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Fragile Glass

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100% found this document useful (1 vote)
383 views27 pages

Fragile Glass

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 27

A Storytelling Adventure

System for
Mage the Awakening
Erica Mahoney
Credits
Author: Erica Mahoney
Developer: Erica Mahoney
Editor: Morgan Mahoney

Special Thanks
Contributions: Morgan Mahoney
Artwork: Storyteller's Vault Resources or
otherwise created using public domain
images

Requires the use of the


Chronicles of Darkness Rulebook

Requires the use of the Mage Use of Silver Springs is suggested


the Awakening Rulebook
© 2019 White Wolf Entertainment AB. All rights reserved. Vampire:The Requiem, Werewolf:
The Forsaken, Mage: The Awakening, Changeling: The Lost, Hunter: The Vigil, Giest: The Sin
Eaters, Demon: The Descent, Mummy: The Curse, Beast: The Primordial, Promethean: The
Created, Chronicles of Darkness, Storytelling System™, and Storytellers Vault™ are trademarks
and/or registered trademarks of White Wolf Entertainment AB. All rights reserved.

For additional information on White Wolf and the Chronicles of Darkness, please visit:
ww.white-wolf.com, and www.storytellersvault.com.

3
Table of Contents
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FragILe
GLaSS
Introduction In Fragile Glass, the player characters are newly
Awakened mages tasked with investigating their own
Awakenings are meant to be celebrated, according to Awakenings. The Guardians of the Veil have already
most Awakened society; when a Sleeper sees past the Lie determined that those involved in this Mass Awakening
and can comprehend the Supernal Truths, the Pentacle were all investigated earlier in their lives for having some
seeks to welcome them with open arms. It might seem run-in with the supernatural, giving the characters
strange, then, to someone from another Consilium common ground to start with.
looking in that the local Awakened are anxiously The group will soon learn that they share more in
tracking the Awakenings within their territory, almost as common than just their brief histories with the
if hoping to stop them. supernatural. Before they Awakened, all of the player
Within the past two months, nine Sleepers Awakened, characters were being courted by the same woman: this
all within days of each other. Since then, the Guardians woman went by similar but different names - E, Eve,
of the Veil have been able to determine that the newly Evie, Eva - and had been a persistent presence in the
Awakened shared only one thing in common: before player characters’ lives for a few weeks before their
their Awakening, they all encountered something Awakening. Tracing their footsteps through the past
supernatural in origin, and were made to forget about it several weeks, the group will learn of the most important
by some force or another. It isn’t unheard of for an thing they all have in common: a visit to an antique shop
Awakened mage to be a Mystery unto themselves, but it days before their Awakening.
is rare. As they search for the woman with many names in an
This is the story of those Mysterious mages. attempt to get answers from her, they discover that this
woman is a Seer of the Throne, which should come as a
surprise, seeing as how the Exarchs that the Seers
worship wish for Sleepers to remain subject to the Lie so
What’s Inside that their positions in the Supernal Realms aren’t
This adventure is broken down into three main threatened. The Woman tells the group that the antique
sections: shop wasn’t the key - it was a porcelain doll in the
In this Introduction, storytellers will be provided with window of the shop. As characters attempt to make their
the background of the story to be told, complete write- way to the antique shop, they are attacked by followers of
ups of the Storyteller characters, and notes on how to other Exarchs that have begun catching on to this plan.
include this adventure within an ongoing chronicle or The group will eventually make their way back to the
run it as a one-shot. antique shop to study the doll in the window,
The Scenes of the adventure is where the heart of the investigating the Mystery until its purpose becomes clear
story lies. Not all scenes have immediate preceding or to them. The player characters, who at this point know a
follow-up scenes; these scenes can be completed in any little about the Exarchs just from talking to The Woman,
order, and the story won’t be affected negatively because discover the true purpose for their Awakening: to ascend
of it. A scene flow chart has been provided to help to the Supernal Realms and usurp the thrones from the
storytellers plan to tell this story. Exarchs.
The Character Records at the end of the
adventure are a quick-reference resource for A Chapter in Your Chronicle
storytellers to use. These can be used in place of or
This adventure could easily be used as a stand alone
in addition to the full character write-ups, so long as
one-shot, but the events in this adventure could just as
the storyteller is familiar with the characters in
easily be used as the start of a chronicle, or woven
question.
throughout an ongoing chronicle. As this adventure was
designed with the fictional location of Silver Springs in
Treatment 6
mind, several of the characters and plot points have already most of its enemies had been killed or had remained in
been set up and seeded before the events in this adventure hiding. Evelynn’s lover went, as there was nothing that
begin. This could be used to leverage the players’ either of them could do, and Evelynn soon learned that
attachment to the events and characters involved in the she could feel another human emotion: rage. She
story. If you plan to use this adventure in another city, and vowed to spend whatever time she had left in the Fallen
you don't already have the relevant statistics figured out, World working to dismantle the Exarchs, one by one,
feel free to use those provided here and replace whoever until there was no one left to create and destroy
you need to with the stat blocks provided. Ochemata on a whim.
Now, Evelynn spends her days among the Seers of the
Background and Set-Up Throne. Publicly, she claims to be a follower of The
Eye, and those who know enough about her - which is
Before this adventure begins, a few important things have to say, very little - know her to follow the tenets and
already occurred in Silver Springs, or whatever city the beliefs of The Eye perfectly. Privately, however, she
mages call home. Mage characters know of these events, follows none of them - especially not her former
and don’t have to roll in order to discover the information. Exarch. She isn’t sure how much time she has left, or
Ideally, storytellers find a way to give this information in why the Exarch that created her doesn’t simply cancel
game, as interrupting the narrative can make the scenes less the spell animating her. She suspects that none of the
effective. Exarchs, including the one that created her, expect her
• The characters aren’t the first to Awaken en masse. plan to work; Exarchs often ignore those things they
There have been two previous groups of nine find beneath them.
Sleepers; more than half from each group failed the Evelynn placed the doll in the antique store as both a
Awakening, and haven’t shown signs of a second. The plan and a rebellion. She’s intelligent enough to know
player characters are part of the only group where all that any plan to replace the Exarchs is going to draw
nine Sleepers successfully Awakened. their attention. On one hand, she hopes that she’ll
• The Consilium has determined that there is a break infuriate her former Exarch enough that the Exarch
of time between when one group of Sleepers is part of will send her lover after Evelynn. On the other hand,
a mass Awakening and when another is. As far as the she hopes that by eliminating the other Exarchs and
Consilium has been able to deduce, nine is an creating space for her creator to move into a Greater
important number when it comes to dealing with the position, that she’ll earn the Exarch’s forgiveness, and
mass Awakenings - they just aren’t sure why. perhaps even her former lover as a reward.

