Monday, 25 June 2018

Vocal

Hello, just to let you know I have reviews and listicles available to read on Vocal. So please read my pieces and if you like them, pop a quid in the tip jar?

https://vocal.media/stories?status=published

Thursday, 21 June 2018

Stuff I Like

This is just a list of things I like. I don't really know what else to say, really.

Books
Tim Powers books – especially The Stress of Her Regard and Hide Me Amongst the Graves
Neil Gaiman – American Gods, Anansi Boys, Stardust
Warren Ellis – Crooked Little Vein, Gun Machine
Emma Newman – The Split Worlds Trilogy
Michael Moorcock - Nomad of the Timestreams, Hawkmoon
Margaret Atwood – The Handmaid’s Tale, Year of the Flood
Susanna Clarke – Jonathan Strange and Mr Norrell
Charles Stross – The Laundry Files Series, Merchant Princes books, Halting State
Susan Hill – The Woman in Black
Joe Hill – Horns, Nos4rtu
Caitlin R Kiernan – Alabaster, Low Red Moon, The Red Tree, Threshold, Two Worlds and in Between
Poppy Z Brite – Lost Souls, Drawing Blood
John Wyndham – Chrysalids, Day of the Triffids, Midwich Cuckoos, The Kraken Wakes
Lewis Carroll – Alice in Wonderland, Alice Through the Looking Glass
Bram Stoker – Dracula
Mary Shelley – Frankenstein
Adrian Tchaikovsky – The Shadows of the Apt, Guns of the Dawn, Children of Time, Tiger and the Wolf, Bear and the Serpent
China Mieville – Kraken, Perdido Street Station
Tad Williams – War of the Flowers, The Bobby Dollar trilogy
Mary Gentle – Rats and Gargoyles
Ray Bradbury – Fahrenheit 451, Something Wicked this Way Comes
Natasha Scharf – The Art of Gothic, Worldwide Gothic
Ursula le Guin – A Wizard of Earthsea
Robin Hobb – the Assassin’s Trilogy
Katherine Kerr – Deverry.
Ian Marchant - The Longest Crawl, Something of the Night

Comics
Bryan Talbot – The Grandville Series
Warren Ellis – Planetary, Injection, Trees, Transmetropolitan, Freak Angels, The Wildstorm
Kieran Gillen – The Wicked and the Divine
Neil Gaiman – Sandman
Grant Morrison – Invisibles
Joe Hill – Lock and Key
Serena Valentino – Gloom Cookie
Ted Naifeh – Courtney Crumrin, Polly and the Pirates, How Loathesome.
Rat Queens
the JLA/Avengers crossover DC and Marvel did ages ago.

TV/Film
Tinker Tailor Soldier Spy (film)
Tinker Tailor Soldier Spy (BBC TV)
Smiley’s People (BBC TV)
Ghost in the Shell, Ghost in the Shell Innocence
Ghost in the Shell Stand Alone Complex, 2nd Gig
Ghost in the Shell Arise
20th Century Boys
Scott Pilgrim versus the World
The Losers
Princess Mononoke
Chocolat
Dark Angel
Chevalier D’eon
Spice and Wolf
Eden of the East
Full Metal Alchemist
Cowboy Bebop
Last Exile and Last Exile the Silver Wing
Spirited Away
The Cat Returns
Summer Wars
Persopolis
Legends of Tomorrow
Brotherhood of the Wolf
Crimson Peak
The Flashpoint Paradox film

Music
Nick Cave and the Bad Seeds
Sisters of Mercy
All About Eve
Rosetta Stone
Siouxsie and the Banshees
Bauhaus
New Model Army
Levellers
Wonderstuff
Sleeper
Elastica
Foo Fighters
Katie Perry
Taylor Swift
2 Cellos
Muse
The Gossip
Type O Negative
Children on Stun
Paradise Lost
Mesh
Voltaire
Crux Shadows
Swarf
Garbage
Alanis Morissette
Green Day
Red Hot Chilli Peppers
Billy Bragg
Grace Petrie
Amanda Palmer
Dresden Dolls
Placebo
Babymetal
Wolfsheim
Florence and the Machine
The Mission (UK)
Johnny Cash
Tom Waits (some of anyway)
Kingmaker
Manic Street Preachers
Lou Reed
David Bowie
Radio Comedy
Old Harry’s Game
Welcome to Our Village, Please Invade Carefully
The News Quiz
Just A Minute
I’m Sorry I Haven’t a Clue
Revolting People
Jeremy Hardy Speaks to the Nation
Hudson and Pepperdine Show
John Finnemore’s Souvenir Programme
Cabin Pressure
Andy Hamilton Sort of Remembers

Games

Roleplaying
Vampire the Masquerade
Vampire the Dark Ages
Mage the Ascension
Werewolf the Apocalypse
Night’s Black Agents
Trail of Cthulhu
Adventure!
Aeon (well, I like the setting, never had the chance to play it, sadly).
SLA Industries
All For One: Regime Diabolique
Savage Worlds: Necessary Evil
Vampire the Requiem (to read, anyway)
Mage the Awakening (again, to read)
Demon the Descent (ditto)

Boardgames
Settlers of Catan
7 Wonders
Tsuro
Splendor

Video Games
Fire Emblem
Skyrim
Final Fantasy Crystal Chronicles
Fallout 3
Fallout New Vegas
Lego Batman
Legend of Zelda: Wind Waker
Rune Factory: Frontier
Lego Marvel Superheroes
Lego Marvel Avengers
Bioshock, Bioshock 2, Bioshock Infinite
Dragon Age: Inquisition
Dishonoured

Monday, 18 June 2018

101 Werewolf the Apocalypse Story Seeds

Image result for werewolf the apocalypse



Here are 101 story seeds for Werewolf the Apocalypse, including a few that I think could be the basis for a bunch of campaigns/chronicles. Feel free to go ahead and use them.

As ever White Wolf has the copyright on Werewolf the Apocalypse and the names of the Tribes. Named characters and scenarios are copyright of Steve Cotterill 2018.

