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Corona Radiata--Mage: the Awakening

Deep under the city of Newport slumbered a strange an alien intelligence. Our intrepid cabal managed to locate the source of this strange phenomenon, finding an Atlantean ruin submerged in a magically disguised cave deep in the ocean. There, they discovered a facility belonging to the Guardian of the Veil, a place that at first seemed to be a library, but later proved to be a prison. After agreeing to an oath of conduct and hospitality, the group set about trying to unlock a massive door, beyond which the alien mind seemed to lurk. In one room, spirits toiled to collect and categorize memories, and therein was a memory of the Warden opening the door. It was, in typical Guardian fashion, largely a lie, and so the group was forced to explore the library's offerings to find the truth. After finding the truth, the memory was edited, and the door opened. Inside, a shade of the Warden Ahriman guarded an item of power, the Rubric of Ahriman. Inside this strange device were the half mad minds of the various prisoners that were sealed within the Hall of Betrayal. Ahriman, sensing an incursion of some heretofore unknown entity from beyond a wrecked wall, beseeched the group to destroy whatever it was to save the Rubric from destruction or worse. Steeling themselves for battle, the group prepared to banish the alien thing. Decorated with spells, they ventured beyond to wall to find a curious manifested acamoth clinging to a meteorite as an anchor. He offered the temptations of knowledge and power, but the group rejected his offer, vowing to remove the Rubric and flee. Enraged, the creature attacked, almost felling the group until they were saved by Ahriman himself. They redoubled their efforts, slew the beast, and recovered a strange artifact from the meteorite itself. Leaving the clean-up work to a contingent of Guardians, the group returned to NYC via portal. With all threads tied up, it is time to puruse the Coalfire Vault and find what Cesar Enriquez is up to in Bridgeport. What truths will the group find? It is July 20th, 2011, and the world will end in 8 weeks. Can the group stop Corona Radiata by then?

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  • Ashley

    lol tigers. great strategy session too.

    November 11, 2012

  • Robert

    Hey guys, I was talking to Mike, heard there's room and my calendar is pretty free up now, so, hi ;-)

    November 9, 2012

  • M. S.

    Changing the date again because of the storm--unlikely we'll have full service by Saturday.

    November 1, 2012

  • Dave T.

    hey, it's the mage: will this ever happen game ... :-p

    October 22, 2012

  • M. S.

    Ashley, I like your option--seems to be the easiest to implement. Let's go with that as a Matter 3 spell. The transitory duration balances the effect quite nicely.

    October 18, 2012

  • Ashley

    Obviously if you are hit in an area not covered- you take full damage. Attacker needs to take targeted attack penalties thougj

    October 18, 2012

  • Ashley

    The way i pictured it is the material moves up in "hardness" in a geological sense. it will be harder to cut/chip, though like in geology, hardness has nothing to do with the ability to fracture-obviously a leather jacket cant "fracture, " so i say the jacket will not protect against blunt trauma as much. so basically, you roll. you suceed. +2 armor against pointy things and bullets, +1 against clubs and things that don't pierce skin. #of successes determine duration in #of rounds. Extended rolls, hours.

    October 18, 2012

  • Dave T.

    of course, much like armor that act way too well (i think in the book, it is anything that are enhanced to double its rating), if the effect is too pronounce, it became improbable and therefore subject to disbelief. I think nobody ever does it, but theoretically, it is possible for disbelief to happen on mage armor as well.

    October 17, 2012

  • Dave T.

    here is an interesting alternative, albeit require more rolling of dice.
    The number of success from alter integrity act as a dice pool that the player keep track, and when damaged, that pool is rolled, any success from that cancels out damage while decreasing that pool at the same time.
    So for example, I rolled 4 successes on alter integrity.
    On first attack, I got 1 damage, I roll 4 dices, I got 2 successes, which means I take no damage, my total poll is now down to 3.
    On second attack, I got 2 damage, roll no success, I take 2 damages.
    On third attack, I got 4 damages, roll 5 successes, but since my total pool is only 3, I take 1 damage, and now I've used up all the additional durability on the armor.

    October 17, 2012

  • Ashley

    Yep I'll join in after the work day 's done.

    October 17, 2012

  • M. S.

    Would also love your opinion, Ashley.

    October 17, 2012

  • M. S.

