

Mages have developed a number of techniques to make the casting of magic easier, less dangerous, and more accessible. First, it is important to realize that the circle of magic dictates the intensity of the effect, not who can cast it. In theory, a novice mage could attempt to cast magic of the seventh circle, but doing so would likely crush them as they aren't experienced enough to handle the ripples of that kind of magic - let alone the splash. The more advanced the magic, the bigger the potential for paradox, and the less skilled you are, the more likely it is to happen. However, the option is there and the risk is entirely theirs to take. Lighting a match is very firmly Elementalism (1). Extinguishing a raging forest fire is probably closer to Elementalism (5). A new mage could attempt to do both, so long as they have at least Elementalism (1) - but attempting the second is much more likely to fail, or end extremely badly for the poor mage. Mages have learned that they can group up and use one another to cast powerful spells, manipulating reality in concert with each other to share to the load; group magic - frequently called cabal magic - lowers its difficulty and usually the risk of paradox - though the potential for resonance related issues goes up as multiple mages ripple the surface at the same time. Likewise, mages can combine their spells to create effects that neither could create on their own; one mage who is gifted in one specialty could pair up with another who is skilled in a different and they could create a spell together that combined the two different specialties.

When two types of magic are used in conjunction the spell is more difficult, but it can accomplish a wider array of things - and potentially something equal to a higher level. As with the above example with the forest fire, it might take Elementalism (5) to be able to safely extinguish it. However, a mage with Elementalism (2), Nature (3), Probability (2) might be able to cause it to start to rain and fight the fire that way. Magic is a matter of will and creativity, and it should be noted that there are many ways to accomplish the same task. A mage that specializes in Forces that wants to fly might simply loosen gravities grip on himself so that he takes flight. However, a magic that specializes in Transformation might give himself wings to accomplish the same thing. Still yet a mage focuses in Body Control might make his body weightless and 'bounce' like a balloon, adjusting his density as he goes to control his flight. Using two specialties from a single discipline can be used for empowered effects - such as using telepathy to dive into a person's mind, and combining it with illusion to literally project their fear in front of them. If you wanted to combine disciplines you could use Creation with Elementalism to create a flaming sword, or Body Control and Animation to cut off their own hand and cause it to crawl along the ground to strangle a person in their sleep. They could then use Healing and Body Control to reattach the hand later - or maybe Chronomancy to go back to a time before they lost their hand!



Mind


Mages of the mind are called psionicists, and typically despise being called psychics due to the fake connotation that is associated with the word. Psionicists focus on manipulating the mind and the senses, but also perception. Of all the disciplines, Mind is often considered the most subtle. Despite that, psionicists face some of the most difficult circumstances. Untrained telepaths can become easily overwhelmed by the errant thoughts of the world that doesn't know how to close their mind. Illusionists can become lost in false worlds projected to them by their own minds. Dominators can cause serious damage to those that they interact with, altering their minds with accidentally with a force like a hammer.

  • Telepathy: The arts of mind reading, and psychic communication.
  • Telekinesis: The arts of moving physical objects with the power of the mind.
  • Illusion: Tinkering with the senses to create false sensations.
  • Hypnosis: Implanting, removing, and otherwise guiding the thoughts of others.
  • Translocation: Movement, astral projection, and teleportation.
  • Domination: The art of controlling others, and restructuring their minds.



Matter


Mages of matter are called conjurers, and they focus on altering the physical world with their magic. Due to living in the physical world many mages argue that conjurers are the most important of mages and that their art is the truest form of magic. Matter mages often boast that they will be the mages to outlive all others, due to the fact that it is their magic that best interfaces with the growing modern world. Conjurers face terrible consequences when their power goes uncontrolled though. Technopaths can find themselves with technology dead near them, or perhaps worse, amped out of control. Shapers can distort the world around them, reaching for a door handle and turning that handle into a solid puddle attached to the door. Many a young transmuter has died of starvation as they go for food and turn it into some other inedible substance.

  • Technology: Operating, influencing, or otherwise controlling technology via magic.
  • Body Control: The art of self enhancement, such as granting super strength and iron skin.
  • Shaping: Repairing objects, taking raw materials and building objects, or turning one object into another.
  • Warding: Protective magics, defensive magic, and the ability to block circumstance.
  • Transmutation: The art of turning one substance into another.
  • Creation: Matter materialization, summoning, creating things from nothing.