Backstory The Window Doll


This is the story of Evelynn, a woman who is not a This porcelain doll sits in the window of Golden Era
woman at all. Antiques, the antique store that every one of the
Over a millennium ago, when William of Normandy recently Awakened mages passed by before their
defeated the last Saxon king at the Battle of Hastings, Awakening. It’s crafted in the likeness of a Victorian
Evelynn was created by one of the lesser, unknown Exarchs. male, with faded features and repatched clothing. This
She had a different name then, one she’s chosen to forget artefact has been created by an Ochema with archmage-
time and time again. It was a name she shared with her like power, and uses Imperial magic in order to force
lover, another created in the same likeness as the Exarch Awakenings in those who meet certain conditions.
that placed her in the Fallen World. The two walked the
earth together, hunting those that would dissuade their Opacity: 10
Exarch’s followers from worshiping them. Arcanum: Prime, Fate
By the time that the European countries had established Age: Roughly two centuries
the slave trade, Evelynn and her lover had dismantled more Power Level: Most closely linked to the Imperial
Pentacle cabals and opposing Seer ministries than either of Practice of Transfiguration
them could keep track of. The unnamed Exarch was
content to let its Ochemata move across the world, keeping • Characters feel the weight of entropy and can’t
those that would threaten its followers at bay. At this point, ignore the sound of something eerie and
existence was more complicated than just hunting and whisper-like whistling into their ears.
fucking - Evelynn had learned about emotions and passions, • The doll is a Supernal artifact bestowed with
and found that she had those of her own. complex magic. It constantly emits a pulsing
Shortly after John F. Kennedy was assassinated, the beacon in the form of Shifting the Odds,
Exarch cancelled the spell that gave Evelynn’s lover life, as drawing those who have brushed against the veil
to the doll.

7
• ·Dropping the Opacity to 0 allows any Fate mage
who did so to sense when thoseaffected by the
This is cast as a Hung Spell, beginning when its forged Destinies are around, similar to how they
previous targets have failed their Destiny (see might experience Peripheral Mage Sight. If they
below) and stopping once all nine are Awakened. attempt to discern the mage’s Destiny, they find
that there’s nothing hiding the true nature of it
• Once the person the doll has drawn to them lays eyes from them any longer.
on the doll, they are affected by Imperial magic
that inflicts them withthe Obsession to
‘Discover the Truth’, and rabidly pursue any In Your Chronicle
and all stimuli likely to trigger an Awakening. If you aren’t using this adventure as a one-shot or as
• These newly Awakened mages share one important the beginning of a chronicle you plan to continue, here
Destiny in common: Replace the Exarchs. Attempts are some ways that you can work this adventure
to determine if the new mages have a Destiny are seamlessly into your ongoing chronicle.
abnormally difficult, and even those who succeed • ·The player characters aren’t newly Awakened at
find nothing extravagant or telling. The mages have all, but are part of the local Consilium
had their destinies granted and hidden by powers investigating the mass Awakenings. They’ve been
similar to Forge Destiny and Fabricate Fortune. tasked with investigating the Mystery of the
• The doll is most certainly the source of the Awakenings by their Orders, which have been
phenomena, though it has the potential toinfluence given the task by the Hierarch herself.
people all over the city to come walk by its window. • ·A contact of the player characters’ has never
Its Hung Spell will keep repeating the cycle shown any signs of being close to an Awakening
indefinitely, unless the magic in the doll can before, but spontaneously succeeded in doing so
somehow be neutralized. just days after a shopping trip downtown with a
• The creator of the artifact is significantly stronger group of friends. This makes the contact a target
than almost anyone who will study this Mystery. of scrutiny from the Consilium, which is likely less
Only the oldest of archmages, if they exist at all, than ideal for the player characters who have this
might even come close to the strength of the person as a contact.
phenomena’s origin. • Evelynn might have made an appearance
• Using Prime Sight to assess this Mystery reveals somewhere in the city before, where the player
something akin to a Supernal force,only alien and characters might have had a chance to encounter
twisted. Using Fate Sight will give the player a sense her. She frequents places where people aren’t in
of how grand the forged Destinies are, even if they their right minds, such as bars, dance clubs, and
can’t immediately see what those Destinies are. college parties. They may even have joined her on
one of her shopping trips to the antique store.

