Martin-Pierre

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Peter Amthor

Martin-Pierre : Reality Master

Reality Master Overview
Players Overview
Campaign Overview
Past Scenario
Scenario's Idea

Reality Master Overview

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I am 23, but have been a game master for now 12 years. Amongst the Games I mastered are :

l'oeil noir ( a French role-playing game )
Dungeon & Dragon
James Bond & Top Secret
Travelers 2300
Ghost buster
Paranoia
Hawkmoon
Star Trek
Star Wars
Ars Magica
Cyperpunk
Vampire : The Masquerade
Kult

In addition, he also had his own medieval LARP company for a period of 3 years.

I live in a Suburb of Montreal, Quebec, Canada.

My first language is French, therefore please be kind with my syntax errors.

Far from being a good game master in every aspect of the word, I am deficient in a lot of respects :

My combat sequences are not very good.
I don't tend to stick to the rules perfectly : Dice rolls are frequently twisted to fit my purposes.
Even thought I am able to role-play a single character as a player correctly, my players often have problems identifying with my non-playing characters.
I have problems in preventing my players from talking outside of the game.

Therefore, why do my players keep asking for more games ?

For my storytelling.

I believe that a game maser is more than simply an enforcer of the rules of the game, more than a combat organizer : I think a game master is a storyteller : He writes a scenario in which the players evolve.

Notice the use of the word "evolve". My campaigns are nothing but boring : my players are forced to evolve in a mysterious environment where every single decision they make will have consequences in the future.

For example, in James Bond ( Which I ran for a period of close to 2 years, once per week ), my players rarely got the chance to kill the enemies who would keep coming back to haunt them. Eventually, the sum of new and old enemies leaded to a mega adventure where the characters where forced to re-make some of their past choice and face the consequence.

My Dungeon @ Dragon and Vampire:the masquerade generally involved the characters in their daily lives, trying to attain their long term goals. In one of my Vampire campaigns, it meant protecting a human scientist while fighting the Sabbath.

Therefore, when I found Kult, a game with an Infiniti of future, where even the Death of a character can be a beginning, I dropped every single other RPG to concentrate on it. I now have been running a regular campaign for more than a year, with my players following a constant evolution.

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Players Overview

My campaign started modestly, with only a few players, but the number of players grew with time, reaching, last June 13th a total of 6 characters.

Here is a brief description of each characters. Please take note that during the Taroticum adventure, the five of the characters became Mage ( one per lore ) due to a modification I made in the scenario. One of these characters ( The Dream mage )recently retired and his player is now plying Shon ( see below ). :

  1. John Kelly : lore of Death

    An ex-military, he was officially in the

  2. Raymond Greene: lore of Time and Space

    A librarian. Rationalist, I think he blocked every single occult experience he lived since he started playing.
    In fact, he is the Time and Space mage in the sense that he was forced to learn spells, gained magical intuition and
    learn a little of the Time and Space lore : he refuses to built a temple, or even acknowledge that magic exists

  3. Jack Knife : lore of Madness

    Jack has two personalities. When he takes his little blue pills that his doctor gave him ( a servant of Malkuth... )
    he has enhanced Awareness, he sees creatures in their true form,he is stable, and has a low mental balance
    When he doesn't take his pills, he is schizophrenic, he has hallucinations, he is unstable, and has an extremely low mental balance
    Add the fact that he is a martial artist, that he is introverted and that he grew up in a mental institution, and you get a very crooked
    characters. To add a little twist, he is also a painter, and paints the reality as he sees it. Lictors buys portraits he made of them
    in their true form. Therefore, he has a living standard of 10.

  4. Eliza Davidson : lore of Passion

    An exotic dancer. She owns a dancing class. In the Taroticum scenario, she learned Passion Magic from Christopher himself, and
    helped him become a women to give birth to the child of magic. To thank her in helping Christopher become Christine, Rhianna and
    Selenna's sect accepted her as a member.
    Eliza is the member of the group who is the most anxious to learn her lore. She is also, consequently, the most advanced.

  5. Female FBI Agent ( Liz Harper if I remember ) : future lore of Dream Mage

    This character is new. She is played by the girlfriend of the player who plays Eliza. She is an FBI agent, and just recently joined the group by a dream she made.

  6. Shon, a Siddartha Monk:
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Campaign Overview

The campaign started with the 2nd edition introductory scenario.

However, the characters kept two things after the adventure: Robert Bullis's office, and Shiko Sukeban's card. But, after they made their phone call, the card went blank.

From time to time, the card would show information that would guide them in the illusion by, for example, revealing corrupt people (who were actually lictors). One day, they even visited Judge Harrington.

Eventually, after a lot of questioning, they manage to learn quite a lot about lictors, but only about lictors: they didn't even know about Archons, the demiurge, Death angels, Inferno, or even Magic.

Taroticum

When the characters thought they knew enough (Since they knew a lot about lictors, they didn't know they didn't know a lot), I threw them in the Taroticum scenario.

But I modified it a bit. I added the fact that each of the five episode centered on a lore would give one of them partial knowledge of that lore (and magical intuition).

I also added some other hints.

The characters, at first, weren't really sure what an Archon was, so imagine their surprise when they learned about Death Angels.

After the Taroticum, they got a little pause during which they explored their lore. They either got the opportunity to contact someone, or were contacted by someone.

In the beginning of the campaign, Shiko Sukeban had told them that they had a destiny to accomplish, and that it would be revealed in time.