101 Werewolf the Apocalypse Story Seeds

  1. First Change: The pack are normal humans and wolves undergoing the first change. Hunted by their enemies, who seem to have a special reason to want to kill them, they must survive long enough for the Garou to find them.
  2. The Hunt: The pack must find their totem by hunting in the Umbra.
  3. The Dig: An archaeological investigation has uncovered a number of Garou artefacts.
  4. Tainted: A serial killer is killing in the Garou’s protectorate.
    1. The Killer isn’t in control. Instead, the knife he used is a Wyrm fetish and it’s overpowered him and is now running the show.
    2. The Killer is actually a Fomori and the killings are part of something bigger.
    3. All the people who’ve been targeted are Kinfolk, being killed to winnow the chances of more Garou being born.
  5. Missing: The PCs are asked to look into the disappearance of Bone Gnawer kinfolk, as a sinister black van prowls the streets, taking the stray dogs away.
  6. Deja Vu All Over Again: The PCs experience an adventure their past lives undertook.
  7. Power Play: A group of Garou in the Sept hatch a plot to launch a coup against the werewolves in charge. Will they succeed?
  8. Love on the Dole: The area has a large number of unemployed people and that’s creating problems in the local area. It’s not just the physical world that’s effected, as misery, lethargy, and depression slide across the Gauntlet, the Umbra is sickening too. Can the pack do anything to help?
  9. War Drums: A major Wyrm threat has been identified and the Sept has united to undertake a major operation to defeat it.
  10. The Flood: The Sewers flood and the PCs must find out why.
    1. The culprits are a group of Ratkin saboteurs who want to parade what humanity flushes away in front of everyone’s noses and make them realise how much they waste.
    2. There’s a horrific bane in the sewers, and it’s sabotaged the sewer system creating the flood.
  11. Tyger Tyger: An area of the city has a new defender, a Khan. Are they friend or foe to the local Garou and even if they’re approached in friendship, will they accept an alliance with a group who are traditionally enemies?
  12. Wicked Game: Many Tricks, (Glass Walker Ragabash, Homid, Rank 4) gets the PCs to investigate a matter, hiding the fact that they’re acting as bait for a monster in order to spring a trap.
  13. The Fallen: A Silver Fang who has been missing for many years approaches the Sept requesting to join it. In reality, he is an agent provocateur for the Wyrm’s forces, seeking to prepare the Sept for assault and conquest.
    1. He has a Fetish to hide his Taint
  14. The Grudge: Two Garou are locked in a bitter rivalry, one that’s lasted for a long time, many years have passed since their mutual dislike was born and it’s only grown worse with time. Its in danger of spilling over into something that could endanger the Sept as they brawl and bicker whenever they meet. When they put a mission in jeopardy can the PCs make sure the job gets done and stop them tearing each other apart?
  15. The Hidden: Something is ‘urging’ the people of a local neighbourhood, inciting them to acts of violence and abuse. What is it, how can it be stopped and what to the local Kindred have to with it?
  16. Echoes: An ancient Bane/Monster is stirring. The knowledge of it is lost and to defeat it the PCs must undertake a long trek through the Umbra to speak with their ancestors.
  17. Dragon’s Fire: A Garou craftswoman, Niamh Cunninghand (Fianna, Philodox, Homid, Rank 5) , needs a fire pot to be filled with dragon’s fire to create a powerful Fetish. The pack must brave the dragon’s lair to capture it’s flame.
  18. Walk on the Wild Side: A Transwoman is found dead in an alley (murdered), and most of the Gaian tribes are treating it like a hot potato (only the Children of Gaia and the Bone Gnawers are willing to even think about the situation). The death is definitely Wyrm related with links to a NeoNazi group called White Dawn.
  19. Dragon’s Teeth: White Dawn is recruiting members and making issues throughout the local area. Unfortunately they’re also attracting the attention of some of the young Garou, especially the ones from the Get of Fenris. They’ve started to attend meetings and the Elders have expressed concern.
  20. Dragon’s Tongue: An academic has produced a book of highly contentious theory that supports patriarchal norms. While he claims not to be spreading hate, his message has caught on with the alt right and his message is certainly being used for that sort of thing. In addition, despite his claims to be thorough and scientific it’s been noted that he flies into incoherent rages if he’s challenged (especially by women).
  21. Dragon’s Voice: A rightwing party is running in the local election and, although they’re highly divisive and unpleasant, they’re charming and are convincing people to vote for them.
  22. Dragon’s Trail: A hacker (maybe a Glass Walker or the Pack if they’ve gone digging), discovers that the academic, political party, and thugs were all funded from the same source, which also seems to be financing activity of the same sort up and down the country. This source is, Daniel Richardson, a rich businessman with many links to many aspects of the new face of rightwing politics. To get more information, the PCs will have to go looking for data offline, raiding offices that are heavily protected by unconventional countermeasures (to say the least).
  23. In the Dragon’s Den: Tracking where the Richardson is holed up leads the pack to the little village of Lower Havering, tucked away in the middle of the countryside and so remote that nobody’s really bothered coming here for years. The place looks like it’s straight out of the 1950s and the mobile phone signal fails about five miles outside. The place is very conservative, the PCs are likely to be looked at as strangers and won’t be trusted (especially if they show signs of being from abroad, feminists, members of subcultures etc). There’s also an armed camp not far away, the members of which serve as Richardson’s bodyguards, minions and all around tough guys. The PCs must infiltrate the town and find a way to finish Richardson’s operations.
    1. In the middle of the camp there’s a sealed block. Inside there’s a Garou (a Get of Fenris Ahroun) chained to a silver St Andrew’s Cross and sealed inside a circle of silver runes. This is channelling the Garou’s rage and pumping it into the minions. Richardson wants them angry and easily manipulated. This channels Rage, making it harder for Garou to resist Frenzy.
    2. The Ahroun’s mind has gone, he’s completely mad.
    3. Richardson has a bargain with the Black Spiral Dancers, who form some of his muscle.
  24. The Cult: The Children of Gaia are concerned because a cult has set up shop and is using very similar messages and ideas to the Garou Nations (and especially the Children of Gaia’s). As a result the Tribe is seeing it’s efforts to moderate human behaviour through faith, mysticism, and religion fail at the moment. There’s also a worrying undercurrent to the cult’s activities, which prompts the Sept’s Elders to push the pack in that direction.
    1. The leader, Persephone, is a former porn star (called Summer Love in that life), and allegedly had a spiritual awakening on set. She’s surrounded by devotees and takes their word on trust. Unfortunately, many of her advisers aren’t trustworthy.
    2. There are already abuses going on, of which Summer is oblivious.
    3. Her devotees are starting to ply her with drugs to stage a coup – at which point they will devote the cult more fully to the Wyrm.
  25. Sentries: The PCs are involved in a mission to take out a vampire who’s been involved with Pentex’s local board. Just as they strike, another threat reveals itself in the form of the Naga, who stand ready to judge the werewolves for their actions.
    1. Ideally this either casts the PCs as scouts, watchers or skirmishers, harrying the vampire into a trap.
    2. As a wrinkle at one point the Garou and Kindred were allied in the city (many centuries ago) and the stories have been lost, the compact forgotten but never formally dissolved. As a consequence, the vampire can invoke that to avoid being slain, or render the Garou as oathbreakers.
  26. The Wisdom of Crowds: Riots breakout after a child have fallen ill as a result of playing on chemically polluted ground (the signs to warn them away were either stolen or never put up in the first place, depending on how dark your World of Darkness is). The children became carriers for Banes who were hidden in the ground and have now possessed lots of people, driving them to flip out and break stuff.
  27. The Grove: An ancient grove is under threat from developers and the Garou must defend the woodland.
  28. Veils: In order to progress to the next Rank in Garou society, the Pack must complete a test and are surprised when they are shown a small patch of city and told to improve it, making the place better to live in, defeating Wyrm spirits and taking steps to make sure they won’t return. They’ll be judged on how much Honour, Glory and Wisdom they used to improve things.
  29. Blood Will Out: A Lost Cub beings her First Change and is assaulted by Black Spirals. Will the PCs saver her from their cruel intentions.
    1. The Lost Cub may be a White Howler
    2. The Fianna may have managed to save a sliver of the tribe and keep them safe, though ‘dead to the world’ so that even Lion doesn’t know they exist.
  30. The Lost Treasure: It’s revealed that the Scottish King, and Werewolf, Macbeth had a White Howler treasure among his belongings. Lost since his death, the treasure has become a thing of legend among the Garou. The PCs are sent to find it.
  31. Griffin’s Lair: The PCs must approach Lion to find out the secrets of the White Howlers (the Black Spiral Dancers have managed to doom their White Howler ancestors. They must brave the wildest parts of the Umbra to find Lion and beg his aid, all while dodging Griffin’s wolves and other servants.
