Archive for June 6, 2012


Another week, another spoiler from Mummy: the Curse!

Today CAS posts as little more about magic and how it works in M:tC. As always I’ll see if I can spot some interesting tidbits as well:

Magic as Lifeforce

Wherever life exists—or even the potential for life—mystical energy bubbles up from the cosmic firmament like water into an oasis. This flowing energy is called Sekhem (“lifeforce”), and it is the source and substance of all magic. On its own, Sekhem is a passive force of emotional resonance, often revealing itself through remembered passions and pains. Given sufficient mystical knowledge and willpower, however, Sekhem can empower miracles and wonders beyond imagining, even to the point of rebuking death itself.

As creatures of necromantic power, rather than simple living beings, the Arisen do not create Sekhem. Yet they alone concentrate and radiate this energy through the Rite of Return empowering their existence, and they therefore feel its ebbs and flows on a base, instinctual level. This is perhaps Sekhem’s greatest irony—that it sees purest expression in the most impure of forms. When a mummy calls upon his eldritch power, whether to strengthen his physical form or to unleash a mystical effect, it is the power of Sekhem upon which he draws. Like memory, Sekhem is so fundamental to a mummy’s existence that it’s represented by a game Trait.

Pieces of the Past

As a source of power, Sekhem emanates from the living world and comes to reside in objects, which the creators of the Arisen called vessels. The most common form of vessel is the vestige. These objects, from the humblest baubles to the grandest artifacts, are the touchstones upon which the Arisen can moor their memory against the eternal turbulence of time and fate. Vestiges resonate with the inner being of a mummy, and his purpose draws him to them as an iron filing to a magnet. While the Arisen prize ancient vestiges most of all, modern vestiges can sustain and comfort them as well. In times of need an Arisen can strip a vestige of its accumulated pathos, to cannibalize it for the power required to continue his earthly toil, but doing so removes its Sekhem from the living world forever.

All vessels contain dim memories of the past, a reward precious enough for the Arisen, but some vessels are “supercharged” with distilled Sekhem and infused with strange magical powers. This type of vessel is known as a relic. Often times, these objects were crafted by the same beings who birthed the Rite of Return, or by those who copied their great art, but a rare few are the organic products of a more long-term distillation of Sekhem. Like vestiges, relics can be cannibalized for their Sekhem, but a mummy never, ever does such a thing lightly, for there are… consequences to murdering the world. Of all vessels, the Arisen prize relics from their own bygone empire most of all, and are drawn to (re)claim them like no others.

And of course, woe be to any soul who would dare steal a treasured piece of a mummy’s past….

Until next week,

Senebti!

Well that was interesting. Let’s delve into the obvious bits first: Sekhem as magical fuel, similar to how Mana works in Mage. What I like about this is while Mana is a conceptual and cerebral power, Sekhem is equally ephemeral but associated with the emotional spectrum. Tied to the idea of memories (and the pains and joys they bring) Sekhem is a fascinating (and brilliant) concept that I would definitely love to see expressed in a mechanical manner beyond “I spend Sekhem to power this ability, what happens?”

The inherent irony of having a dead guy thrive on memories of life is a classic for me, and one that I love. I remember the Skull in The Last Unicorn thriving on the memory of wine rather than being able to actually drink it.

Relics and Vestiges are an interesting concept as well, as the idea of associating memories with items is not alien to us. The very reason people take souvenirs is to commemorate experiences of having gone somewhere and done something. Same goes for portraits, photographs and even home videos. These things shore us up against the eventual loss of memory due to time and age. For an immortal, such reminders of potent events in their lives must be valuable indeed.

Again another week and I’m stunned with what’s been revealed. There’s a ton more hidden there, especially with the mention of those who copied the arts of the beings who created the Rite of Return, but that’s up to pure speculation at this point.


Now this is a pleasant surprise!

I’ve been hearing about this being in the works for a while now, but I didn’t expect it to come out of nowhere… much like the True Fae I guess :D

Victorian Lost: A Maze of Smoke and Hedge is a historical setting for Changeling: The Lost. This book contains information on the late Victorian Era, including both actual history and fanciful imaginings of this time. You’ll find discussions of the occasionally violent tensions between the rich and the masses of the poor who worked in their factories and homes. This book also examines the competing visions of rural and urban life. Some saw the countryside as pure and cities as corrupt, while others viewed rural areas as ignorant and backwards, and cities as centers of progress and invention.