Prime


Prime magic is the most genuine magicy type of magic. When the modern person thinks of magic, they are often thinking of prime mages - who call themselves primalists. Control over the elements, the laws of physics, and powerful battle magic. The prime discipline is considered the most vulgar of magics, due to its ability to produce such spectacular and obvious contradictions to reality. Elementalists must deal with bursts of flame, water freezing, or uncontrolled gusts centered on them. It's unknown how many photomancers have banished themselves to a life of permanent invisibility and gone insane due to it. Perhaps worst of all mages are the warpers, to whom the laws of man's world can fluctuate randomly around.

  • Elementalism: Controlling the prime elements - fire, water, air, earth.
  • Shadow & Light: Bending light and shadow, invisibility.
  • Evocation: Offensive magic, the art of using raw magical energy as a weapon.
  • Antimagic: Counter magic, dispelling magics, and the art of magical removal.
  • Forces: Control over the prime forces, such as gravity, momentum. The art of control over physics.
  • Enchantment: The art of applying permanant magical effects, and creating magical items.



Life


Weavers study the discipline of life, which is regarded as the most exotic of magics. Life mages can be miracle workers, but one should not mistake this discipline as one of good. Weaver's face some of the most devastating problems in the world of magic. Many hexers have woken up to loved ones that have been rotted by their magic. Metamorphs have torn themselves apart, unable to control which part of their body was shifting into something new. Animators have given uncontrolled to sentience to objects that have lashed out against their neglectful masters.

  • Affliction: Essentially the art of disease and death; anti-life magic so to speak.
  • Healing: Magical restoration and the art of replenishing the life of others.
  • Nature: Control over the natural world, such as plant life and animals.
  • Transformation: The art of self transformation, becoming something else entirely - polymorphing.
  • Animation: The art of giving animation to otherwise inanimate objects
  • Probability: The art of controlling outcomes, and shifting potentials to your desire.



Spirit


The surreal discipline of spirit is controlled by augerers that deal with the dead, the afterlife, other worlds, and time itself. No magic poses as much personal risk as spirit. Chronomancers have lost themselves in time, or worse erased themselves from history altogether. Gatekeepers have jumped into worlds that they didn't know existed, let alone understand how to survive in. Soulweavers have shunted themselves out of their own bodies and lost control until their essence literally bled apart leaving their bodies hollow.

  • Animism: Interactions with spirits and the spirit world, controlling them, and etherealness.
  • Necromancy: The art of animating the dead, or dealing with the unliving.
  • Divination: Perception into the future, as well as far sight and choice making.
  • Soul: The art of interacting with living souls; reincarnation, ressurection, and soul swapping.
  • Chronomancy: The manipulation of time.
  • Transdimensionalism: Passing beyond this world into others.



The Mechanics


While no math will play a part in the game, with all of the potential magical combinations listed above, it is important to have some way to measure a character's aptitude in the various types of magic. This gives each character a unique skillset and will provide opportunities for characters to work together to create a wide variety of magic in the game. The following rules should be followed when creating your character.

1) Focus... Every awakened mage has a Focus, which is one of the thirty available specializations. This Focus is their primary magical aptitude - where their greatest potential lies. No specialty may ever be higher than your Focus.
2) Discipline... Once you have selected your Focus, you have also selected your Discipline. You may access any magic in your Discipline at all times. You may access any basic magic of any other Discipline. You may only access intermediate magic of another Discipline once you have achieved a rating of 3 or more in that Discipline. Under normal circumstances, you may never access the advanced magic of a Discipline other than your own. Your Discipline must always be higher than all others. A specialty rating may never be higher than its Discipline rating. When you spend a point in a Discipline you get that many points to put into its specialties (IE if you have Life (4) you have 10 points if Life Specialties (1+2+3+4)). A mage can manipulate only magic in which they have invested in, but once invested in it, their rating it only dictates their skill at controlling that type of magic - not the type of effects that they can produce.
3) Arete... Is a representation of your raw magical power and endurance. It is, at its core, the power of your magic. While knowledge of Disciplines and Specialties dictates how skilled you are at using a particular type of magic, Arete represents how potent your manipulations are and how they stand up against other magic. Arete is measured on a scale of 1-10, and all characters start with an Arete of 1. Your Arete is always considered 3 higher when using magic from your Focus and considered 1 higher when magic is used from your Discipline.
4) Resonance... Resonance is something that all mages must deal with. In very literal terms, when you use magic you are throwing a rock into the pond that is reality - resonance is the ripples of that alteration to the pond's surface. In short, resonance is your control over magic and your ability to keep reality from lashing out when you manipulate it. All mages have a resonance that you must choose; it is always something that gives away that you used magic. For instance, you might select "Destructive", representing that when you use magic things around your point of alteration can destabilize and break - on a small scale this might be a light bulb shattering, on a big scale this might be a building collapsing. You might choose "Fiery" which is represented by things combusting around you when you use your magic. Or you might choose something like "Shadowy" and when you use your magic the shadows around you darken and extend. Resonance is also rated on a scale of 1-10, and all characters start with a Resonance of 5. When casting magic from your Focus your Resonance is considered 3 lower, and when using magic from your Discipline your Resonance is considered 1 lower.
5) Points... Each character begins play with 6 points to put into Disciplines, and 1 free point in that characters Discipline (with the specialization point in their Focus). You also get 3 points to put into raising your Arete or lowering your Resonance. You may increase your Resonance by 2 to increase your Arete by 1.