  32. The Hikers: A group of hikers, or campers, have been found dead, apparently mauled to death by wild animals. Is the local Red Talon pack responsible, or is something else at work?
  33. Take Back the Night: A group of women have become vigilantes, defending women out at night. While they’re doing a lot of good work, there’s a worrying surge in violence in the way they treat the men they accuse of pestering women. Have they been compromised, and can the pack convince the Black Furies that something is wrong?
  34. Narrow Houses: Part of the PCs’ area is an old house where a lot of murders took place. It’s sickness is influencing the area, making things worse. The pack must brave the ghosts and possibly worse to discover the root of the problem.
  35. Dope Show: A new drug has hit the street and people are dying. Can the PCs put a stop to the deadly trade?
  36. Snare: The pack catches word of illegal drug tests taking place on illegal immigrants/smuggled and trafficked people by a pharmaceutical company. In reality, there’s very little testing going on but the company is setting a trap for the Garou in order to try and find a way to synthesize their healing factors. In short, they want to capture and experiment on them.
    1. A Pentex First Team is in place to apprehend werewolves
    2. While it’s a Pentex subsidiary that’s doing the capturing, they do so at the behest of someone else, a member of the Progentiors Convention perhaps?
  37. The Silver Fang: A Fetish of legend, the Silver Fang (a silver klaive shaped like a wolf’s fang and imbued with the Silver Fangs’ power, has appeared after a long time hidden in a private collection. It’s being auctioned and Niamh Cunninghand wants the PCs to recover it so she can study it before using it to curry favour with the Fangs. Unfortunately, everyone else has the same idea and things are hotting up as septs and tribes jostle for position and attempts are made to steal the Fang. Can the PCs acquire it and get it back to Niamh?
    1. The Fang is a haughty Fetish and will resist attempt to steal it, even if that means it will be wielded by a Garou again.
    2. There are, of course, various black hats who are interested in acquiring and destroying the Fang, or in using it for their own ends.
    3. The PCs will have to ascertain if the Fang is real first, then they can try to buy it.
  38. The Burden: A Garou has succumbed to Harano and Many Tricks wants the PCs to help them. Can they defeat an enemy that they cannot see or touch?
  39. The Projects: The PCs’ discover that a new ‘top of the line’ social housing development purporting to be eco friendly, safe, well lit (etc) is reporting higher levels of depression, unhappiness, and repression. There’s already been one suicide there. What’s gone wrong?
  40. Nameless: A Ronin has started hanging around the Sept, trying to make herself useful and be accepted, usually with little success. She asks the characters to help her prove her worth and earn her name.
  41. The Long Watch: Guarding the Bawn clashes with something the PCs need to do – which duty will they neglect?
  42. The Long Howl: The pack is summoned by a stranger’s howl for aid. When they arrive they find a lone Garou under attack by Banes. This newcomer, Quick Spring (Lupus, Ragabash, Silent Strider) claims to have information vital to defeating a local Pentex plan.
  43. The Pentex Papers: A group of hackers leak a load of financial papers onto the ‘net (in the style of the Paradise and Panama Papers) reveals a lot of Pentex’s financial dealings, including a great deal of diversification and the creation of new brands and subsidiaries, which suggests the Garou Nation is largely in the dark about what the corporation is doing.
    1. This might be a good campaign/chronicle kicker.
  44. Doom Comes: A Nexus Crawler attacks the Sept, trying to violate the caern. It’s all hands to borders and don’t forget your klaive.
  45. Bear Necessity: A Garou has fallen sick and only a Gurahl can cure him. Can the PCs find a werebear and persuade them to help? Or does the legacy of the War of Rage mean the warrior must die?
  46. Times Past: A stranger, Cold Stone (an Uktena Theurge), moonbridges to the PCs’ Sept and requests their aid. Apparently the PCs’ ancestors did something legendary in the Wild West and whatever they put down is returning to get revenge, continue its assault on life, reality and the price of milk (or something). The problem is that only the PCs can fight it as its tied to their bloodlines.
  47. California Burning (on such a Winter’s Day): The Pack get drawn into fighting the Californian bush fires and learn that something is directing the blazes, encouraging them to consume more and more of the world.
  48. The Price: A new fad is spreading through the city, but what’s the hidden cost? When the PCs discover it, can they do anything to stop it?
  49. Born Bad: A whistleblower from a fertility clinic posts a video of an inhuman looking baby being born and creates a panic among the Garou as they recognise the child as a Fomori. They must go undercover to find out what’s going on.
  50. Alliance: The Pack’s approached by a Changeling motley after a young Sidhe falls into a coma after eating an O’Tolley’s children’s meal (he’s been poisoned by the taint in the meat). The Motley want the PCs to help heal their charge, and then to help them get revenge for the injury and insult done to him.
  51. Play’s the Thing: The Motley returns to ask for aid as a group of Dreamers they’ve been helping (and getting Glamour from) starts to become addicted to a computer game based on a Black Dog Game Studios product.
  52. Shallow Grave: An important member of Pentex has died (boo hoo) and there’s a question of who or what did the deed. Also, how has he returned from the grave, and can the werewolves put him back in it?
  53. Puberty and Other Changes: An African refugee (a former child soldier), who already struggles with mental health issues, undergoes their first change. Can the PCs help him, or will this push him over the edge into the waiting arms of the Black Spiral Dancers?
  54. The Path Less Taken: A local ‘massage parlour’ is dealing in trafficked women, and attracting twin problems. First, the Banes are happily feeding and possessing both sex workers and their clients. Second, one of the women is a Lost Cub, about to undergo her first change…
  55. Love Will Tear Us Apart: The PCs discover that two Garou, Red Lightning and Jane Soft Step, are having an affair, after their experiences have made them very close. What will the PCs do?
  56. Grandfather’s Warning: Olga Crow’s Eye, a powerful Shadow Lord Theurge (a Metis), has had a vision of doom (perhaps a great chasm opening under the Garou Nation fragmenting it and separating what it doesn’t swallow). She calls a Moot and presents the vision, hoping to find an answer and avert the catastrophe, but that seems only to balkanise the Werewolves.
    1. Might the vision itself be the thing to bring doom to the Garou?
  57. Dream Demons: Something is attacking people in their sleep, leaving them in comas. Can the Pack do anything about it?
  58. The Hollow Men: A group of mercenaries are hired to isolate a Garou, or Fera, and bring them in for experimentation. Now, the Pack must spring them from the lab.
  59. The Empty Soldiers: The PCs are called to a war zone and have to navigate across it. For once, the Garou’s mission isn’t simply to fight the Wyrm with violence, Gaia’s Mercy, a Child of Gaia Philodox Metis, is determined to help the people of the area and to make sure that food, medicine, and other basic necessities make it through to refugee camps. He also wants to make sure that there’s no danger of more people being recruited and brainwashed into being soldiers (in my opinion, all forms of of ‘making combatants’ involves some sort of brainwashing so I’m hedging my bets here to let you choose who the bad guys are and what sort of soldiers the people being abducted and bullied into being fighters are).
  60. Guns, Gods, and Money: A group of arms dealers are making money from a conflict, washing their hands of the deaths and devastation their weapons are causing. It’s time to show them why humanity was so afraid of the dark…
  61. Aid: An aid convoy has been corralled by a local warlord for his own personal use. Without it, the camps will struggle as there won’t be food, water, or medicine for the people. There’s already a danger of diseases, and people are starving.
  62. Ghost Town: Once, there was a town that was prosperous with industry. Coal was dug up from the earth, cars rolled out of the factories, the fishing fleet brought home the sea’s bounty. But that was long ago. Now, the town is dying, unemployment is high, and depression, anger, and hopelessness are all there are to trade. While other places may make do with exciting brass bands and male strippers, here there’s nothing and the Wyrm has moved in. Can the Pack turn the tide?
  63. A Higher Wall: As refugees flee across the world, trying to find safety, they are met with higher walls, more control. The Weaver’s forces tag them, track them, their gaze unwavering (as they spread their plans to do the same to all humans, creating a web so strong even the Garou will be ensnared within it). Beyond this, are the traffickers and smugglers, who don’t care about their living cargo, only the money they’ll make from moving them. It’s easy for the Wyrm’s forces to move in and take over, feeding on resentment and hatred. When a shipping container is found, full of the corpses of dead refugees, will the Pack step and fight?
  64. War on the Streets: A gang war has broken out in the poor parts of the city as the Red Fan and the Scourge try to knock seven shades of crap out of each other.
