▲ 18 r/ChroniclesofDarkness+1 crossposts

[Dark Eras 2 MtAw] Mysterious Frontiers - Mages in Wild West

As many of you know, I run series of historical one-shots in CoD, especially MtAw. Watching today some westerns - I wonder, how looked like 'European Vs Native American mages' thing gone on? What, 'Atlantean' Orders come with Conquistadors first in late 1490s and try for 400 years to convert Native American Nameless traditions? On Wild West era in 19th century they still rage on, especially with European Americans stealing more and more land from Native tribes- and so colonizers vs Native tensions rising?

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u/WyrdHamster87 — 11 days ago
▲ 24 r/ChroniclesofDarkness+1 crossposts

[Dark Eras] Researching Prometheans in History

I run late medieval, 14^(th) century game set in Italian Abbey, at start of Black Death in 1347 AD. My mage players come with contact with Created character. And the want to do research on the subject. My question is simple – What informations on Created or similar phenomena can be in typical medieval Abbey?

On research scenes my players looked into ‘previous Plagues’ and so I pointed them to ‘Plague of Justinian’ of Byzantium. I mentioned that ‘there were legends about the 'dead walking among the living'. Can I make some pointing to Aristotle and Galen theory of 4 Humors and Miasma? Can I point to the idea of Azoth and artificial life? What kind of info could be in small Italian abbey of this kind? 🤔

Maybe you got some good Research rolls STs for looking this kind information? Any ideas how to run this kind of research mechanically?

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u/WyrdHamster87 — 1 month ago
▲ 9 r/ChroniclesofDarkness+1 crossposts

Witch Trials - Great Hunt (1580–1630 AD) - HtV / MtAw / Other?

As many of you know, I run a long series of Dark Eras oneshot games, mostly based on Mage The Awakening, but also other 2E CoD games. I know wondering what to do exactly with Witch Trials period? Easy could be doing Hunters cell, checking some 'witch' in some village. But it all seems a bit generic, don't you think? 🤔 Other idea I think about - what about Hunters ( maybe from Malleus Maleficarum) joining 'alliance' with Diamond Mages to catch the Seers or Banishers that send on on the Diamond mages trial of Hunters? What do you think? What could be intersting stories in Great Witch Trials?

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u/WyrdHamster87 — 1 month ago
▲ 26 r/ChroniclesofDarkness+1 crossposts

MtAw 2E - Clarification - You cannot operate on Supernal Realms as normal mage?

I need to verify idea from my players with hive mind of fans. Question - You cannot operate on Supernal Realms as normal mage? We talk here about normal, non-Archmaster characters. Mastigos cannot send people to Pandemonium with his Space? Obrimos cannot send Angles on his enemies of rightousnes? Acanthus cannot go back in time to see Arcadia perfect 'original story of Earth'? Primal Wilds of Thursus are not the origins of Shadow Realm of normal Spirits Arcanum? Shades of Moros Path are not the same things as Fallen World Ghosts?

Do I get this right? Normal mages cannot 'put in' other characters in the Supernal Realms - and Supernal beings ( like Shades ) are not connected to the Fallen equivalents ( like Ghosts )? I cannot, for example, change 'real' Ghosts by modifying Shades? 🤔

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u/WyrdHamster87 — 1 month ago
▲ 49 r/ChroniclesofDarkness+1 crossposts

Promethean: The Created / Mage: The Awakening 2E Crossover Rules

I am preparing to run a story combining characters from PtC and MtAw, so I reviewed the crossover rules from the Contagion Chronicle Player’s Guide—and I have a few notes regarding them and their symbolism. Below, I present both my own homebrew proposals  and  he official rules from that book for comparison. I welcome comments and criticism of my house rules.