Examples
A... I want to create a powerful battlemage named Chad. I selected Evocation as Chad's Focus since it is the magic type primarily dealing with offensive magical force. This means Chad's Discipline is Prime. Chad starts play with Prime (1), Evocation (1), Arete (1), Resonance (5). I decide I want Chad's resonance to reflect his violent nature, so I choose "Destructive". Now, when Chad uses magic things around him tend to get destroyed. Luckily though, when casting my destructive evocation based magic, he doesn't have to worry about it as much since he's focusing that destruction.

B... I have decided that I want Chad to have some other magic skills like Warding - since he's a battlemage I want him to be able to protect himself. To do that I need to raise his Matter to 1. However, since his Discipline, Prime, is only 1 and it must be higher than any other Discipline, I have to raise that to 2 first. I put the first of my 6 points into Prime to get Prime (2). When I do this I get 2 points to put into any specialty under Prime, but I have to remember that no specialty can be higher than my Focus. Chad decides to pick up Forces (1) and Enchantment (1) with those two points. I then put that other point into Matter and get Matter (1), and I place the specialty point I get for that into Technology. Chad now has Prime (2), Matter (1), Evocation (1), Forces (1), Enchantment (1), Technology (1), Arete (1), Resonance - Destructive (5). I also have 4 Discipline points left to spend.

C... I wanted Chad to have protective magic from Warding, but since that is an intermediate magic I need to have Matter (3) in order to access it. Like before though, my Prime has to be higher than my Matter. So I use my 4 remaining points to raise Chad's Prime to 4 and his Matter to 3. Chad now has the following loadout: Prime (4), Matter (3), Evocation (4), Forces (2), Enchantment (2), Antimagic (2), Technology (2), Body Control (1), Warding (3), Arete (1), Resonance - Destructive (5). I have no points left to spend in Disciplines and all of my specialty points have been spent.

D... I've decided that Chad doesn't care that his Resonance is up there, so I've decided to use my 3 points and just raise his magical power - Arete - to 4. His loadout now looks like this: Prime (4), Matter (3), Evocation (4), Forces (2), Enchantment (2), Antimagic (2), Technology (2), Body Control (1), Warding (3), Arete (4), Resonance - Destructive (5).

E... Finally, I've decided that Chad is a vulgar mage and needs just a bit more power. I've decided to up his Resonance a bit more to increase his Arete. I wanted Chad to have an Arete of 6, so I increased both by 2. His final loadout is now: Prime (4), Matter (3), Evocation (4), Forces (2), Enchantment (2), Antimagic (2), Technology (2), Body Control (1), Warding (3), Arete (6), Resonance - Destructive (9). Chad is now a Primalist, that specializes in offensive magic and knows how to use enchantment magic, as well as magic that manipulates physics; plus, he's got a little bit of countermagic in there. With body control magic he can handle himself in a physical fight well enough, and with use of technology magic, he can compensate for the fact that he isn't super bright. To compliment his counter magic, he's got a very strong understanding of defensive magics to protect himself. With an Arete as high as his, he's magic is super powerful - however, it comes at the cost of being extremely noticeable which means that he's more at risk every time he casts than other mages.