  65. The Hungry Ones: A strange phenomena has infested the local shopping malls. An unending hunger for stuff has seen people max out credit cards, empty savings accounts, and even resort to robbery in order to get things (even if those things are stupid and pointless). What’s causing this and can the PCs stop it?
  66. Lone Wolf: A Garou has been killed, ambushed in broad daylight and shot through the head with a silver bullet. Who could have done this, and why? When the answers begin to come to light, they paint a picture of the sort of poverty and loss that can break people, as the consequences of a raid on a Wyrm facility over a decade ago begin to be revealed.
  67. Legacy: A young Garou is getting ready to choose a Tribe and there’s a problem. The heir of a long line of one Tribe, she favours another. Her relatives are shocked, and insulted, by her decision and some of them have almost come to blows with members of the other Tribe over the issue. The peace of the Sept has been well and truly disrupted. Can it be repaired?
  68. A Duty of Care: Some of the local Kinfolk have been abused by their Garou relatives. When they accuse a strong, and openly honourable, member of their family of rape. While the Sept reels at the news, and many of the Werewolves reject the claims utterly, the PCs must step in to investigate the matter.
  69. Web Warriors: A group of people formed an impromptu flash mob and kicked someone to death. The reality is that they were influenced by the Weaver’s minions, used for an instant and then discarded with no memory of what they did. The Pack are going to have to track down the real culprits and bring them to justice, if they can. And why did they choose ‘Everything is Awesome’ as the song to use as a possession vector?
  70. Lawbreaker: A Garou is accused of breaking the Litany, striking a rival dead after they had surrendered. Cue CSI Garou Nation as the Pack is brought in to investigate another crime.
  71. The Lure: A newspaper article has caused a splash with its claim that a group of ecoterrorists are radicalising young people and using them to strike out at businesses, people, and projects that ‘threaten the planet’. The details are almost eerily accurate and the Pack have to investigate the journalist… which is exactly what he wants. A Skin Changer, he wants their pelts to help his magical rituals to transform into a monster.
  72. The Policeman: Someone has infiltrated the various groups the Sept runs to foster its interests in the mortal world. Can he be rooted out before he learns too much?
  73. Black and White and Red All Over: A journalist is looking into the characters’ past actions, tying them together in a vast investigation that spans the many years of their activities. Can the PCs put them off the trail, or will the Veil be pierced?
  74. Extinction Agenda: The PCs travel to Scotland to help a group trying to save the Scottish Wild Cat from extinction and discover something else behind the species’ problems. A magical curse that dooms them, and the Fera who depend upon them, to be wiped from the face of Gaia. Who could have laid such a doom on them, and why?
    1. The Ceilican will help, if offered the right incentives.
  75. Choke Hold: A Wyrm monster is taking great delight in the worsening air quality in the city and there’s no easy way to clear up the mess. The Pack had better do their best and see what they can do, but there may be no easy answers.
  76. Best Served Cold: A powerful Black Spiral Dancer war leader has decimated a number of Septs and Packs, showing no interest in converting her foes, only in killing them. A Pack of survivors arrive at the PCs Sept to help them prepare their defences and to seek their own vengeance for the number of deaths and atrocities the war leader has committed. Will the weight of their anger and grief overwhelm them, or can they hold it together to actually help defend the Sept?
  77. Descent: A small earthquake has opened up a sealed passage in a set of caves, releasing a swarm of Banes. Something sinister sounds in the deep earth and the Pack must investigate.
  78. The Atom’s Taint: Ukrainian Garou have organised a grand crusade to destroy the Wyrm Caern that sits in the heart of the Chernobyl reactor. The PCs join the fight, but can they stand the soul blasting horror that lurks within those halls?
  79. The Expedition: An academic and explorer is off on a well advertised expedition to discover a hidden place, one that is sacred to Gaia and only exists in legend. Lying deep in Africa, he hopes to prove the existence of the place. There are members of his party, however, who’s intentions aren’t nearly so lofty. Can the PCs brave the heat and hostility of Africa, and in particular its Fera occupants, in order to stop the expedition from reaching its goal?
    1. The expedition is sponsored by Endron Oil
  80. Turf War: A war breaks out between the PCs Sept and the one next door, with each accusing the other of meddling in their affairs and being incompetent in their war against the Wyrm.
  81. Any Port in a Storm: A Banestorm breaks into the mundane world and the PCs are forced to beg for sanctuary at the rival Sept.
  82. The Scalpel: A Glass Walker Pack invites the PCs to help with a strike against the Weaver, raiding her nests to loosen her control over the world. Something seems up though, can they be trusted, or have they gazed into the abyss a little too long?
  83. A Beast in Woman: A Kuklokhoros (a Black Fury informal moot has ended badly and many of the human women that the Tribe invited have been killed, or driven mad. What created this situation, and can any good come out of it?
  84. The Mission: A group of Fianna want to make peace with the Wendigo and ,along with a Children of Gaia Pack, they propose to travel to the Wendigo’s strongholds to try and broker a peace. The PCs are invited along to act as aides and witnesses.
  85. Lindisfarne: The isle of Lindisfarne was where the first Norse raids took place in the British Isles. Led by a Fenrir warrior they sacked the monastery there and slew the island’s entire population. Now, a strange feeling of remorse has struck the Tribe and the island features in their dreams. Can amends be made or will the weight of this ancient slaughter weigh on the Tribe’s shoulders?
  86. Omerta: The Glass Walkers’ connections to organised crime bite them in the proverbial when a large number of their kinfolk are arrested for aiding the Cosa Nostra. Now, the Tribe must act to make sure that no more secrets are spilled and to make sure their kin are let off. Cue a grand sweep of distraction and evidence tampering, and guess who gets to help?
  87. Red Slaughter: Someone has broken into the Glass Walkers’ private preserve and killed their Lupus kin. Who?
  88. Crusade: The Red Talons claim to have rediscovered the Prophecies of Shadow and argue that means they should take steps to wipe humanity from the face of the planet, citing the Prophecies as evidence. Their Grand Moot has been called to create and army to do it, will the PCs join their cause?
  89. Hospitality: The Pack are forced to shelter at a Shadow Lord Sept. Will they survive the experience?
  90. Sutekh: The signs are right and the Silent Striders have gathered to reclaim their homeland. Can they dislodge Sutekh from his throne and take back not only their ancient caerns but also their role of psychopomps of the Garou Nation?
  91. Lost Honour: A disgraced Silver Fang turns to the Pack for help in regaining their lost honour. This, apparently, means finding the biggest, baddest Wyrm creature and slaying it… or dying in the attempt.
  92. Fresh Blood: Concerned about the way her kin are faring, a Silver Fang sets out on an impossible quest, to find the Siberahk and reunite them with the Fangs to bring in fresh blood that the others in the Tribe will accept. Would the PCs like to come along for the ride?
  93. Heart Breaker: A number of people have turned up dead, with their hearts pulled out of their ribcages and crushed. Are the Wendigo responsible, or someone else committing the atrocity?
  94. The Ritual: The Sept’s Master of the Rite is preparing the Winter Solstice rites but is missing some ingredients. She enlists the PCs to help.
  95. Honesty: The Garou and their Kin have managed to get a particular politician elected, having decided that his promises on environmental concerns is worth supporting. Now that he’s in office, can they get him to keep them, or will the other pressing concerns of leadership sweep them away?
  96. Matchmakers: There’s a desperate need for more Garou children and every werewolf has a duty to breed. Can the PCs help set up a friend with someone?
  97. Infestation: An area has become infested with Bane spirits and the PCs have to clean house.
  98. Down on the Farm: A local farm has begun to stink of the Wyrm, why?
    1. Wyrm supplements have been given to the animals to make them produce more meat. It’s also producing birth defects in any baby animals that are born of cows, pigs, chickens, and sheep that have been given the supplements.
    2. The farm grows genetically modified crops and not only are they failing but they’re also corrupting the land.
    3. Over farming has damaged the soil’s ability to grow food. Nutrients are helping but also tainting the soil. In addition, they’re corrupting the people around the farm, and to add insult to injury will only work for one or two years, at which point the farmer will have to go back to buy more, lining the pockets of the company that makes the stuff.
  99. Last Stand: Things have taken a turn for the worse and the Sept is besieged by enemies. There’s a 99.9% likelihood it will fall. Take up your klaive, prepare your Gifts and Rituals and get ready to burn out rather than fade away.
  100. Ancestor’s Burden: The ancestor of a PC has a task for them.
  101. Lost Love: A Sidhe comes to the Sept, claiming that one of the PCs was her lover in a long lost life. Further, they need the Pack’s help to right an injustice only they remember. Will they give it?