8
The Set-Up Ladder. They believe that Awakening is the right
of every human, and want desperately to get
In this section, you’ll find information on how to get their hands on whatever the catalyst is in order
this adventure set up, including information on those to expose it to as many people as possible in a
interested in the Mystery and why they might be so keen controlled environment. They realize that the
on investigating it. other Orders might destroy or hide the catalyst
away, and the Ladder wants to get their hands
The Patron on it first, if only to keep that from happening.

Within the Consilium, there are several individuals and Motivations


organizations that all have an interest in the mass What is it that motivates the group to investigate this
Awakenings. It’s likely that the player characters are not Mystery? There is the fact, of course, that the order to
from the same Order, and may have conflicting do so came from the Hierarch herself, but there’s
motivations when it comes to tracing their Awakening likely more to the player characters than just being a
back to its catalyst. yes-man.
• Adamantine Arrow: Whatever is causing Sleepers to • Fame. Silver Springs (or whatever city your
go through Awakenings is an affront to everything chronicle takes place in) has been plagued with
the Adamantine Arrow believes in. In their eyes, if mass Awakenings for the better part of a year
the catalyst for change didn’t come from within, now, and no one has figured out what it is that’s
then it might as well not have come at all. They triggering them. Whoever manages to get some
believe that whatever force is behind the mass insight to the Mystery - or, daresay, solve it -
Awakenings is a sinister one, hoping to enslave the would make a name for themselves within the
masses it Awakens. The Arrow wants to find the Consilium and beyond. This Mystery has likely
source of the mass Awakenings, and figure out how attracted attention from mages all over the
to keep it from interfering with the natural order of country, if not the world.
things. • Reward. This Mystery has been plaguing the
• Free Council: Whatever is causing the Sleepers to go Consilium for months, and the Hierarch might
through Awakenings is of the utmost curiosity to the be offering some sort of temporal reward to the
Free Council, who continuously look for ways to player characters in exchange for their help in
incorporate Supernal Truths into everyday occult solving the Mystery. This could be anything from
practices. Their hope is that whatever is behind the money to favors to secure buildings perfect for
mass Awakenings can be used in a safe and Sanctums.
productive way - or, at the very least, that its effects • It Is a Mystery. If nothing else, this is a Mystery,
can be replicated in a more controlled environment. and mages can’t help but become obsessed with
• Guardians of the Veil: Whatever is causing the a Mystery when they encounter one. Player
Sleepers to go through Awakenings is dangerous, characters will likely take their Awakenings as
according to the beliefs of the Guardians. Those Obsessions the moment they find out there’s
who go through their Awakening without proper something strange about them - if not, then
observation and tracking could lose themselves to storytellers might suggest that they take it as an
their Pride and risk strengthening the Abyss through Obsession once the player characters are tasked
their ignorance. The Guardians want to find with investigating the Mystery.
whatever this catalyst is, and keep it away from those
who may not yet be ready to conceive what hides
beyond the Lie. The Cast
• Mysterium: Whatever is causing the Sleepers to go Below is the collection of characters that appear in
through Awakenings is a Mystery to be solved and this adventure. Many of them are familiar faces in
knowledge to be had. The Mysterium thinks of the Silver Springs, and can be referenced in the Mage
events as neither good nor bad, but simply section of Silver Springs starting on pg. 89. If your
opportune. Never before has the Order had so many chronicle takes place elsewhere, please feel free to use
opportunities to study Awakenings and what might whatever information from the following characters to
lead to them. The Mysterium doesn’t know what make this adventure work within your chronicle. If
answers it will find, but it knows that having the you already have your local Consilium figured out, feel
catalyst within their control will at least start them free to replace the characters that appear here with
with the right questions. those you already have stat blocks and backgrounds
• Silver Ladder: Whatever is causing the Sleepers to go for.
through Awakenings is a blessing in disguise to the

9
Lailoni Wengert, Hierarch’s Provost Storytelling Hints: No one in the Consilium, including
Oliver, knows why the Hierarch chose such a young mage
Shadow Name: Break to act as her proxy. The truth is that Margaret only took
Virtue: Attentive. Lailoni is quiet and perceptive, and interest in Oliver because of the unexpected attraction she
pays attention to almost everything and anything around felt, but soon realized that being able to mold and shape
her. Whenever someone needs to be sure of the details, such a new face in society would suit her well. She does
they come to Lailoni. what she can to make sure that he’s often in a position
Vice: Secretive. Those around her tend to trust her less where he can influence his newer peers, hoping that her
than her counterpart, as she seems less forthcoming with influence will spread without her having to directly involve
the things she knows than Oliver does. herself in its progress. The challenge, of course, is that
Description: Lailoni has a rather exotic look to her, while the Ecstatic is more than willing to engage with other
though she has no idea where in her family line it might people, he has no experience with it, and isn’t very good at
have come from. Her black hair and almond-shaped eyes socializing with his peers yet. Rumor has it that Margaret
often lead people to believe that she’s of Asian descent, has an ongoing arrangement with a Mastigos that enhances
even though she isn’t. As someone still relatively young, Oliver’s social skills before he attends an important
she’s conscious about the clothes she wears and the meeting.
image she creates for herself. She’s usually wearing the
latest trends, and seems to be the first one to know when
and where they’ll be sold.
Storytelling Hints: Lailoni has the tendency to come
off childish to those who don’t know her well, due to her
lack of concern regarding the future. When asked about
the outcome of a situation, she’s known to smile, shrug,
and tell the inquirer that only Time will tell. In reality,
Lailoni spends a significant portion of her morning -
every morning - divining the future for herself, her closest
companions, and the Consilium’s most pressing matters.
Those who pay close enough attention to when she
offers her answers realize that she only plays coy when
the outcome someone is seeking isn’t favorable. Lailoni
doesn’t like people to worry, and tries her hardest to only
confirm good news; she hopes that by doing so, the
morale and faith of the Consilium as a whole will grow
stronger.