Homebrew Rules (My Proposals)

Prime

Is it just me, or is assigning all of Pyros and Azoth strictly to Fate is mistake? After all, the entire iconography of Prometheans—the Act of CREATION (as in ‘Frankenstein’ novella ), Divine Fire, charging via electricity and lightning, vulnerability to fire—all directly relates to the symbolism of the Obrimos Path, the Thaumaturgists, rather than the Acanthus, Enchanters! I understand that Pyros represents the "consciousness/destiny" of a creature on the Pilgrimage—but omitting Prime from the Arcana affecting the Created in official materials is a major flaw in my opinion. Especially since Prime is symbolically much closer to concept of Alchemy than Fate. My proposed effects of Prime for the Created:

  • Prime 1 (Unveiling / Active Sight): Allows perceiving Pyros auras in Prometheans, Athanors, and similar effects. It also detects active Transmutation effects, even if not currently on a Promethean.
  • Prime 1 (Shielding): Shields the Mage from the effects and influence of Transmutations affecting the target's mind or soul.
  • Prime 3 + Fate 3 (Weaving): Allows transferring and redirecting a Mage's Mana into Pyros—or vice versa.
  • Prime 3 (Pyros Extraction): The Mage can remove Pyros from a Promethean and use it as a Yantra for spells involving alchemy, change, or causality (a Potency bonus equal to the extracted Pyros, max +5).
  • Prime 3/4 or Fate 3/4 (Fraying / Unraveling) + Life 3 or Death 3: Deals direct damage to a qashmal entity.

NOTE! A Mage CANNOT perform Generative Act using Prime, Fate, or any other Arcanum. True Creation by Divine Fire is outside of Arcana levels. MAYBE only possible on Archmasters levels.

Death / Matter

  • Death 1 or Matter 1 (Unveiling / Active Sight): Allows perceiving the physical origin of a Promethean's body (for those crafted from human corpses) or the original material from which it was constructed (for Constructs or Unfleshed). Further modifications via these Arcana are not permitted as Created are LIVING beings now.
  • Death 3 + Matter 3 (Weaving) Vessel Dormancy (Alchemical Dormancy) Arcana: Death 3 + Matter 3

Practice: Weaving
Primary Factor: Duration
Cost: 1 Mana point (due to targeting supernatural beings)
Range: Touch or Close (Reach +1)
Withstand: Stamina + Azoth

The Mage directly affects the Promethean's physical vessel—dead tissue (via Death) and inorganic materials (via Matter)—forcing the vessel into rapid crystallization and lulling the Divine Fire into dormancy.

  • Effect: A successful spellcasting places the Promethean into a state of Dormancy, analogous to dormant Pandorans. The character's body stiffens, becoming cold, heavy, and passive like a statue or the corpse it was built from. However, the corpse do not decompose during this time. The character loses awareness of their surroundings for the duration of the spell.
  • Withstand Check: Each point of the target's Stamina + Azoth reduces the Mage's successes by 1. If successes drop to 0, the Divine Fire inside the Promethean incinerates the spell before it can freeze the vessel.
  • Awakening Process (Restarting the Furnace): The spell ends automatically when its Duration expires or when the Promethean is recharged by an external source of Pyros (e.g., a lightning strike). Upon awakening, the Promethean's inner furnace requires fuel to restart: the character automatically burns 1 Pyros point per point of Azoth per hour until full functionality and consciousness are restored.

Official Rules from the Contagion Chronicle Player’s Guide

Fate

  • Fate 1 (Compelling) + Life 1: Allows triggering and forcing an Elpis vision in a Promethean.
  • Fate 1 (Unveiling / Active Sight): Allows perceiving qashmallim in Twilight. Treats the Pilgrimage as Destiny, and the 'Interconnections' spell reveals the character's Roles and Milestones.
  • Fate 2 (Shielding): Shields the Mage from the influence and effects of Disquiet.
  • Fate 2 (Ruling) + Death 2: Allows direct manipulation of a Wasteland—suppressing or worsening its severity by 1 category per point of spell Potency.
  • Fate 3 (Weaving) + Life 3 (for Azoth) / Death 3 (for Flux): Allows transferring and redirecting Pyros energy between targets (Prometheans, Pandorans, qashmallim).
  • Fate 3 (Pyros Extraction): A Mage can remove Pyros from a Promethean and use it as a Yantra for spells of alchemy, change, or causality (a Potency bonus equal to the extracted Pyros, max +5).
  • Fate 3/4 (Fraying / Unraveling) + Life 3 or Death 3: Deals direct damage to a qashmal entity.