Saturday, 16 June 2018

7 Song Saturday: Anger is an Energy

So it's that day again and I feel like burning down the world. Humanity seems stupid, venal and pointless at the moment and I'm frustrated and angry over events in the larger world and in my own life.

No guessing games this week, just an attempt to get my anger and frustration out of my system via music. Hope you enjoy.

My Chemical Romance: The Sharpest Lives


Manic Street Preachers: Roses in the Hospital

We don't want your fucking love.


Nine Inch Nails: Head Like a Hole




The Wonder Stuff: On the Ropes


New Model Army: I Love the World


Foo Fighters: The Pretender


Hole: Jennifer's Body


And here, have the Sex Pistols, God Save the Queen as a bonus


Tuesday, 12 June 2018

Story Seeds - Mage: the Ascension

Image result for mage the ascension log



101 Mage the Ascension Story Seeds

Please find enclosed 101 story seeds for Mage: the Ascension. These are Tradition and Craft Mage plots, rather than being Technocracy focused (if this is popular I’ll try to provide a list of Union only plots). As usual I’ve tried to develop some of the plots to give Storytellers options of what to use. 

I haven't uploaded the list to my download folder yet, but will try to in the near future. 

Mage: the Ascension, Traditions, Technocracy, Freedom Razor, the Umbra, Umbrood, Marauder, Nephandi and all other technical language in this document relating to Mage: the Ascension are copyright of White Wolf Game Studio 2015.