Oliver Harper, Hierarch’s Provost


Shadow Name: Hunter
Virtue: Eager. Oliver often comes off like a lost puppy,
as if he doesn’t know where he’s supposed to be. The
reality is that he’s just anxious to be of use in something,
and eager to be involved.
Vice: Uncouth. Oliver is known for not separating his
‘private thoughts’ from his ‘public thoughts’, but this is
one of the reasons that he was made the Hierarch’s
provost in the first place.
Description: Oliver is now a young man of twenty-
three, whose blonde hair is constantly made lighter by
the sun. Oliver comes off as a bit awkward to those who
first meet him: his clothes, while casually tasteful, always
fit a little too big, and he seems to hold himself in a
perpetual hunch to keep his height from being noticed.
When he smiles, though, he does so with a natural
charm that disarms and entices. Oliver’s thin face is
balanced by the wire-frame glasses he wears, and he’s
often seen pushing his glasses back up the bridge of his
nose.

10
Evelynn, a Woman of Many Names
A character sheet has not been included for Evelynn
in the Character Records section of this book; her full
powers and capabilities is beyond the scope of this book,
but treat her as a mage who treats all ten Arcana as
ruling, and can always use all ten Arcana in Mage Sight
without cost. She will always win a clash-of-wills with
lesser beings, and her spells cannot be countered or
dispelled.
Shadow Name: Masquerade
Virtue: Empathetic. Evelynn has spent long enough
among mortal beings to relate to and emulate their
emotions. She believes this is what makes her different
from not only the Exarchs, but the Ochemata they send
after her.
Vice: Impulsive. Evelynn is passionate and heated, and
more often than not can be provoked into rash actions.
Description: Evelynn is a fairly young-looking woman,
no older than her mid-twenties. Her hair is long, blonde,
and often braided along one side of her head. Evelynn
has clear blue eyes, the color of which resembles the first
clear sky following a thunderstorm. She would almost
blend in, if it weren’t for something almost ethereal
about her subtle beauty.
Storytelling Hints: Evelynn isn’t a callous woman, but
she is a resolved one. The player characters will likely
approach her at some point in the story, and while she’ll
never outrightly lie to them, she’ll keep as much
information from them as possible while also telling
them enough to satisfy their curiosity. She goes by many
different versions of her name, which has more to do
with wanting to remain an individual and less to do with
trying to confuse anyone or make anyone lose her trail.
Evelynn is specifically looking for nine new Awakened,
and not ten - or eleven, if one believes the rumors of The
Gate’s existence. She believes that anyone that might
find out about her plan might wave it off as another Seer
trying to earn favor with their Exarch - in this case, The
Eye. Evelynn even hopes that The Eye, silently satisfied all nine of them Awakened has something to do
with Eve’s plan, will offer aid when and where with the success of her plan, and she’s willing to let
appropriate. the player characters not only find her, but find the
Evelynn doesn’t want the doll moved from the antique
window doll that started them on this adventure.
shop, but now that all nine replacements are Awakened,
she isn’t as set on keeping the doll where it is, either.
She’ll even go so far as to help the characters retrieve the
doll, as long as they promise to return the doll to her The Previous Masses
instead of taking it to the Consilium. The doll is, after The player characters are part of the third mass
all, formed in the likeness of her former lover. Awakening that Silver Springs has encountered in
Most importantly, Evelynn wants to be found by the past year. Of those previously affected by the
this group of Awakened. She wants them to learn about catalyst that is the window doll, only half of them
the doll and their destinies, because they’ll never be able managed to succeed in their Awakening to become
to pursue them, otherwise. She believes that the fact that part of mage society. Player characters might have

11
contact with any of these characters, depending on their Peter resents being babied by Tamara, since he’s seven
Order or Path. If the group encounters any of these years older than her, but he’s grateful to have someone to
characters, they all have the same story: they met a woman look to when he fears he’s about to make a mistake. The
named Evelynn (or one of her variants), went shopping in Obrimos spends his days working with the Free Council,
the historic part of the city, and then Awakened shortly coding games and apps he hopes will spark something
after. within Sleepers that brings them closer to enlightenment.