Wispyr



F. A. Q.


  • Game Masters, who are they?
    Wispyr is the mind behind Enigma Complex and operates as its primary GM. At this time it is unlikely I will be seeking a Co-GM.
  • Who is allowed to play in Enigma Complex?
    Anyone. Enigma Complex is open to any Lord, Lady or Liege who is interested in the setting, provided that they have read and are able to follow the game rules - as well as any and all applicable Elliquiy rules. This game is LGBTQA & Rainbow Writer-friendly, and all players are expected to respect that. Further cross-gender writers are permissible, though we do ask that you not use Enigma Complex as your playground to test out this writing style and already be comfortable doing so.
  • How many characters can each player have?
    Players will be limited to a single character for this game.
  • This game has already started, but I want to join, what do I do?
    Please message the GM to discuss this. Late entries will be approved on a case by case basis and only for reasons that benefit the whole of the game.
  • Can I play a bad guy?
    Not in the traditional sense of the word, no. Enigma Complex has sufficient 'bad guys' baked right into the story. That said, given the various moral compass of people as a whole you're not obligated to play a 'good guy' either.
  • How are adult scenes handled in this game?
    At this point it is assumed that they will be handled in their own thread, linked to the post where the transition occurs.
  • What are the writing expectations of this game?
    All posts - GM posts aside - should be written in third person, past tense. We do not expect a firm word count in posts, however, posts should contain enough content for others involved to work with for their own posts; as a general rule roughly 300 words - three solid paragraphs - should be sufficient for posts; this is an aspect of the game that we monitor fairly closely. All posts in the game use tag headers, except for GM posts.
  • What board does this game take place in?
    Extreme Small Groups. The content of this game will likely hit points of extremely graphic. No player will attempt to push you to write story elements that you are not comfortable with, however with that said, the world is not a nice place and will contain non-con and potentially other 'hard' kink elements for setting purposes. Interactions with individual players are tailored to their individual limitations, you won't be forced to participate in something that makes you ill, but it may happen elsewhere in the game - you have been warned.
  • I've made a sheet, what do I do from here?
    Simply PM it to Wispyr with the subject line of: Enigma Complex CS - (Character Name). Do not neglect the proper subject line, please.



Rules


  • No Drama: We're all adults here. There are better ways to handle any given situation than throwing a tantrum and stomping your feet.
  • No Drama: We're very serious about this. It will not be tolerated, and if you are the source of it, you will be expelled from the game.
  • Word Count: We no longer enforce a hard word count in main story threads, however, we expect that every post has enough content for other players and GM(s) to work with. This usually means no less than 300 words / 3 solid paragraphs. This is closely monitored and posts we do not feel are sufficient will be asked to be added to or removed.
  • Post Frequency: We use a very firm 7 day posting guideline in most situations. If you are unable to commit to at least one post per week, this is not likely the game for you. GM posts will be not be delayed for late posters.
  • OOC Chatter: Should be kept at all times out of the IC threads, and contained to the appropriate Out of Character thread - which you should feel free to play around in!
  • Communicate: Communication is key. It is imperative that you keep the GM(s) informed of what is going on. If you're going to be away for awhile we can often work with that if you let us know - however, if you damage the game's health by going silent without a heads up you could find yourself expelled from the game. We're very PM friendly, don't hesitate to shoot us a message about anything.
  • Engage Others: At the end of the day we're all here to have fun. We will not sit by and watch someone be excluded from the game. Include everyone who is approved, support those who are interested and be proactive in making efforts to engage other players and characters.

Wispyr



Game Master Notes


Out of Character | Character Sheets

DISCLAIMER
Not all character concepts will be approved. I am currently working under the assumption that I will not be taking more than 7 characters on this journey - however, depending on the level of interest, that number might change. The bottom line is that the application process is in place to ensure that characters are well considered and have meaningful stories and narrative waiting for them as we go forward - that can be woven into the greater picture.

Character Name:
Face Claim:
Discipline | Focus:

Basic Concept: A short synopsis of the character's story.

Pre-Awakening: A basic idea of who they were before they awakened. What kind of life did they have? Who were they?
Awakening: How did they awaken? What happened when they did so? How did they handle it? Why did they end up with the Focus that they have?
Post-Awakening: What have they had to deal with since awakening? How are they handling their new life that includes magic? What is going on in their life now?
Malcom: How did they meet Malcom Rhodes? Why did they decide to take up his offer to teach them? What, if anything, did they ask him for specifically.

Character Goals: What does your character want to accomplish?
Player Goals: What are some things that you'd like to see? Experience? Explore?

Player Limitations: Despite being in the extreme section content involving you will be tailored to your comfort. What are you boundaries? Things that you're uterrly unwilling to take part in - this need not be purely sexual, but those are the most obvious implications.
Posting Rate: Realistically tell me about how often you feel like you'll be able to post. I'll be figuring out the GM posting schedule based on the group that's brought together and I want everyone to be able to participate, so please don't exaggerate your ability to dedicate.
Questions & Comments: Anything that you'd like to know at this point, dig into, or just remark about.