  1. Another Brick in the Wall: A school is piloting a drug that improves concentration but is having disastrous effects on children’s imaginations and desire to play. Can the PCs do anything about it?
  2. Of Wolf and Man: Someone is killing locals in a savage fashion. Is it a werewolf, or something else?
  3. Suspicious Minds: A fugitive comes to the Chantry to ask for refuge and help. Unwilling to disclose who’s after him how will PCs react when Tradition mages come to look for their ‘guest’.
    1. What has the fugitive stumbled onto?
    2. This may be a good place to introduce the Freedom Razor?
  4. Electric Eyes: Vulgar magic is on the up, even when the Mage thought they were casting coincidentally, is it anything to do with the new CCTV cameras studding every wall and underpass?
  5. Party Crashers: The PCs have to deal with an Umbral outbreak. Is a Marauder behind the attack and can they find him or her?
  6. Message in a Bottle: A strange message arrives asking for help, but who is it from?
    1. It’s been sent from a Mage bound in Quiet, but can it be trusted?
  7. Uprising: A group of activists (for any cause that fits the PCs’ motives and agenda) get involved with the cabal. Are they genuine, or someone else’s pawns?
  8. Turncoat: A Technocracy agent contacts the PCs to desert the Union.
  9. Eye in the Sky: The PCs start to be followed by a ‘fan’, a Sleeper or Sleepwalker who knows they’re different and finds that exciting. They’re documenting the PCs’ actions and activities on the internet. How can the PCs respond without screwing everything up?
  10. Missing: A mage has gone AWOL, can they be found? And what predicament have they got themselves into?
  11. Dirty Money: The PCs catch hold of a Syndicate deal gone sour, and end up with the item the Convention were trading for. Now, everyone and their brother seem to be on the cabal’s tail, trying to get the maguffin. How long before they break?
  12. The Vanished: A group of people are abducted without trace. Can the cabal find those responsible?
  13. Depths: A subterranean chamber has been discovered, along with evidence of its grisly past. Can the PCs discover who’s been using it for human sacrifice before someone else dies?
    1. The victims appear to have entered the chamber of their own will, some of them have been caught on CCTV and seen by eye witnesses walking casually, and even happily, towards their doom.
  14. Wrong Turn: The cabal encounters someone who’s luck just seems to have run out. As their new friend’s life crashes into chaos, can the PCs do anything to save them?
  15. The Spy’s Demise: A Technocracy agent has died, rather suddenly. As fingers are pointed, and hostilities ramp up, the PCs find themselves trapped in a wilderness of mirrors (metaphorically). Can they solve the case before the Ascension War breaks out all over again?
  16. Stairway to Heaven: Something is inducing people to commit suicide, hacking into Google Glasses and Oculus Rift sets and leading the users to leap from tall buildings. Who’s responsible and why are they doing this?
  17. To the Highest Bidder: A Talisman has come up for sale at a local auction house. Can the PCs secure before it falls into the wrong hands?
  18. The Secrets of Laboratory 735: The Union has created something, and rumours abound as to what it is. Can the cabal work out what they’ve actually done and, possibly, contain it?
  19. Trust Issues: A New World Order Agent approaches the PCs to offer an alliance, but is it a trap?
  20. Darkness Brings: A Hollow One has accidentally ‘called up something she can’t put down’ and desperately needs help to banish it. But as the clocks strike thirteen and a chill wind blows, has time run out for the mages?
  21. Mystery in Space: The Traditions need something delivered to the Deep Umbra, and everyone else took a step back when the Chantry’s leader asked for volunteers...
  22. The Duel: Two NPCs mages have declared a duel, committing themselves to Certamen. If either falls in battle, the Chantry will be weakened. Is more going on than there seems?
  23. The Tower: Things take a sudden turn against the PCs, their lives become more difficult as their projects run into complications and begin to fail. What’s happened?
  24. Fall: The worst happens and the Chantry falls. What do the cabal do now?
  25. Homelands: A Dreamspeaker requests aid when their Node is threatened by Technocracy expansion (through a variety of proxies).
  26. Harmony House: A rehabilitation centre has opened up for teenage delinquents, but when an escapee reports strange, cult like, activities, the PCs become involved as a confusing web of clues point in contradictory directions.
  27. Thunderstruck: A series of power cuts blight the city. As darkness consumes the city, things in the night are moving, striking terror into the hearts of men.
  28. In Chains: The PCs get a tip off about a group of people being taken to Autocthonia. Can they infiltrate the operation and rescue the poor unfortunates?
  29. Back on the Chain Gang: The PCs (having failed to release the people above, maybe) wake in a Technocracy prison. Can they escape or are they condemned to a life of servitude?
  30. Happy House: The PCs wake in a mental hospital, with no memory of how they arrived. Their magic is gone and their being treated for their ‘delusions’ which seem to revolve around a game they were playing...
  31. Dragon Chaser: An Umbral sanctuary for Bygones is under threat. Can the cabal help, and why does the leader of the sanctuary seem a little too much like a Marauder?
  32. God is in the House: A town seems to be perfect. There’s no crime, no tensions between communities, it’s wonderful. What’s it secret and what lies under the surface?
  33. Tupelo: An unnatural storm breaks out over the city (perhaps an Umbral storm, or even the Avatar Storm), crashing into the really, real world with devastating results. Can the PCs protect the people of their city and work out what’s caused the Gauntlet to fail so drastically?
    1. The storm is a precursor to a much more serious threat.
    2. Afterwards, the city is haunted by spirits that are out of their element and doing things that are detrimental to human life.
  34. Death Is Not the End: The lands of the dead beckon as their influence starts to slide into the material world. The PCs must investigate why, when an old enemy begins to make their lives hell.
  35. Red Right Hand: Someone is killing mages, but who?
  36. Song of Joy: The killer from Red Right Hand returns, in true horror movie style.
  37. Boulevard of Broken Dreams: Something is inspiring people to great heights, only to make them kill themselves as they burn out. What’s the source and can it be stopped?
  38. Tests: ‘Cell 23’ targets the PCs, throwing them into a series of tests to be sure of their loyalties.
    1. They claim, in the aftermath, to speak for the Rogue Council, whatever that is.
  39. Courier Work: The PCs are sent to Doissestep with a message for one of the Masters. Can they navigate the complicated politics of the ancient Chantry and actually deliver their missive?
    1. Spin lots of small plots off this, as the characters have to earn access and information by doing the other mages’ dirty work… possibly up to the point where they snap.
  40. The Resistance: The PCs are contacted by the resistance from a Technocracy ‘Construct’ asking them for help. Can they really unseat a Convention from its place of power?
  41. Sing: Transported into a nightmarish version of the world where the Technocracy won (in actual fact an Umbral realm) the Cabal must see if they can survive in a world where everything is measured and everything is watched. Can they figure it out, and find a way home?
  42. The Bitter End: An Archmage is dying and is determined to go out in a blaze of glory. He enlists the Cabal to help him track down one of the regrets of his life, an enemy he never managed to defeat permanently. What happens when the PCs realise that this will a) be a suicide mission for them as well as him, and b) that his enemy is one of their allies?
  43. Beautiful Trauma: A group of people have lost time, and claim to be abducted by aliens. As the number of incidences grows, can the Cabal work out what’s going on and put an end to it?
  44. Caught in my Shadow: The Cabal gets trapped in the Umbra, and is forced to rely on the local spirits for aid. Meanwhile, a Technocracy hunter tracks the ‘parallel world’ to kill the Tradition Mages.
  45. The Sun Always Shines on TV: There’s been a spate of death. All the victims were couch potatoes, slumped in front of the TV when they had heart attacks, suffered an attack of Sudden Adult Death Syndrome, or other causes of death. Worse than that, their souls are missing and there’s no sign of entry. What could have caused it, and can the Cabal stop whatever is going on before its too late? The clock is ticking and they’re running out of time.
  46. Chinese Burn: A Sleeper is Awakening and the Cabal are sent to recover her before the opposition can. The problem? She’s a truly unpleasant individual who has no interest in anyone but herself. The Chantry head is insistent she be brought in, though she won’t discuss the reasons. Can the PCs do it? Should they?
    1. The Chantry’s head is aware that the newly Awakened person is their lover from a past life, damned to be a Widderslainte. They are desperate to rescue her.
