Fortune's Fools, a Shakespeare-themed cabal of Tradition mages, has finally been granted a chantry house of their own: an abandoned theatre with a Node at its heart.
Description:
Fortune's Fools, a Shakespeare-themed cabal of Tradition mages, has finally been granted a chantry house of their own: an abandoned theatre with a Node at its heart. All they have to do is clear it out and secure it. Of course, the course of True Magick never did run smooth. A game of high drama, low comedy, and spellcasting bravado. Run by The Wrecking Crew and The Dead Gamers Society.
As the fog seeps into the setting sun at the Golden Gate Bridge, it burns rose and gold, setting San Francisco ablaze. It is beautiful, but the Golden Gate has a terrible history of jumpers.
Description:
As the fog seeps into the setting sun at the Golden Gate Bridge, it burns rose and gold, setting San Francisco ablaze. It is beautiful, but the Golden Gate has a terrible history of jumpers: Any mage can feel the despair that washes out from the girders and cables. Lately, the rate of jumpers has increased, and the lay lines of San Fran tremble with the lingering resonance of morbid fascination and death. What is going on at the Golden Gate Bridge? Whatever the cause, metaphysical or otherwise, it has to stop, or else the city itself will sink into the ocean under the weight of its own suffering. Run by The Wrecking Crew and The Dead Gamers Society.
Horizon fell, the Traditions were in a shambles. The Technocratic Union weathered the storm only marginally better. A New Horizon council is meeting, right under your noses, but treachery is afoot.
Description:
The New Horizon Council is meeting, and not in their secluded playground in the Alps. The convocation is happening in the heart of Austin Texas, a stronghold of both Traditionalist and Union powers. The choice has confused many, and there is no great consensus among the awakened about the decision. Your cabal is deeply entrenched in the awakened community of Austin, and you know just how many cracks there are in that community. The council has been without leaders for nearly 15 years, and now they are opening a door to a new age in one of the most dangerous settings imaginable. There will be many who wish to sabotage this effort, and your avatars whisper to you in the moments between clarity that you have a role to play, but you don't yet know what that role is.
Your Cabal has been given the Blueprints to a building that can turn the tide of the war back in your favor.
Description:
They have one. What else is there to say. The day was just a short time away. Logic and Science rule the world and Tradition Mages are hunted down and silenced. Your cabal is a small pocket resistance who is holding out hope. You have been told there is a way to set all this right. A Technocratic invention that can reset all of this. You have been given the plans of where it is located. At what cost are you willing to go?
The technocracy is planning on starting a war by launching a missile and blaming it on America. You are part of a small group who has been assigned to make sure the missile doesn't launch.
Project Invictus built your Amalgam. You work tirelessly to purge corruption from the Union. You believe in your leaders, but eventually someone's going to notice, maybe they already have.
Description:
Your Amalgam was crafted by the highest ranking members of Project Invictus. You have been rooting out corruption within the Technocratic Union with unbelievable speed and efficiency. The thing is, maybe success is coming a little bit too easily. The Amalgam is starting to get worried that the wrong people will notice your efforts, and that a visit to Room 101 may be in your futures. There are things worse than Room 101, ways to make wayward Technocrats just disappear. Some of the statistical models about your upcoming mission are. . . quirky and not in the statistically inevitable sort of way. Something is wrong, but when the Union tells you to jump, you don’t talk back. Will any of you return from what lies ahead of you?
The characters have been asked to track down a group of fugitive willworkers who've committed crimes both magickal and mundate. Who will they choose to bring in and who will they let go free?
Description:
Short Blurb: The characters have been asked to track down a group of fugitive willworkers who've committed crimes both magickal and mundate. Who will they choose to bring in and who will they let go free?
The characters have been asked to track down a group of fugitive willworkers who've committed crimes both magickal and mundate. Who will they choose to bring in and who will they let go free?
Description:
Short Blurb: The characters have been asked to track down a group of fugitive willworkers who've committed crimes both magickal and mundate. Who will they choose to bring in and who will they let go free?