Mind

  • Mind 2 (Shielding): Protects the Mage's mind from the effects of Disquiet.
  • Mind 2 ("Emotional Urging"): Allows mitigating or escalating emotional outbursts caused by Disquiet in mortals surrounding the Promethean.
  • Mind 2 ("Clear Thoughts") + Fate 1: Suppresses the effects of Disquiet; spending a second Reach completely removes the Disquieted Condition.
  • Mind (Memory Manipulation): Only permits extracting clues from the Promethean's mind or implanting false memories at the conscious level; these spells CANNOT reach into the Azothic Memory matrix itself.

Life

  • Life 1 (Mage Sight / "Analyze Life"): Identifies a Promethean as a living entity of an unknown species. For Created made from bodies, it reveals physical characteristics of the corpses (for Frankensteins: all donors simultaneously). For Unfleshed, it indicates age based on the time elapsed since animation by Divine Fire.
  • Life (Humor Manipulation): Allows physical manipulation of the biological humors inside the Promethean's body.
  • Life Sight / Spells: Detect and interact with Vitriol and Azoth-based reactions.

Death

  • Death (Matter Manipulation): Allows physical control and shaping of the ectoplasm forming an Ulgan's body.
  • Death Spells: Responsible for detecting and manipulating the entropic nature of Flux as well as physical Vitriol.

Matter

  • Matter (Matter Manipulation): Allows physical control of oils and inorganic substances in an Construct or Unfleshed's body.
  • Matter Sight / Spells: Detect and allow manipulation of the physical form of Vitriol.

Time

  • Time 2 (‘Prophecy’): Allows predicting the most likely long-term consequences of a qashmal successfully completing its Mission.

Spirit

  • Spirit Spells: Mitigate surface-level effects of a Wasteland, such as preventing spirits from crossing the Gauntlet in contaminated areas.

Forces

  • Forces Spells: Suppress and douse supernatural heat and fires generated by a Wasteland or a Firestorm.

Other Mechanical Effects (Fraying & Soul Magic)

  • Offensive Arcana from the Fraying Practice (Fate / Mind / Life / Death): Instead of dealing normal damage, a Mage can use these spells to instantly advance the Disquiet process to the next stage.
  • Soul Magic / Subtle Arcana: Soul magic spells DO NOT work on Azoth (Prometheans do not possess a soul in the magical sense). However, deep analysis (Scrutiny) using any Subtle Arcanum reveals that the Created carries the seed of something that could one day become a true soul.
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u/WyrdHamster87 — 2 months ago

Teleportation Hub - How to point Janqualia to particular Clonaqualia block?

I want to create teleportation hub, between 3-4 mining places in my game. I already have 2 Clonaqualia in two different locations. I have 2 Janqualia in my Quallia. However, instead to pointing to two different locations - both Janqualia take my to my starting Rejuvenation Point ( respawn point ). 🙄I have Clonaqualia put in two different locations A and B. But when I exit Qualia on any of 2 Janqualia - I exit always on location A, respawn starting point. 😥 What am I doing wrong? Or how to fix this?

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u/WyrdHamster87 — 2 months ago
▲ 24 r/ChroniclesofDarkness+1 crossposts

[VtR] Losing your Blood Line from character?

Like in the topic title - Can particular Vampire 'lose' his once chosen Blood Line?

False Gods - fan Ventrue 2E Clan Book, p. 98:

However, Storytellers might also decide characters with active bloodlines are immune to Malkavia. If so, an outbreak makes a great recruitment drive.

'Active bloodlines' implies there can be 'deactive' bloodlines on the same character. 🤔 If Blood Lines were only once for each vampire character - then it would not work 'recruitment drive'. You knew only one Blood Line you can chose in your unlife, you would not chose Malkovians simply to survive, what, half to maybe 3 years outbreak of Malkavia? 🤔 When we talk about Ethernal Damnation.

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u/WyrdHamster87 — 2 months ago
▲ 15 r/ChroniclesofDarkness+1 crossposts

[VtR] Malkavia mechanics?

Are there any real rules for Malkavia, Venture-created supernatural madness - in 2E rules, especially? I read Venture 1E Clan Book and cannot find real rules ( not this is story we told in settings - i.e. Story hooks ). 🙄

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u/WyrdHamster87 — 2 months ago