  47. Fear Unending: A wave of fear and terror has swept the city, affecting everyone. Someone has to get the core of it, and take whatever is creating the fear out of commission.
  48. Sin City: One of the PCs runs into an old acquaintance and finds they’ve fallen on hard times. This leads the Cabal into the seedy underworld of real life problems, prostitution, drugs, and worse. If the human operators that take advantage of each other weren’t bad enough, one of the so called Enlightened is reaping a cut from every human trafficking deal and every snuff film, using it to justify the power of money over the population. Kicking over this ant hill is going to have consequences, but dare the PCs turn away?
  49. Hope Street: There are more beggars on the streets, more people being made homeless while at the top of the skyscrapers the rich stare down at the insects below. To make it worse, something is feeding on the street sleepers, stealing their hopes, fears, and dreams. This cannot continue, but can the PCs actually do something about it? Or are they limited to what they can punch?
  50. Only Happy When it Rains: A Hollow One Cabal has landed itself deep in trouble, their own misery, personified, is hunting them. Can the PCs help?
  51. The Miracle: A small cult have started to claim they can perform miracles. Is that true, or is something else at work?
  52. Messages from the Void: A new force has started to make itself felt in the form of a visionary young woman who’s views and programmes for change are catching people’s imaginations and creating hope in the poorer sections of the city/region. Is she the real deal, or just a repackaged attempt to sell the same old rubbish others have already tried. And if she’s genuine, can the PCs help her before the vultures start circling and trying to sabotage her good works?
  53. Lucretia my Reflection: A mortal is being haunted by the ghost of his former lover, Lucretia, and it’s driving him to his wits end. Why is the ghost unwilling to move on and what’s binding her to her lover? What secrets keep her in the Shadowlands?
  54. Burn: Someone burnt down a Technocracy lab and destroyed important research. Naturally, the Traditions are in the frame, but as far as any of them know, no cabals were involved. Who set the fire and what did they hope to achieve?
  55. A Confusion of Options/Home Invasion: The PCs Chantry has been invaded and they’re doing their best to fight back when the order comes for them to get out and take a Talisman or five with them. Plunging from their home through doors that could take them anywhere, what happens when they end up scattered across the globe?
    1. Each PC ends up somewhere else, facing a solo adventure (or adventure that allows them to team up in small, and potentially unexpected, pairings) and it turns out that each of the talismans has guided them to a place where it will be safe (and perhaps belonged before the Mages took it for safe keeping). The PCs must make a choice whether they can return the magical items or if they should keep them.
  56. Here Comes the War: The Technocracy may have declared victory but other things are coming up to fight. When the Union has to take drastic steps over a major threat to the world, will the Ascension War begin anew? Can the PCs stop the war from rekindling, and do they even want it to?
  57. Face to Face: A woman is found dead in an alleyway. She was a bartender at a local bar which the PCs frequented. A few days later, though, she’s spotted in town. Who is she and how can she come back from the dead?
    1. In reality the women are clones, placed in the city by the Progenitors to act as spies.
  58. The Ritual: A lone killer has started abducting people and killing them in an old house (one with a horrific past and the horror is engrained into the building itself). Is he the house’s victim, or have his actions reawakened the house’s horror? More than that, has he accidentally created a Node? What should the PCs do?
  59. The Assassin: A prominent figure in Mage local politics has been killed, assassinated by someone. The killer is in the wind, and the PCs have been nominated to find them. The only problem is that they’ve vanished into thin air.
    1. The killer is a Euthanatos, gone mad in the Quiet.
    2. The name ‘Ksirafai’ is lost to history but the cult still exists. Sometimes they strike out, seeking to clean up something they deem to be a mess.
  60. Jenny Slater is Missing: A teenager girl has gone missing from a remote town and something suggests that magic is involved. Has she vanished through a Shallowing or has something else happened to her?
  61. High Ground: The PCs must travel into the Umbra to seek out an artefact. Their steps lead them into the High Umbra, where they must undertake quests and riddles in order to win the day, at the court of a strange, almost abstract Umbrood who’s face is hidden behind a mask.
  62. To Map the Uncharted: A new Umbral realm has opened up and the PCs have a chance to map it. What’s the realm like and what dangers does it hold?
    1. It’s a jungle realm and full of ancient monsters/creatures
  63. Numbers on Numbers on Numbers: There is a ghost in the Digital Web, a figure who doesn’t belong and is tearing at the realm’s delicate connections. A Virtual Adept team is trying to track them down, but they’re struggling because the intruder seems to be specifically designed to fight them. As a result they’re calling for help from other Traditons.
  64. Blue John: In a small village in the British countryside, there’s a myth of an ancient god, a boar who watches over the place. There are other, darker, tales of course, but the important thing is that the stories have suddenly come back into fashion. When a Hermetic looks into the myths’ resurgence, he disappears. Now it’s up to the PCs to dig into the past and find out what’s going on.
    1. The local Mage, a Verbena, is the source of the stories, which s/he started spreading to create his/her own sphere of influence.
    2. The stories have been popularised by the local Changelings, who have an agenda of their own.
  65. First we Take Manhattan: The Traditions are planning a major blow at the Technocracy and the PCs have been roped in as scouts. What obstacles are in their way and does the thing they’re hunting for actually exist?
  66. Crash the Ceremony: A Mage is getting married to their lover but someone is planning a hit on the wedding. Can the PCs stop it in time?
  67. The Left Hand of Darkness: The Fallen have set up a game in the PCs city, one which involves many deaths and corrupted souls. The weight of Oblivion’s gaze has come to rest on the city and all within it. The PCs aren’t just playing for themselves, but for everyone. Already hellish magics are warping the Gauntlet and it maybe the metropolis will go the way of Atlantis.
    1. Stalking Horse: The Nephandi have set up a number of false trails and fake ‘games’ to distract the local magi. They’ve also recruited some vampires who are dumb enough to think they have an accord. While Mages investigate burnt down churches, murders that lay out an inverted pentagram onto the city, and other gimmicks, the Fallen’s real plan continues apace.
    2. The Grapes of Wrath: The city sees a spike in anger (and the other deadly sins) as the Fallen cast their dark magic, manipulating the mortals to do their will.
    3. The Most Dangerous Game: The PCs realise that part of the ‘game’ is that the Fallen are hunting them, trying to bring them to ground. Why?
  68. The Bondage of Geometry: The PCs start to observe that something inhibits their magic at certain places. Research reveals that parts of the city were built according to occult practices and that the city itself may be acting against them. Can they counteract the effects?
  69. Baal’s Altar: A local museum has acquired an altar of Baal and is displaying it. Naturally, its attracted attention, of the wrong type. When the altar is stolen will the Cabal work out who’s taken it and what purpose they have for it?
    1. The thieves are the Knights Templar, and they plan to destroy the altar… which will release the demon bound inside it.
    2. The Nephandi are behind the theft, planning to place it in one of their dark temples, and the demented little dupes who stole it will be their first sacrifices to the dark god.
  70. Target: John Smith: The infamous Man in Black, John Smith, has been sighted and the PCs (along with all the other Mages) are on high alert. What does the maverick want and how far will he go to get it?
  71. The Witch Hunt: A Tradition Inquisitor arrives at the Chantry, looking for traitors, Nephandi, and other Mages who might have committed crimes. Will the PCs help their friends, or leave them to the Inquisitor’s ‘tender’ mercies.
    1. One of the other Mages in the Chantry was a Nephandus in a past life, he’s clinging on trying to stop the dreams that haunt him from influencing his life. The Inquisitor terrifies him because he may crack… And if he does, who knows what will happen to him?
    2. The Inquisitor seems particularly interested in the PCs and their handling of some situations where they may have dabbled in things they shouldn’t, or made alliances that were regrettable. Can they fend him off and keep him sweet at the same time?
