Post by EBST on Jun 19, 2015 3:45:36 GMT
Mage Ghouls
This is one of those things that most ST's look at and shake their head about. When a Vampire Ghouls a Mage. Lets be straight up. THe world is vast, but even in that vastness there is ~going~ to be a meeting at some point, somewhere along the way between a Vampire and a Mage. It is nigh unavoidable. As an ST I pride myself on nearly always never saying no. I want to make the game fun and challenging with a serious emphasis on fun. As such I have given this serious thought and finally put it to written form.
Being a Mage that is ghouled is a nasty business. Powerful in the short term but nasty. To start Vampire the Masquerade only touches on a portion of just WHAT a blood bond does. Mage the Ascension expounds upon it. Vitae binds the spirit of the individual as the blood is a mystical component given the nature of the Vampiric curse. However with a Mage who is highly spiritual as all Mages are, it also has the dual cut of addicting the Avatar potentially. And this is cumulative over the mages lifetime.
Basically it works like this: It takes a number of separate drinks (IE separate days) to addict an Avatar as it has points in it's rating. Thus a 1 point Avatar is addicted in 1 drink. A 5 point is addicted in 5 drinks. Up until the Avatar is addicted a Mage Ghoul is pure unaging God Material ubber twink stuff of GM's nightmares as they have the best of both worlds of Ghouls and Mage. They can progress as a Mage and as a Ghoul without hinderance. Once that last drink that addicts the Avatar is taken the ballgame changes in a way that truly sucks for a Mage. The following occurs:
While the Avatar is Addicted:
All progression as a Mage stops. They cannot gain any further Arete. They cannot progress further in any Sphere. They cannot meditate at a Node to gain Quintessence. They can ONLY gain Quintessence through Vampiric Vitae. They now focus solely on advancement of Ghoul powers (IE DIsciplines); they don't lost Sphere Magic at this time.
Given the nature of forum/online play the timetable for the next is truncated
Once a Mage is fully bound to a given Vampire, the timetable starts. At a rate of one per month a Ghouled Mage begins to lose Avatar points until that reaches Zero. After that Arete starts to drop at 1 point per month until it too reaches Zero. IE Jon-boy has an Avatar of 3 and Arete of 4. He has 7 months before things are non-reverseable. As long as the Mage has at least 1 point of Arete there is a hope. Once the final point is gone, the Mages Avatar is lost permanently in this life and they become a normal Ghoul, losing all spheres up to that point.
Worse still is the fact that while a Mage is a ghoul they are a neon beacon to Demons, Nephandi and worse
All is not lost. Should a Mage become somehow wise in this, prior to losing that last point, they can be purged, coming off of the blood and removing the addiction from their Avatars. It's not easy, nor pleasant and forever and always from this point on, once cured, if they come across Vampiric Vitae they must roll a WP check at Difficulty 10 to not fall under its sway again.
Have Fun. *Evil Grin*
Leveling the field:
We will be using the 'leveling the field' rules as presented in M20. This means that for all effect rolls the dice pool is as follows: Arete Score+ Occult Score. This will give starting characters that chance to produce some spectacular results but also runs that risk that is inherent with more dice. This puts Mage effects more on par with the powers and effects as seen by other supernaturals in the World of Darkness.
As always you are not locked into HAVING to use all of your potential dice pool. That is up to you.
This is one of those things that most ST's look at and shake their head about. When a Vampire Ghouls a Mage. Lets be straight up. THe world is vast, but even in that vastness there is ~going~ to be a meeting at some point, somewhere along the way between a Vampire and a Mage. It is nigh unavoidable. As an ST I pride myself on nearly always never saying no. I want to make the game fun and challenging with a serious emphasis on fun. As such I have given this serious thought and finally put it to written form.
Being a Mage that is ghouled is a nasty business. Powerful in the short term but nasty. To start Vampire the Masquerade only touches on a portion of just WHAT a blood bond does. Mage the Ascension expounds upon it. Vitae binds the spirit of the individual as the blood is a mystical component given the nature of the Vampiric curse. However with a Mage who is highly spiritual as all Mages are, it also has the dual cut of addicting the Avatar potentially. And this is cumulative over the mages lifetime.
Basically it works like this: It takes a number of separate drinks (IE separate days) to addict an Avatar as it has points in it's rating. Thus a 1 point Avatar is addicted in 1 drink. A 5 point is addicted in 5 drinks. Up until the Avatar is addicted a Mage Ghoul is pure unaging God Material ubber twink stuff of GM's nightmares as they have the best of both worlds of Ghouls and Mage. They can progress as a Mage and as a Ghoul without hinderance. Once that last drink that addicts the Avatar is taken the ballgame changes in a way that truly sucks for a Mage. The following occurs:
While the Avatar is Addicted:
All progression as a Mage stops. They cannot gain any further Arete. They cannot progress further in any Sphere. They cannot meditate at a Node to gain Quintessence. They can ONLY gain Quintessence through Vampiric Vitae. They now focus solely on advancement of Ghoul powers (IE DIsciplines); they don't lost Sphere Magic at this time.
Given the nature of forum/online play the timetable for the next is truncated
Once a Mage is fully bound to a given Vampire, the timetable starts. At a rate of one per month a Ghouled Mage begins to lose Avatar points until that reaches Zero. After that Arete starts to drop at 1 point per month until it too reaches Zero. IE Jon-boy has an Avatar of 3 and Arete of 4. He has 7 months before things are non-reverseable. As long as the Mage has at least 1 point of Arete there is a hope. Once the final point is gone, the Mages Avatar is lost permanently in this life and they become a normal Ghoul, losing all spheres up to that point.
Worse still is the fact that while a Mage is a ghoul they are a neon beacon to Demons, Nephandi and worse
All is not lost. Should a Mage become somehow wise in this, prior to losing that last point, they can be purged, coming off of the blood and removing the addiction from their Avatars. It's not easy, nor pleasant and forever and always from this point on, once cured, if they come across Vampiric Vitae they must roll a WP check at Difficulty 10 to not fall under its sway again.
Have Fun. *Evil Grin*
Leveling the field:
We will be using the 'leveling the field' rules as presented in M20. This means that for all effect rolls the dice pool is as follows: Arete Score+ Occult Score. This will give starting characters that chance to produce some spectacular results but also runs that risk that is inherent with more dice. This puts Mage effects more on par with the powers and effects as seen by other supernaturals in the World of Darkness.
As always you are not locked into HAVING to use all of your potential dice pool. That is up to you.