Minnie Lyons Danielle Pittman


Minnie was one of the first Sleepers to encounter the Before she Awakened, Danielle had been on track to
window doll, and the first of her specific group of being scouted for the local professional football team as a
potential Enlightened to succeed with her Awakening. cheerleader. The fact that she Awakened as a Moros didn’t
Minnie is now a Thyrsus within the Free Council, working fit well with her life plans, which she had to reconsider
within local wiccan covens to bring enlightenment to after Awakening. She now spends her days with the
Sleepers through classic occult rituals. When she isn’t Mysterium, trying to make up for knowledge she lost while
working with the local pagans, she can be found camping practicing her dance routines.
in the woods, dancing around the campfire with the spirits
surrounding her. Joshua Montgomery
When Joshua Awakened as a Thyrsus, something just felt
Jason Beck right. He adored both Tamara and Peter, felt a sort of
J ason followed Minnie in successfully Awakening, and is brotherly protectiveness towards Danielle, and for once in
closer to her than other members of the Consilium based his life, he didn’t mind that he felt so out of his element.
on the fact that they were apprentices together. After He now works with the Silver Ladder, trying to orchestrate
Awakening to Arcadia, the Acanthus joined the Silver Awakenings in a way that doesn’t completely go against the
Ladder in hopes of finding others that deserved Lex Magica.
enlightenment. He’s grateful for whatever catalyst caused
his Awakening, but agrees that it should likely be better Jessiey Alexander
controlled. As the last to Awaken from the second group of Sleepers,
Jessiey is still fairly new to mage society herself. Outgoing
Erika Moss and bright, the woman is having no trouble making friends,
Erika was the penultimate Sleeper to Awaken from the but because she fits in everywhere, she isn’t sure she fits in
first group of mass Enlightened, and often feels as though anywhere. Of all of the mages to Awaken because of the
she suffers a sort of middle child syndrome because of it. window doll, Jessiey is the only one that hasn’t joined an
She joined the Adamantine Arrow in hopes of making a Order at the start of this adventure.
name for herself on the battlefield, using her talents as a
Moros to effectively deal with their foes. Followers of the Other Exarchs
Simon Harrington These mages, Seers of the Throne all, have been tasked
with stopping the player characters from interfering with
Simon was the last of the first group of Sleepers to
the window doll at all, for fear that doing so may lead to
Awaken, something that had once given him a special
more Awakenings than have already happened. A sample
status, until the second group of Sleepers began to
character sheet can be found within the Character Records
Awaken. Feeling slightly bitter, the Mastigos chose to join
section.
the Guardians of the Veil, selfishly hoping that doing so
would keep less people from Awakening in the future.
Scenes
Tamara Grant The scenes in Fragile Glass are more linear than they
Tamara was the first Sleeper from the second group to aren’t, and player characters will likely move from one
Awaken en masse, and she quickly adopted a motherly scene to the next in the order which they were intended.
attitude towards those who came after her. The Obrimos This flow chart should help you plan out the scenes, and
now works with the Mysterium, hoping to find the city’s when your players should encounter them.
greatest Mysteries and record their accumulated
knowledge with like minds.

Peter Overright

12
no one has fabricated enough evidence to have her dismissed. job stopped being challenging; he knew how to fix
The truth is that Margaret is fiercely loyal to and protective the problems and work out the bugs, but it would
of the Consilium. She feels, rightfully so, that she clawed her only ever lead his team to create the same sort of
way through Hell to get her life back, and she isn’t about to technology that several other companies had already
let anyone - internal or otherwise - ruin that for her.
taken the lead on.
Anything that could cause conflict within the mages’ society
is carefully scrutinized, and only allowed to be if she decides
Tristan wanted to engineer something that would
that the risk for her people is outweighed by the reward. turn the human body into digital data and upload it
She’ll never outrightly refuse a deal with someone offering directly into a virtual reality game. His peers told him
help, but she will be extremely skeptical about why they’re that it was both impossible and unethical, and the
offering the help in the first place. more he talked about it, the more concerned they
Path: Mastigos became. When Human Resources finally came to
Order: Adamantine Arrow fire Tristan, they found his office locked, but could
Virtue: Judicious hear him working inside on a computer, trying to
Vice: Addictive turn vitality into information. When they finally
Attributes: Intelligence 3, Wits 2, Resolve 4, broke through the door, they found no one inside,
Strength 1, Dexterity 3, Stamina 2, Presence 2, and nothing on the computer except for a crudely
Manipulation 3, Composure 3 designed puzzle game congratulating the player on
Skills: Crafts (Leatherwork) 2, Investigation 5, Occult their victory.
3, Politics (Lex Magica) 3, Firearms (Aimed Spells) 2, Tristan left the company that night in the midst of
Weaponry 2, Empathy 2, Persuasion 3, Intimidation his Awakening. Prime guided him through the
2 facility, showing him where the surveillance cameras
Wisdom: 6 could potentially catch him and warning him away
Gnosis: 6 from any sort of motion detector. When he arrived
Max Mana: 20 home, he did so with the fuzziest memories of having
Arcana: Mind 5, Space 4, Time 2, Fate 1 climbed up, up, up, just to write his name and slide
Praxes: Mental Scan, First Impressions, Emotional back down.
Urging, Divination, Serendipity, The Outward and Description: Tristan is an attractive young man no
Inward Eye, Scrying, Ban older than 25. His smile is slightly lopsided, which
Rotes: Goetic Summons, Gain Skill, Mind Flay most people find more charming than offputting,
Dedicated Tool: A palm-sized shard of a two-way and he carries himself with a sense of casual
mirror confidence that makes him seem approachable. He
Merits: High Speech, Status (Consilium) 5, Status keeps his hair longer than most men his age, but
(Adamantine Arrow) 4, Fast Spells, Shadow Name 3 instead of coming off as sloppy, he strikes people as
Health: 7 someone with more important things to worry about.
Willpower: 7 Storytelling Hints: Tristan doesn’t believe in the
Size: 5 word ‘impossible’, and almost always takes on a
Speed: 9 problem if it’s described as being such. His loyalty
Defense: 2 lies more within the capability of proving someone
Initiative: 6 incorrect than it does with the Consilium as a whole,
but it’s an attitude that’s accepted among the other
Consilium Councilors Awakened, if only because it gets things done.
Tristan isn’t interested in establishing personal
relationships outside of the work he does with and
Tristan Macintosh for the Consilium. He hasn’t yet grown out of his
Obrimos Councilor need for things to be logical and rational, even with
the presence of magic in his life. In fact, knowing
Shadow Name: Wildfire magic exists makes things more logical to him,
Background: Tristan was employed by one of the because how could certain things be if not for magic?
biggest technological companies in Silver Springs, a job As there’s nothing he can do with magic to genuinely
he found both fulfilling and challenging. The problems ensure the success of a relationship, he avoids
they brought to him were easy enough to solve, creating any altogether.
something that made him a candidate for the team Path: Obrimos
developing virtual reality platforms and engines. His Order: Mysterium