This book includes:
• Setting material and player and Storyteller advice for running Changeling games in the late Victorian Era.
• New and updated contract clauses, as well as two new kiths.
• A short serial for your chronicle, as well as a pre-generated Victorian motley: the Back Stairs Mob.

Given the quality of Mage: Noir, I’m confident that White Wolf has done a stellar job with this historical setting book as well. It’s a good time to be a Changeling fan!

Victorian Lost: A Maze of Smoke and Hedge is available from DriveThruRPG for a mere $8.99 or roughly Php 387.00, definitely within impulse buy range!


Degenesis’ character creation system is fairly straightforward, and has about the same level of complexity as Legend of the Five Rings 4e. There’s a little bit of flipping back and forth between pages, but nothing quite as migraine inducing as the old 3rd Edition L5R.

Degenesis includes a summary of character creation, something that I feel is a definite Best Practice for any RPG of almost any complexity nowadays. The steps are fairly easy to follow:

  1. Establish Attribute Values
  2. Choose a Culture
  3. Choose a Concept
  4. Choose a Cult
  5. Calculate Derived Statistics
  6. Determine Starting Rank and Equipment

There are five attributes in Degenesis: Agility, Body, Charism, Intelligence and Psyche. Starting characters have 5 points in each and can shift points between attributes to their satisfaction. Raising an attribute beyond 7 points is costlier however, requiring two attribute points for each step beyond 7. This sort of balances things off and encourages characters to have a more even spread of attribute values.

Cultures bestow a mini-template to the character, contributing attribute bonuses, as well as access to cultural skills and a handful of skill points. Cultures also require the player to pick a Principle, which is sort of a defining trait of the character which the players are encouraged to roleplay, as the GM can reward experience points for players who play up their Principles.

The Concept and Cult selection phases mirror the Culture phase, bestowing more attributes bonuses (in the Concept Phase), skills and skill points and a Principle for each step. By the end of these, the character should have three Principles that give an idea of what kind of person they are.

Derived statistics include Flesh Wounds, Trauma Wounds, Vitality and Maximum Spore Points.

Finally the character compares their stats to the requirements of their Cult to determine their status. Each cult has their own Rank table showing the Rank title, Requirements per rank, Equipment bestowed and funds given by their Cult. Some characters might start off as nothing but raw recruits, but other might be made of the right stuff to be higher up on the food chain.

Sample Character:

Kristof, Aspiring Marshal

Culture: Borca
Concept: Decay
Cult: Marshal

AGI 6
BOD 7
CHA 4
INT 4
PSY 7

Culture Skills:
Perception 1 (PSY) AV: 8
Survival 1 (INT) AV: 5
Toughness 3 (BOD) AV: 10

Concept Skills:
Armed Combat 3 (AGI) AV: 9
Firearms 2 (AGI) AV: 8
Unarmed Combat 3 (AGI) AV: 9

Cult Skills:
Domination 1 (CHA) AV: 5
Leadership 2 (CHA) AV: 6
Self Mastery 2 (PSY) AV: 9
Stamina 1 (BOD) AV: 8
Law 2 (INT) AV: 6
Writing 1 (INT) AV: 5

Principle:
Loner
Sadistic
Elitist

Flesh Wounds:
Head: 3
Torso: 5
Legs: 4

Trauma Wounds: 10
Vitality: 8
Max Spore Points: 9
Rank: Vagabond

Equipment:
Claw Glove, DAM 4
30 Chronicreds

Overall Character creation took no longer than 15 minutes or so, with a little bit of flipping back and forth to check on the Principles more than anything else. An odd thing I noticed here is that a starting marshal has only 50 Chronicreds to his name, which is surprisingly little compared to the atrocious prices in the equipment list in the book. I decided to give him a Claw Glove to start off with and not much else. I suppose that’s to be expected given that Degenesis is a post-apocalyptic setting, so I’m assuming that Kristof will have to work on picking up his equipment from the bodies of his enemies.

Speaking of dead bodies, tomorrow we’ll take a look at a quick sample combat where we pit good old Kristof against an opponent and see how well he does in a fight