  72. Let Chaos Reign: A rare alliance of Marauders try to break reality by performing a strange stage show one night, infecting the whole city with madness and chaos.
  73. The Grand Conclave: A great meeting of all the Mages on Earth is called… including some the PCs would rather never meet again.
    1. The PCs are employed to gather information for their Tradition or Chantry leaders, no mean feat when there are wards on every door and window to stop snoopers.
    2. A Technocracy spy has infiltrated the Conclave and is planning to cause chaos.
    3. Those old enemies… Some of them are keen to settle things with the Cabal and Certamen challenges are being issued all over the place.
  74. Crosstown Traffic: An Ahl-i-Batin Mage has come looking for relatives who supposedly ended up in the city after fleeing the war in Syria. The problem is, they never arrived. Or if they did, they’ve never registered with the authorities. Where could they be and what does the Syndicate know about their fate?
  75. To Protect and Serve: Hammer Security Response are brought in to protect a militant Christian preacher who’s earned a fair amount of opprobrium for his hardline stance on everything from abortion, Creationism, and LGBTQQI rights. When the inevitable issues around his appearance start, God’s Hammer will step up… breaking head in the Lord’s name… Just what their Nephandic masters want.
    1. They’re led by a borderline psychopath, who’s faith is the only thing that keeps him check.
  76. Tomes and Stones: The characters are contacted by a bookseller, who seems to have a lot of original occult books for sale. Books that may be full of old, powerful, lore. As a new threat surfaces on the horizon, can they afford to pass up the opportunity?
    1. The dealer is a Nephandus, of course, tempting the characters in with knowledge.
  77. Fragile: Having been defeated by their enemies, the PCs are feeling the strain as things go wrong. It seems as if the set back has spread across their lives. Can they get back in the fight?
  78. A Djinn Calls: An act of Vulgar Magick attracts the PCs attention and sends them to investigate the matter. A Taftani is looking for something stolen from her homeland, determined to find it and take it home again. Will the PCs help or hinder her?
    1. Good Intentions: The artefact in question has been taken by a well meaning set of archaeologists trying to preserve the past.
  79. The Outcasts: A band of Orphans (literally a band, playing heavy metal) arrives in town, following an apparently perpetual tour where they keep on the move. They claim to know what they’re doing but the list of enemies they have suggests otherwise. Now, the people they’ve alienated are at the door, swearing this will be the last gig they ever play. Can the PCs persuade them to accept help?
  80. Byron’s Secret: A Hollow One Mage approaches the PCs for help. Specifically, she’s looking for an old manuscript by the poet Lord Byron, which she believes holds the key to spells he created during his life. The problem? The work has been lost since before Byron died and nobody knows where it is. Perhaps a spot of necromancy could help? But do you really want to call up the shade of a sex mad, club footed, poet from the 19th Century?
  81. The Experiment: The Children of Knowledge at the local university are trying to run experiments with drugs and alter states of consciousness. Their goal?, to find a way to Awaken people safely and reliably. The results so far have not been particularly reassuring… and they may have created a monster or two… Oops.
  82. Lost Armies: The Technocracy rewrote history once but it didn’t hold. Now, the wards that shut them away have begun to fade and those lost armies are coming back. Could the Marauders be involved?
  83. End Times: There are rains of fish in Boston, frogs in France have started to make dirty jokes, a politician’s been caught telling the truth, and the four horsemen are rumoured to have stopped off for fast food… It looks like the end times are really, truly, upon us. Let’s just hope someone slightly heroic can put a spanner in the works as every mad cultist and Mage scrambles to protect themselves, and possibly, to try and make the end of the world come to pass.
  84. Incursion: The Void Engineers have moved in to deal with an honest to God reality deviant but are badly outmatched. Will the Cabal help?
    1. A possessor entity, the entity is loose in a block of flats, where it’s presence is disrupting the electricity supply.
  85. Black Dogs: A black dog has been sighted in one of the city’s neighbourhoods, and when it appears people die. Can the PCs get to the bottom of the mystery?
  86. Threat Null: Threat Null is coming, Threat Null is coming. The Void Engineers need help to fight the encroaching Threat Null, a deadly Umbral enemy they struggle to explain. Fearing the other Conventions won’t help, or worse that they’ll join Threat Null if they find out what it is, they’ve ended up approaching the Traditions. Strap your spellbook on and get ready to blast into deep space… um Umbra.
  87. Shoot the Messenger: Someone is leaving cryptic messages for the Cabal, guiding them new discoveries and mysteries that need solving. Who is it, and why do they want the PCs to help so much?
  88. Operation Orpheus: The PCs have to descend into the underworld in order to trace a drug that’s killing ‘cool kids’ and seems to have a touch of magick to it. In time, they may have to go further and brave the Shadowlands themselves to find the drug’s source.
  89. Brave New World: In an effort to recruit the PCs, a Technocracy Mage offers them the chance to see the future the Union is building. Will they accept what they see, or go digging?
  90. Stealing Fire: An Umbrood is stealing Quintessence from Nodes to fuel its plans to gain more power. As the Mages lose their own power, will they be able to defeat the rogue spirit?
  91. Myth and Mystery: A story is unfolding around the PCs, an old story which has repeated itself throughout history and which always, always, ends tragically. Can the Cabal prevent doom happening again or will they allow fate to run its course?
  92. House of Cards: The local Mages in the PCs’ chantry are planning something, and internal politics is getting in the way of their fight against the various threats and Technocracy. A coup is starting to grow as the Awakened take their grudges more seriously and a small group plot their way to power.
  93. X Marks the Spot: The PCs have managed to irritate the local members of Iteration X and they’ve released the Hit Mark X to hunt them down and dispose of them. Caught in a game of cat and mouse, the PCs will have to survive as best they can.
  94. Boys in Blue: A group of cops have stumbled onto the knowledge that somehow the world is more than it’s usually advertised to be, and are taking matters into their own hands to try and make things better. Will they help, or hinder, the Cabal?
  95. The Nerds Strike: A group of eager mortals have caught footage of the PCs doing magick on camera and have started to follow them around. Keen, eager, and rather annoying they remain insistent about getting underfoot.
    1. They seem weirdly resistant to Mind magic, preventing them from simply being told to go away and bother someone else.
  96. Trees Come Down: A sacred Verbena grove is threatened with being torn up to make way for a new development (possibly in a Technocracy move hidden behind the banality of planning and urban expansion). Will the PCs prevent the ancient trees being destroyed, and are they willing to ally with the Garou to do it?
  97. Manhunt: A Cabal of Tradition mages are using magic to commit crimes against other members of the Awakened and the PCs are called in to catch them. The only problem is that the suspect Cabal insists its’ innocent.
  98. New Recruits: The Silent Alliance is in town recruiting Craft mages. When one of them goes missing, the Cabal is called in to help.
  99. Love is a Battlefield: A Tradition and Technocracy Mage have fallen in love (damn you internet dating) and want to escape to somewhere where they can live peacefully. Can the PCs help?
  100. The Traitor: Evidence of the Hollow One Ambassador’s betrayal of the Traditions at Horizon has come to light and now he’s being hunting. The other Hollowers might hide him but the Traditions are determined to bring him to justice and the Union want an annoying piece of their past wrapped up. The PCs may just end up stuck between opposing forces.
  101. She’s in Parties: A member of the Cabal’s Chantry is throwing a party as he/she pushes to get more political power. The problem is, this is a political party and all sorts of people have been invited, including rivals, Tradition Mage enemies, and even local Craft members.
    1. A Spy in the Cab: One of the guests wants to steal a tome from the Chantry library
    2. Rivals: Tanked up with punch and cocktails two Mages who dislike each other come to blows and before you know it they’re setting up a drunken Certamen duel.
    3. Dude, Where’s my Broom: The aftermath of the party is a difficult one. Much of the Chantry is trashed and the PCs apparently did a lot of things they don’t remember… Looks like they’ll have to retrace their steps to find out the sordid details.