Code (Application) Select

[float=left][img height=300 padding=10]http://placehold.it/150x200[/img][/float][font=Georgia][b]Character Name:[/b]
[b]Face Claim:[/b]
[b]Discipline | Focus:[/b]

[b]Basic Concept:[/b]

[b]Pre-Awakening:[/b]
[b]Awakening:[/b]
[b]Post-Awakening:[/b]

[b]Character Goals:[/b]
[b]Player Goals:[/b]

[b]Player Limitations:[/b]
[b]Posting Rate:[/b]
[b]Questions & Comments:[/b]




Faceclaims


NPC Malcom Rhodes has the face of Mariano Di Vaio



Misc


Wispyr

-Tosses the doors open- It. Is. Alive. And ready to be consumed.

Edit: There was a question asked about the game being system based, and I wanted to clarify that it is not. The few numbers that you will have on your sheet are purely for distinction purposes. No dice, no formulas, or anything like that. Many of the edits that were made to the traditional mage game were to dissolve the system aspects of it and allow it to be written more fluidly and without a books worth of complex rules.

Amarlo


Seduce my mind and my body will follow.
Amarlo's O&Os
Absences and Apologies

Intimate Ink

Yes, please.  :)




Question.  Is there an average age that mages become mages (not sure if you are using the term of 'awaken' in this... but basically that.)  Or, barring that, any other factors (overcoming a stressful situation, a spiritual journey, etc.)? 

Just asking since we're talking about being mages for only weeks here so making sure to make a time-line that is appropriate.

Wispyr

We are using the term awakening, yes. And no there isn't a specific age. Unfortunately for those "destined" to become mages it can strike at anytime. Children who become mages often don't last as they're too young and their minds too untempered to realize what they're doing before too long. More elder awakened mages come into it too late, and often realize how much potential they missed out on and become embittered.

All in all, it's an event that could, in theory, happen anytime from age 3 to the moments before your natural death.

As for how it happens, that's largely up to you. Some people wake up and have discovered their dreams have manifested (depending on their magic). Some people awaken after stressful situations. Some find "enlightenment" and awaken. The choice on how your character awoke is their journey, and pivotal to their development - and entirely up to you!

Intimate Ink

Aaand I just realized I read past that section thinking it was something I had already read.  I suck.  Sorry.

It could be worse, I could be Amarlo.

Amarlo

Quote from: Intimate Ink on June 02, 2017, 05:50:57 PM
It could be worse, I could be Amarlo.
Yeah! That Amarlo person is such a major bummer!

Seduce my mind and my body will follow.
Amarlo's O&Os
Absences and Apologies

Intimate Ink

Quote from: Amarlo on June 02, 2017, 05:57:17 PM
Yeah! That Amarlo person is such a major bummer!

I know, right!  She's always making racy comments and then editing them to be tame.  Loser!

AribethAmkiir

Sooooo interested.   ;D

Is Malcolm actively seeking out new mages, or what's the most likely way to meet him?

Theo

Definitely seems interesting. Will read tomorrow when I'm not battling my distractability....if that's even a word. Ooh pretty!
Believe in yourself and create your own destiny. Don't fear failure.

On and off

Wispyr

Very glad to see some interest floating around for this. Admittedly I am beyond stoked. This game has been in the works for a long time now, so I'm very eager to see what everyone comes up with!

Quote from: AribethAmkiir on June 02, 2017, 08:30:26 PM
Sooooo interested.   ;D

Is Malcolm actively seeking out new mages, or what's the most likely way to meet him?
Wooot! I thought I might see you around. :D

In short, yes. Malcolm has been on the hunt for some newly awakened mages for a bit now. So it's most certainly a situation where he's tracked your character down. The details of that though I'm very flexible on - and if you have something more specific in mind, I'm totally open to hearing it.

Quote from: Theo on June 02, 2017, 09:03:48 PM
Definitely seems interesting. Will read tomorrow when I'm not battling my distractability....if that's even a word. Ooh pretty!
Awesome! Looking forward to your thoughts and what comes to you. :D

AribethAmkiir

Can we put up Face claims now, or do we need to wait until our characters are accepted? 

If we can, maybe I reserve Elyse Levesque, please?

Wispyr

Quote from: AribethAmkiir on June 03, 2017, 02:59:37 AM
Can we put up Face claims now, or do we need to wait until our characters are accepted? 