93
The ProvoStS
MENTAL: • PHYSICAL: -- SOCIAL: •• MAGIC: •
Overview reason they Awakened. She urges the party to retrace their
In this scene, the player characters will meet the steps in the days before their Awakening and find out what
Hierarch’s two Provosts, and learn that they’ve been tasked else they have in common with each other. Hunter will offer
with investigating their own Awakenings. the use of a Consilium safe house for the group while
they’re investigating the Mystery. The Fast Talking merit
would come in handy here.
Description
The conference room is light and airy; three of the four Scan For Surface Information
walls are covered, floor-to-ceiling, in an ivy-like plant. The Using spells such as Mental Scan or Telepathy might help
remaining wall is decorative glass, broken only where the the player characters gain extra insight into the Mystery that
door to and from the conference room breaks the glass they find themselves investigating. Break believes that the
bricks. A large maple table takes up most of the space, with catalyst is something that the characters encountered more
five upholstered chairs on either side and three on either recently, closer to their Awakening. Hunter believes that the
end. A handful of chairs are taken up by you and the characters must have something more in common with each
others called here; sitting together at one end of the table other than just their similar experiences.
are the Hierarch’s two Provosts, Break and Hunter.
Consequences
Storytelling Goals The player characters are now able to move to a more
In this scene, it is the Storyteller’s goal to set the players comfortable and secure location to continue investigating
on their path of investigating the Mystery that is their what their pasts have in common.
Awakening - more specifically, the catalyst behind it. Both
Break and Hunter have the same knowledge, and so either
can address or be addressed by the party for answers. The
Provosts give the player characters a starting point, which is
the fact that they all encountered something supernatural
earlier in their lives, and for some reason or another have
forgotten it. They also tell the group that former
investigators have tried looking into the past of the newly
Awakened, and have found that something is keeping
them from seeing the month before any of them went
through their Awakening. This is because Evelynn didn’t
want to be found until all nine replacements had been
Awakened. Now that they have, she hopes the
replacements will find her so that she can help them
achieve their goals.

Character Goals
The player characters should leave this scene feeling as if
they’ve learned everything they need to know in order to
get started investigating this Mystery. What information
the Provosts have is admittedly little, but it is the
characters’ if they want it.

Actions
Ask The Right Question
A Presence + Persuasion roll will soften the Provosts up
enough to give them their own personal theories, if the
group thinks that their theories will be of any help. Break
recognizes the importance of their past brushes with the
supernatural, but thinks that something more recent is the

14
GettIng to KnoW You
MENTAL: •• PHYSICAL: -- SOCIAL: •• MAGIC: •
Overview magic on them - Passive Mage Sight is a bitch when
In this scene, player character settle into their you’re trying to work subtly in a group of mages.
temporary lodging, and begin discussing the similarities
their history has with those of the other player characters.
They discover not only a location in common, but a person, Actions
as well. To Be or Not To Be?
Description Forthcoming, that is - all of the characters are
The main area of the temporary safe house is eclectic, going to be trying to learn as much about the
and is as bright and airy as the conference room in others as possible, all while, presumably, trying to
which the group met the provosts. The walls are a crisp protect their own secrets as much as possible. Player
white, but green plants in brightly colored pots characters are free to offer up whatever
decorate the room with color. A teal, L-shaped couch information they want in an attempt to keep
separates the living room from the entry way, and across anyone from digging too deep, but that isn’t going
from it hangs a bench swing, large and sturdy enough for to stop anyone from trying to determine whether
two people at a time. they’re getting the whole version of the truth (a
Storytelling Goals Wits + Empathy vs. the liar’s Manipulation +
Subterfuge).
The main goal of this scene is for the players to
discover what it is that they share in common: Evelynn,
and the antique shop she took them all to or past. Place Of course, player characters are mages, and have
an object near the group that reminds one of the player a wide array of tools at their disposal when it comes
characters about the trip they took to the antique shop; this to trying to determine what someone might be
is likely to get the group talking about the trips they all keeping from them. Be warned, though, that
took, and who they took them with. anyone using magic on anyone else without their
permission is not likely to be trusted by the rest of
Character Goals the group. Consequences
The player character should be working on getting to Once the group has figured out that they all
know one another in whatever way works for them. share both Evelynn and the antique shop in
Hopefully, they have the other characters’ permission common, they’ll likely decide to either try finding
before using Evelynn in order to confront her, or to go to the
antique shop to investigate on their own.