Their destiny revealed

Later, after the Taroticum scenario, they met Mrs. Nakamura. She told them that the Taroticum gave them a special power, but that she couldn't tell them what yet. She also told them their destiny : each of them, one day will hold one of the seven keys that will unlock the gates protecting the Iron Book.

She told them that humanity was in a prison (they kind of had figured that out by now...) and that one day, they would give the iron book to Tipareth, and Tipareth, with it, would free humanity.

The characters therefore started to try to gain an understanding of their key (they only know about the 6 first keys: they don't know about Voodoo yet), in order to one day liberate humanity by giving the book to Tipareth.

They proceeded, therefore, to learn heir lore and their key, while fighting their enemies.

On June 13th, after a pause in the campaign caused by my lack of time, another adventure occurred which gave the campaign a 180-degree turn.

Other interesting notes

Here are changes and interpretations I made to the Kult universe:

  1. Only humans can reincarnate, since only them were once gods. Once dead, a lictor is dead, it doesn't come back.
  2. Due to their divine nature, it is impossible to read the thought and memories of humans. Emotions can be read, but not memories. It is however, possible to spy on dreams. Also, a nepharite can read fears, and this is why they are so needed in Inferno.
  3. Finally, I divided events in two types: temporal and permanent :
  1. A temporal event is limited in time: if you move back in time, not only are you before it, but you can prevent if from happening.
  2. A permanent event however isn't like that: once it happened, it cannot be undone by time travel.

Therefore,  A human who awakens, becomes awakened in all timelines: if you move back in time, it is impossible to come back to a time when he is not awakened.

The same principle applies for the death of an Archon. Even if the date of the event is known, and the cause is also known, if you undo the cause, the Archon will still be dead. Plus, if you move back in time, it's lictors (who are not permanent) will obey him, but the Archon will still not be there.

This concept is hard to grasp, but it is the goal.

 

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Past Scenarios

June 13th : A new Direction

After a pause of a few months in Gaming, due to lack of time on the part of the Reality Master, there was a Game on June 13th.

A new player was introduced in the campaign, and a player changed his character.

Start with a dream

Liz Harper woke up with a dream in which she saw the death of a stranger. When she woke up , she saw the dream repeating, so she went to the area where the death occurred to prevent it from happening.

Here is the what happened :

In the office of the other characters, Liz arrived explaining a woman would come in and kill John Kelly and she was there to prevent that.

Unfortunately, she failed, and the stranger ( John Kelly ) died by a bullet inflicting a fatal wound to the head. The lady dropped the gun and the gun transformed itself into a ringing cellular phone. She left saying "Death is only the beginning"

Jack Knife answered the phone : "Quick, leave the building by the stairs, NOT THE ELEVATOR, get into the bus and leave your dead friend there, your life is in danger. And ignore the man in Armor in the hallway... leave now!" ( PS : They have the only occupied office of their level ).

They saw a man in the hallway in a traditional Japanese Kendo armor, which completely hides his body. He entered in their office after they left.  The last one to leave down the stairs was Jack Knife ( Being an expert at dodging, he generally finishes the line ), he saw, coming out of the elevator a group of five individuals, two of which being Razides.

Everybody ran down the stairs, and they saw, downstairs, a group of 6 individuals entering the elevator, Jack Knife spotting one as a razide.

Outside a bus was waiting for them. They entered, the driver didn't say a thing. The light was red. When it went green, they saw the man in the Japanese armor leaving the building. Less than 90 seconds had elapse since they left their office.

In the woods

The bus left them in the middle of an empty opening in a wood, and they left the bus which left.

Behind it, the woman who killed John Kelly was standing, empty handed. Several characters wanted to kill her, but with her commanding voice, she got enough time to give them a file in which, she says, there is enough information to bring John Kelly back to life. She said that she saved their lives since they were about to get killed. The player who play John Kelly said : "Isn't it ironic, she prevented our enemies from killing me, by killing me before they had a chance to do so". She also injected a liquid in Raymond Greene's skull.

A car and a minivan arrived on the scene, but they were both empty. The woman gave them the minivan and left in the car.

Peter Pricket and John Kelly's purgatory

In the file, they was two sealed envelopes marked "Do not open until it is time". There was also informations on Peter Pricket, the most powerful purgatory death mage of the east coast.

They went to see him, and after talking he explained that John was in the Veteran of War purgatory ( see the Purgatory sourcebook ). He said he needed a diversion, a person looking similar to John Kelly, but with a positive mental balance ( Of course, these were not the words used ).

The other players proceeded without questions, and soon Exchange souls was performed, without the players realizing the consequences.

This segment is very brief, even thought it took about an hour to accomplish : There was the search for the new body, the spell itself, the discussion, etc... But you can imagine easily how it went.

The first envelope please...

Once John Kelly was back, Peter Pricket was exhausted and lost consciousness. The players were left wondering what to do, when they figured out that maybe it was time to open one of the envelopes. In it, even thought it seemed empty from the exterior, was the key to an airport locker.

They went to the airport, to pick up what was in it : five airplanes tickets to Burma, five fake passports ( Including one for John Kelly's new face, and one for Liz Harper ), and a letter asking them to take the airplane to Burma. The letter was signed : Tipareth.

Burma

(Note, the game continued, but I still haven't had time to type it yet, so please be patient.

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Scenario's Idea

 I will also include, here, other ideas I have for the future.

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Copyright on all texts is reserved by their respective authors. Unless specified, copyright is by The Machine : A Kult Assocation. Kult Itself is Copyrighted by Target Games.
For problems or questions regarding this web contact [Martin-Pierre].
Last updated: June 17, 1999.