If we can, maybe I reserve Elyse Levesque, please?
You can indeed. Face claims are on the app!

la dame en noir

I'm just here to take in how beautiful your games always are. I'm wondering why you haven't made a tabletop game or novel by now, Wispyr.
Games(Group & 1x1): 7 | Post Rate: 1 - 6 days | Availability: Actively looking!
A&A | FxF |
O/Os | FxF Writers Directory

AndyZ

Keeping an eye on this.  It looks awesome but can't guarantee I'll come up with much.
Ons/Offs   -  My schedule and A/As   -    Advice for GMs on Elliquiy

If I've owed you a post for at least a week, poke me.

Wispyr

Quote from: la dame en noir on June 03, 2017, 11:01:30 AM
I'm just here to take in how beautiful your games always are. I'm wondering why you haven't made a tabletop game or novel by now, Wispyr.
I ask myself these questions every day my dear... Every. Single. Day. But also... Awww.. Thank you so much. I really do appreciate the love. <3

Quote from: AndyZ on June 03, 2017, 12:01:30 PM
Keeping an eye on this.  It looks awesome but can't guarantee I'll come up with much.
Thank you! I'd love to see what comes to you if you decide to go forward with it. :D

Xurtan

Man, I do love me some Mage. Urban Fantasy/Supernatural is always a delight, and seeing it go in a systemless direction is interesting. Color me interested. I was thinking maybe a character in his early 30s, a sort of "failed" local politician (maybe due to a sex scandal?) that has aspirations of becoming President someday. Discipline would likely be Mind, with a Focus on Domination, if I've got that correct. I have some ideas spinning around in my head for how that might play out, Awaken and such. Also actually rather fond of the idea of a shadowy resonance, it would fit with his whole 'manipulation' thing. Thoughts?

As an aside, love the thread, love the idea. Good crunchy bit of information to get through.

Erich Norden


Wispyr

Quote from: Erich Norden on June 03, 2017, 07:57:29 PM
Yes, hello
Yaaaas. Moooooore.

Quote from: Xurtan on June 03, 2017, 06:26:17 PM
Man, I do love me some Mage. Urban Fantasy/Supernatural is always a delight, and seeing it go in a systemless direction is interesting. Color me interested. I was thinking maybe a character in his early 30s, a sort of "failed" local politician (maybe due to a sex scandal?) that has aspirations of becoming President someday. Discipline would likely be Mind, with a Focus on Domination, if I've got that correct. I have some ideas spinning around in my head for how that might play out, Awaken and such. Also actually rather fond of the idea of a shadowy resonance, it would fit with his whole 'manipulation' thing. Thoughts?

As an aside, love the thread, love the idea. Good crunchy bit of information to get through.
Welcome! Thanks for the praise, I do appreciate it. I'm glad to hear that you're enjoying the concept!

That concept seems very fitting for me. I'm eager to get a good mix of people from pre-awakening. A politician I feel like fits right in. Giving him fun stuff like domination and shadowy resonance is awesome flavor. It'd be very cool to see how he takes this whole thing. I absolutely think he'd be a good fit. Oh, and yes, you've got it right his Focus would be Domination which gives him the first Discipline of Mind.

Xurtan

Mmhm. Trying to decide on a personality and such, but I think maybe he'd have a dramatic Awakening. Maybe the scandal that knocked him out of the running was he slept with a younger male aid for his campaign, and it leaked? Leading to the boy's Father to storm in with a gun, my character's career/rating to drop, and with his Awakening he ordered someone to 'protect him', leading to their death? I don't know how violent/powerful Awakenings usually are, off hand. I think... overall, he'd probably take it well, and be more interested in how he can use it to get his career back on track. Once he got over the sheer shock, he'd absolutely try and turn it to his advantage. How he'd deal with any guilt or moral issues... Hm. Not sure yet. 

Wispyr

Random tidbit that was asked:

How do Resonance and Paradox function?

Well the short of it is that the players will - generally - control their own resonance. This is the responsibility of the person playing the mage and I'll trust you to accurately depict it. Paradox, on the other hand, will almost exclusively be controlled by the GM. Basically, if there's going to be a paradox backlash of some sort, I'll be the one who steps in and makes it happen. I may open up very minor paradox effects to players once things have been going for a bit, but it may just always be something I do. It's unlikely I'll do much to touch your resonance unless there's cabal casting going on or there's a particular glorious way to use it.

tl;dr
Resonance is the effect when you cast magic, and you get to portray it.
Paradox is a big game plot point, and it's something the GM will handle.