Fallen World MUX!
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A Mage Game First and Foremost
Allow yourself to see the World of Darkness through the eyes of the Awakened. While many monsters dwell in darkness, a mage is forever haunted by the awareness that everyone is living the Lie. A Wise is someone tasked with the impossible mission of freeing humanity from the grip of that little voice that whispers ‘you are not good enough’ while struggling with the temptation of having the power to do anything one could ever desire.
This is a game of wondrous journeys to other planes of existence hiding inside Central Park’s Bethesda Fountain, escaping a pack of werewolves through magical passages in New York's subways, finding hidden symbols and keys written in the clouds as one visits the Empire State building, magic dueling Seers of the Throne on Liberty Island and fighting unreality horrors from the Abyss feeding off New Age yoga cults in Harlem. There are areas of the city where magic cannot be, and some where one is met only with giant, impossible clockwork upon turning a wrong alley. It is dangerous and dark, exciting and epic, mysterious and secretive. It can be horrific, and it can be fantastic.
Setting: The Lost City of New York
Fallen World MUX is set in a custom modern Mahattan where recent events have conspired to create a unique setting. Years ago the Consilium was betrayed and destroyed by the Seers of the Throne after an alliance to handle an event of apocalyptic proportions. Years later some Wise (you!) have decided to take the island back. Too Mysterious and treasure-ridden to be left alone, the borough of New York once-hailed as a haven of Truth is known by the Wise as an almost ungovernable warzone. Buildings shift from place to place at certain dates while Sleepers remain none the wiser. The Tremere have the Soulstones and the immense Demesne of the last Consilium and Seers of the Throne keep a watchful eye for any open assault of the Pentacle while fighting amongst themselves for the privilege of guarding the resting ground of the Eldest. The Austere turn their gaze to an unknowable Machine God from which they hope their Hieromagus will come, and Hallows ping in an out of existence faster than mages can grab a hold of them. It is a city of abandoned Sanctums guarded by maddened constructs, of corners that take a mage to other cities, sometimes somewhere else in time, and where every Mystery might be your last, or take you one step towards Ascension.
Factions, Reputations and Status
The Factions in Fallen World have two layers: Status and Positions. Status is the measure of a character's respect in a Faction and the resources the organization spends on her. Status is gained by increasing your Reputation points through scenes that follow the Reputation Guidelines of a certain Faction, and it is lost as Reputation decays overtime. Each level of Status confers special benefits unique to a certain Faction. Positions are official ranks within a Faction. Although separate, both things intermingle constantly.
Dynasties and Player Agency
One of the main features of the game are the Dynasties that still survive in Manhattan, despite troubling times. Broken and scattered, or hidden in plain sight, these families are still in touch with the Supernal, but they need leadership. Players of these families, and especially their Leaders, are more than welcome to decide their fates, join with Orders, change how to earn Reputation in them or maybe even remain neutral, awaiting for better offers from players yet to reveal themselves.
In the same way, players are expected to slowly build a Consilium up, form their Charter, and as they do, more features will open for players in the game.A Game For Storytellers
More than anything, Fallen World is a Storytelling game. We offer many mechanics and benefits for Storytellers, and exclusive Story Rewards for people who decide to participate in plots. Casual coffee shop is more than fine by us, as is (almost) all RP, but players getting involved with Mysteries and intrigue can expect unique Story Rewards. Furthermore, we desire to build an environment where players can work with each other, so hostility between players/characters is closely monitored by staff. This is not a PvP game.
State of the Game
Fallen World MUX has an almost-finished wiki and the grid is done but in need of some builds. We are also in the last steps of coding the CG, but the wiki still displays many holes and outdated information in regards to mechanics. Do not trust the wiki… yet! We are almost there, but until the release, the wiki is part of the Lie! We are also looking for staff, especially plot staff, but if you feel you can help, drop us a line!
That being said, and thanks to @Bobotron for outing us (>=|) this is le wiki: http://fallenworldmux.com/wiki/Main_Page
Feel free to ask questions, give input and help us build a better game!
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@SunnyJ That sounds pretty interesting. Do you have a goal for an opening date?