15
ALL About Eve
MENTAL: ••• PHYSICAL: -- SOCIAL: • MAGIC: ••
Overview Unlocking the Computer
In this scene, the player characters will have to come up Assuming that the characters don’t have a mage among
with a way to track Evelynn down. The woman isn’t them that can make machines act according to their
answering anyone’s phone calls, so the player characters functions, then they can attempt to guess Evelynn’s
will have to get creative. password in order to search her computer (Wits +
Computer). They’ll find confirmation of her hotel
Description reservation in Evelynn’s email.
If the player characters are still operating from the
safe house, then the description of the area doesn’t
change. If the group is trying to track Evelynn from a
public place - say, the antique shop, then that description
should be used here instead.
What about the other Exarchs?
If the player characters have gone to Evelynn’s apartment:
Evelynn can easily keep herself hidden
The apartment is unlocked, and upon entering it, from anyone who hasn’t ascended into
the silence that greets you indicates that the archmastery - which is a large majority of
apartment is empty. Evelyn’s apartment is tasteful and the Awakened population. If the Exarchs
modern, with white walls and sharp furniture in shades of wanted to find Evelynn, they likely
gray and black. There are bookshelves built into the could. They are likely certain, however,
walls of the living room, though there are more that her plan is doomed to fail, and
knickknacks on the shelves than there are books. The have likely chosen not to expend
room is ( either) too hot or too cold ( depending on the resources stopping the plan before it fails
time of year), indicating that Evelynn hasn’t been in the on its own. That, or her plan is quite
apartment in at least a day or too. possibly beneath their notice entirely.

Storytelling Goals
The storyteller’s goal for this scene is to provide the players
with the evidence of Evelynn’s whereabouts. This can be Consequences
done through Evelynn’s computer, which is password
protected, or through the use of magic, using what they The player characters are now able to move to a
find in the apartment for material sympathy. more comfortable and secure location to continue
investigating what their pasts have in common.
Character Goals
The player characters need to find where Evelynn is, if they
hope to talk to her. She’s staying in a hotel nearby, which
the group can find on her computer or through Space or
Fate magic.
Actions
Investigative Magic
With access to things like Evelynn’s hair or toothbrush,
the players characters might try to use material sympathy to
find Evelynn, despite the warnings from the Provosts that
such things have been known to fail before. Evelynn wants
this group of Awakened to find her, however, and will
always choose to let herself be tracked through magic, now
that all nine replacements have Awakened.

16
A RendeZvouS WIth Eve
MENTAL: • PHYSICAL: -- SOCIAL: ••• MAGIC: •
Overview Character Goals
After the characters find where Evelynn is staying, they The player characters should be able to convince
can track her to the hotel nearby. Evelynn can be found in
Evelynn to tell them what she knows, or find the
the lounge just inside of the door, making it easier on the
information out another way. This could prove
player characters to find her.
risky, though, if Evelynn discovers that the group is
using magic on her and not among or on each other.
Description
The hotel lounge is decorated with dark, rich colors;
the floors and bar are both made of a dark redwood, and
the room is accented with cream-colored chairs, hanging Actions
crystal lights, and glass shelving. Music plays softly Build Me Up, Buttercup
through speakers hidden in the ceiling, and conversations Above all, Evelynn is a heartbroken woman who
float into one another, mixing and mingling as the player feels scorned by the very being that made her. She
characters enter the space. isn’t evil, and she isn’t particularly interested in
stopping the characters from moving the doll, so
Evelynn is hardly recognizable, dressed to the nines long as she gets it back. The group can persuade
to match the atmosphere of the lounge, but there she sits at Evelynn to help them get the doll back and
a table, alone except for the glass in her hand. understand what it does (Manipulation +
Subterfuge if they don’t intend to give her the doll
Storyteller Goals back, Presence + Persuasion if they do), in which
case Evelynn will give them a summarized
Evelynn doesn’t want the doll to be lost to the version of what they might learn while scrutinizing
Consilium, and is willing to tell the group what they the Mystery.
want to know about it, except for how to destroy it. At this
point, Evelynn isn’t sure it can be destroyed. She is willing
to take the doll away from the public eye once the
Consequences
characters are done studying it, though. Once the group has figured out that they all
share both Evelynn and the antique shop in
common, they’ll likely decide to either try finding
Evelynn in order to confront her, or to go to the
antique shop to investigate on their own.

17
InterFerenCe
MENTAL: • PHYSICAL: • SOCIAL: • MAGIC: •••
Overview Actions
The other Exarchs have begun to catch on to what Fight!
Evelynn has planned for them, and send their followers There are several different ways that the player
characters could choose to approach this encounter. They
Description could try to fight like normal people do - with their fists -
using normal combat rules. They could use Mind or
The two men standing before you are Life magic to incapacitate their enemies, or use Forces to
completely unfamiliar, but they look at you with such make themselves invisible and get away until they can get
hatred that it’s hard to believe you’ve never met them someone in the Consilium to help deal with the cultists
before. Their hands are already moving to form mudras, on their behalf (at least one member of the group needs
their lips parting to intone in High Speech, and they to have one dot or higher of the Status merit for their
approach from the shadows of a nearby alley so Order in order for the Consilium to agree to this request).
seamlessly you almost don’t see them. Everything around
you is silent and calm.