    This would subtract durability of the armor from the attacker's pool. If the attack was successful, both the armor and the target would take damage. I would have to rule that enhanced clothing could be treated either as armor or cover. The benefit to Matter 4, then, would be permanent defense without the complication of structures and whatnot.

    October 17, 2012

  • M. S.

    All good points. The real issue is this dissonance between durability and armor, which could be resolved by my ruling. The complications would be that A) everybody technically gets more health and B) a lot of book-keeping issues arise (tracking placement of hits vs. localized armor, tracking armor health). Still, doesn't it make some intrinsic sense that thicker or tougher clothing would give more armor?

    I'm torn thinking about this. As I see it, I have two options. One, armor has no durability value, or durability has no effect on armor value. This appears contrived and is intellectually unsatisfying. It is, however, true to the rules, and internally consistent. Two, the system I have outlined below, which has the drawbacks you and I have both mentioned.

    Given what you've said, I'm leaning back towards my initial inclination which was option one. There is also the option of treating enhanced armor as cover.

    October 17, 2012

  • Dave T.

    In wod, armor is not necessary how hard something is, but rather how well is a person protected because of it.
    That being said, Mike, it is your game, so run it however you want.
    Also, Tome of mysteries have a whole section on enhance item and such for those who cares.

    October 17, 2012

  • Dave T.

    personally, I think that is potentially too powerful, as it is equivalent to giving free health, which is arguably more powerful then just giving armor. In addition, if you do decide to implement rules as such, then is the same rule applies to all non-magical armor? (for example, if I have a regular not enhanced armor with durability two, does that mean any damage lesser than two will be absorb by said armor?)
    Also, according to this new rule, does armor suffer damage the same amount of damage regardless what type of damage is done to it (bashing, lethal or agg)? also, what of the other stuff associated with the armor, for example, does it protect equally well against ballistic and general attack? is the denser material more inflexible and therefore more dex penalty would need to be applied? or is denser material heavier and therefore a higher strength will be needed to use it effectively?
    Alter efficiency, a Matter 4 spell, is meant to be the one that give equipment bonus.

    October 17, 2012

  • M. S.

    If the reinforced garment runs out of structure, it becomes tattered and ineffective as protection until repaired in some way. Targeted shots to unshielded areas will not be deflected by such objects. I would say that durability 3 would be the effective cap for such an effect, unless a crafts roll was made to allow flexibility of the joints and such. After that point I would probably levy some dexterity penalty. Realistically, directly increasing armor with Matter 4 will probably work the same way (for flexibility). Because of the nature of mage armor, it would really only make sense for these abilities to stack. Does this sound OK?

    October 16, 2012

  • M. S.

    An Example: six6six finds herself under the attack of a gangster of Enriquez's Black Cross Gang. To protect herself, she zips up her leather jacket and casts Alter Integrity, gaining 2 successes, and increasing the durability of the jacket (originally 0) to 2. The gangster then shoots at her, getting three successes (he of course subtracts defense and armor as usual). The shot penetrates the reinforced jacket and does damage as normal. six6six follows up with a laser attack from her robot. In the next round, the gangster fires again, gaining 2 successes. The jacket is not penetrated, and is itself dealt damage (Durability 2, size 2, so the jacket has 2 structure remaining).

    October 16, 2012

  • M. S.

    I've had time to think about the argument we had last time w/r/t matter magic and armor and I have made a decision. Directly increasing the armor value of a piece of equipment will require Matter 4. However, the durability of the object in question may be increased by the use of the Alter Integrity spell, which is Matter 3. Items enhanced in such a way will not function as armor directly, but will instead require attacks of a certain strength to overcome the reinforced item. What this means is that if you use Alter Integrity to increase the durability of your jacket to 3, any attack made against you that the jacket would conceivably protect against (chest, arms, etc.) will require more than 3 successes to actually hit you. Attacks doing less than that value will instead damage the garment or object or whatever.

    October 16, 2012

  • M. S.

    Date changed

    October 1, 2012

6 went

  • M. S.
    Co-Organizer,
    Event Host
  • Ashley +1
    Tzimisce Cosmetic Surgeon, Organizer
  • Robert
    Co-Organizer
  • Dave T.
    Programmer Pack Priest, Co-Organizer
  • A former member

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