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@Arkandel Thanks! Most of it is coded, desc'd and done. We think it should be open in a week or so, hopefully after Dave Brookshaw releases the errata for the book, which would be really neat to have!
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I am sorry if I threw off your outing schedule.
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Mage breaks my head. And with Subnet gone there's no easily organized resource to look at...
I might still take a peak though.
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@DnvnQuinn said in Fallen World MUX!:
Mage breaks my head. And with Subnet gone there's no easily organized resource to look at...
I might still take a peak though.
There's like, a book. That's pretty condensed!
Author's Note: tragedyjones has not even opened MtAw 2nd Edition, book may be hella big.
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Yeah but a clickable, walkthrough type chargen with tabs made it super easy and besides I don't have the money to drop on a book and scrolling through a PDF is tiresome. Im so lazy...
#firstworldproblems.
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Holy crap. I am so there. Or.. will be. Yes.. Mage.. my precious.
I do have one question. Legacies haven't really been fleshed out yet in 2e and 1e conversions will leave holes at 1 and 5. I assume that each one will have to be custom fit?
Speaking of book, is the hardback released yet? I have the pdf but books are so much easier to read.
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YES!
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@DnvnQuinn I would suggest you take a look at here and here, DnvnQuinn! This is mostly lore (with some awesome 2nd Edition bits on orders and such for you to read if you don't have the book), and although I agree that mage can get headbreaking, I feel can also be pretty awesome to play! Mechanics on the 2nd Edition are still a bit dense, but FAR simpler than before, so... would recommend!
@Tennyson It seems that although there are 5 Attainments now, Tennyson, only three of them are available for characters with Gnosis 1 to 5 (our game range), it will require a bit of tweaking, yeah! Dave Brookshaw promised 8 Legacies to be posted on his blog once the errata comes out, and I hope he comes through with that! If he doesn't... adaptatin' we go!
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My request that you guys flesh out the chargen wiki pages as mentioned in the other thread.
I mean, that page isn't going to steal itself, so spiff it up, chop chop.
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Let us IN ! LEt US IN
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I don't even know how to play and I wanna get in. So...make it snappy!
What am I paying you for?!
Oh...right.
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We neeed an Address?
Also why only Gnosis 5 at max? (Its mostly curiousity I am working my way through the book.
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It's probably to keep the silly down. I mean if you hit gnosis 5 and are a master that's 10 dice of casting power. Plus at 6 gnosis and above you can raise stats above 6. Again, I imagine it's just to keep the lid on the crazy. As much as I'm disappointed we won't be able to reach the top end of a legacy.. I understand why.
Then there's the Mastery effect. At Gnosis 3 you can be a master. 4? Double master. 5? Triple. You play a game long enough and you, at some point, become a silly character. Go become a Magister already and leave the grid alone. Or Ascend and become the personal errand boy to the Oracles. At that point, you really have no business messing about in Consillium politics or the like. They're beneath you.
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The Mastery effect may not be in play, as this appears to be 2.0, and I think I read you can only haz 1 mastery ever until you hit Gnosis
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2nd Ed mage, you seem to need gnosis 5 to attain your first mastery. Given how "ez godmode" mage is, and how paradox seems even /more/ toothless now than it ever was before, I can totally get behind capping gnosis at 5. Everybody can get a Mastery, but it's gonna take a lot of your XP to get there.
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@Jennkryst said in Fallen World MUX!:
The Mastery effect may not be in play, as this appears to be 2.0, and I think I read you can only haz 1 mastery ever until you hit Gnosis
Ah yes, I'd forgotten that detail. All the better. Let's people get in their favorite arcana mastery but keeps them from god moding with multiple masteries. Definitely a perk.
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Fucking hell I just upvoted @Tempest. Is this the end?
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@Tennyson said in Fallen World MUX!:
@Jennkryst said in Fallen World MUX!:
The Mastery effect may not be in play, as this appears to be 2.0, and I think I read you can only haz 1 mastery ever until you hit Gnosis
Ah yes, I'd forgotten that detail. All the better. Let's people get in their favorite arcana mastery but keeps them from god moding with multiple masteries. Definitely a perk.
Agreed in that case. Looks like I'll need to spend that 20.00 on the new book.