Until it isn’t.
Consequences
After the characters defeat the cultists sent to deter
Your peripheral mage sight alerts you to the fact them, they can proceed to investigate the window doll
that someone around you is using magic, and the at the antique shop.
confused looks on your group’s face makes you realize
that it isn’t one of you casting magic. The others tense, and
prepare to fight or flee.
Storytelling Goals
The cultists are willing to fight to their death to keep
the player characters from interfering further with the
window doll. They are, after all, tasked with keeping the
group away from the antique shop through whatever
means necessary.
Character Goals
The player characters need to defeat the two cultists
that have come to keep them away from the window doll.
Most characters will have a problem killing the other
mages, even if their lives do quite literally depend on it,
and can try to incapacitate the cultists using other
means, such as Mind or Life magic to rob someone of
their consciousness or functionality.

18
GoLden Era AntIQueS
MENTAL: • PHYSICAL: -- SOCIAL: • MAGIC: •••
Overview Actions
This is where the window doll is being housed. Now Scrutinize
that the group is at the antique shop, they can study the Now that the characters have found the
window doll in order to reveal its Mystery. doll responsible for triggering their Awakening,
Description they’re going to want to Scrutinize the Mystery
using the rules found in Mage: the Awakening
Housed within what was most likely once a townhome, and Signs of Sorcery. The information to be
the store is recognizable by only two things: the large, revealed can be found above in the Background
golden letters spelling out ‘ANTIQUES’ above the door, section of this book.
and an old Victorian porcelain doll sitting on a stool in
the bay window facing the street. The doll seems to stare at Consequences
anyone that passes by, and when you come face-to-face After the Mystery is solved and the doll has
with it, an eerie sense of familiarity sends a shiver down been scrutinized to its full extent, the player
your spine. characters must decide what they want to do
with the doll. Destroying it could have unforeseen
According to Evelynn, this is the place.
and unintended consequences, but so could turning
This is the doll. the doll over to the Consilium, if the players
decide to ignore how attached Evelynn is to the
Storytelling Goals doll.
The main goal of this scene is for the players to
discover what it is that they share in common: Evelynn,
and the antique shop she took them all to or past. Place
an object near the group that reminds one of the player
characters about the trip they took to the antique shop; this
is likely to get the group talking about the trips they all
took, and who they took them with.

Character Goals
The player characters have found the catalyst for
their Awakenings, and now must not only decipher its
Mystery, but decide what to do with the doll once their
curiosity is satisfied.
If Evelynn told the group about the doll, then they
already know what it is they're looking for. If
Evelynn wasn't specific, or the group didn't stop to talk to
her before going to Golden Era Antiques, then they'll
have to use Prime or Fate Active Mage Sight in order to
find the doll.

19
Aftermath
Once the group has solved the Mystery of the window
doll, they’ll need to decide what to do with it and the
information they learned while studying it.
If the group gives Evelynn the doll, she’ll invite them
to join the Seers of the Throne and live up to their true
potential. She’ll offer to train them and help them
prepare to ascend to their thrones, when the time comes.
Whether the players decide to defect to the Seers is up to
them, but doing so will change the story that follows,
assuming that you as the storyteller intend to continue it.
If the group gives the doll to the Consilium, Evelynn
will do everything in her power to send the Seers of the
Throne after the Pentacle until she gets the dolls back.
She will make it her personal goal to force a surrender
from the player characters, who Evelynn feels betrayed
her after learning how much the doll meant to her.
If the group tells the Consilium what they’ve learned
about their destinies, the Hierarch and the Interfector
will suggest that the player characters pretend to join the
Seers of the Throne in order to learn more about the
Exarchs, their plans, and to hopefully help dismantle
them from the inside. The Consilium will even offer the
doll to the group so that they can trade it to Evelynn to
get within her good graces, so long as the player
characters haven’t already burned the bridge that tied
them to Evelynn. If the players decide to follow this plan,
then their story can be continued in the next storytelling
adventure system, Banishing Hope.
If the group decides to destroy the doll, nothing
immediate happens, but nothing changes, either. Their
destinies still remain the same, and they still find
themselves targets of cultists whose Exarchs aren’t keen
on being replaced. They will, however, return to the
antique shop to find that a new doll has taken the place
of the old one, resembling Evelynn herself this time
instead of Evelynn’s lover.

20
"We’ve been doing our best to figure out why so
many Sleepers are Awakening, but I think we’re
starting to run out of time. People start asking
questions when their best friend suddenly takes off
into the woods, screaming about the Truth and
the Lie. The Mastigos have had an easy enough
time tracking witnesses down and making sure
they haven’t drawn any unfortunate conclusions,
but it’s only a matter of time until someone slips
through.

All we know is that none of the newly


Awakened share anything in common, except for
the handful more similar in age than the others.
They don’t live in the same neighborhoods, they
don’t go to the same schools, they don’t even shop
at the same stores. There’s something familiar
about the faces of the mages who recently
Awakened, but I can’t for the life of me remember
why."

- Heka, Obrimos Guardian of the Twilight Flame


Cabal

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