Image by Yuthika Yothaprasert
Mage: The Ascension | Broken Dharma Lotus | M20
You awakened into a city of dichotomy, awhere the Traditions and the Technocratic Union balance on lines not easy demarcated. Ascension calls.
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EXPERIENCE
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$20.00
/ Session
Details
Bi-weekly / Saturday - 11:30 AM UTC
Session Duration / 3–4 hours
Campaign Length / 5–20 Sessions
1 / 5 Seats Filled
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About the adventure
The city does not change when you Awaken. That is the part nobody tells you. The spirit houses were already there. The monks were already walking past the nightclubs. The Chao Phraya was already carrying offerings downstream in the dark. Bangkok has always held the sacred and the modern in the same breath. You just could not see it until now. What you can see now is the seams. Reality is not a fact. It is a negotiation, held in place by the weight of what seven billion sleeping people agree is possible. The Sleepers dream the world into being every day and none of them know it. You do. And now you can see the places where that agreement is fraying, where the Gauntlet above the old temple districts is thin in ways the Technocracy cannot fully account for, where something is thinning it further and neither side is saying it out loud. Three weeks ago, three hundred and thirty-three people Awakened across Thailand. One storm of Avatar activity that no one predicted and no one can explain. The Traditions are moving to reach them. The Technocracy is moving to contain them. Both sides agree on one thing: this does not happen by accident. The question of who caused it, and why, has forced a cooperation that neither faction is comfortable with and neither can afford to refuse. You are part of that wave, or you are part of the response to it. Orphans caught in the Avatar storm are being triaged. Those showing signs of darker inclination (drawn toward something the assessors will not name directly) are handed to the Union for alteration. Those deemed acceptable Deviants are released to Tradition custody. Some fall through the cracks. Your character may be one of the wave, a Tradition mage assigned to the response, or a Union operative trying to hold the Consensus together while three hundred and thirty-three unknown variables walk free in Southeast Asia. Whatever brought you here, the triage process brought you to each other. The dark organization operating across Thailand's Chantries is not the cause. It is the mask. Something behind it caused the wave for a reason that has nothing to do with the mages themselves, and everything to do with what could be accomplished while everyone was looking at them. A near-Ascended presence is moving closer to the surface of the Astral Realms, closer than it has any right to be, and what it is trying to open is what this campaign is built to uncover. This campaign will take you from confused newly Awakened, Initiated Mage or Low-level operative to the threshold of something that wants to change the Astral Realms forever, as you uncover that the three hundred and thirty-three were never the point. Welcome to Bangkok. You Awakened here for a reason. Probably.
Game style
Roleplay Heavy
Puzzle / Mystery Focused
Combat Lite
Theater of the Mind
Game themes
Meet the Game Master
About me
Hi, I'm Yuthika, but most people at the table call me Fey. I have been a GM for 34 years, starting at age 12 in Kyoto, Japan, where my introduction to the hobby came not through the mainstream but through Call of Cthulhu and Sword World. That Japanese TableTalk culture, テーブルトークRPG, is the DNA of everything I run: focused, atmospheric, and deeply immersive. I am also a voice actress with anime and video game credits, and every NPC at this table has a distinct voice and personality to match. I learned this craft in the crunchy crucible of the early 90s, and that history informs how I choose systems and build stories. I have run enough systems to know that the worst sessions come from forcing the wrong tool onto the wrong story. A love story does not need a hit point tracker. A horror game does not need an experience grind. Finding the system that disappears into the fiction is half the design work, and I have spent three decades collecting the options. Professionally I hold a PhD in Psychology and work as an educator. Whether I am managing a classroom or a VTT in deep space, I bring a teacher's patience and a designer's eye to every session. Every player at my table gets character-specific hooks woven into the narrative. You will feel seen here. I am a skill collector. Over the years I have worked as a costume designer and VFX artist on NBC's Grimm, taught foam latex and silicone prosthetic application and stage makeup blending on the convention circuit, restored a sailboat from the hull up, and sailed it around the world. Every one of those skills comes back to the table. I see a body horror scene through a practical effects lens. I read a transformation scene the way I would build one. I pace a slow-rising tension the way you pace a night watch in open water. Different trades, different media, the same craft: presence, pacing, and the instinct to make a scene feel real. I do not run D&D or Pathfinder. If you have been looking for a GM who runs the systems you actually want to play, you are in the right place. I am also a TTRPG designer and co-creator of Visions of Suaykalpa, an upcoming Southeast Asian mythology RPG launching on Kickstarter this year.
View Profile →Character creation
Creating your character
Session Zero is mandatory. Mage is not a game you can build a character for without a conversation first, and I would not want you to. The Paradigm question; what does your mage believe magic actually is, and why does that belief make reality bend, is not a mechanical box to fill. It is the core of who your character is. We build that together. Bring a concept, a philosophical inclination, or a question you want to explore. Curiosity about the system is sufficient. You do not need to arrive knowing your Tradition, your Spheres, or the mechanics of Paradox. I will teach all of it. Players at this table are Orphans first. You Awakened without institutional support and your first sessions reflect that. Tradition affiliation, if it comes, comes through play and through relationships your character builds at the table. No Tradition will be assigned to you. Your Paradigm is yours. Technocracy Operatives are available as a character option for players who want to explore that side of the Ascension War. This requires a conversation at Session Zero. The Technocracy at this table is not a two-dimensional faction. It has internal politics, genuine believers, and people who are trying to protect something real through methods that are genuinely dangerous. That complexity requires a player who wants to engage with it seriously. Nephandi, Infernalist and Marauder characters are not available as player options. This is a hard line. If you are interested in exploring the World of Darkness from a different angle, I also run Bangkok by Night (Vampire: The Masquerade V20) and Werewolf: The Apocalypse W20, Beast Courts of Bangkok.
What to expect
Preparing for the session
Players need a Foundry VTT account and a Discord account. I pay for all Foundry hosting and provide every other material you will need. Mage: The Ascension M20 uses the Storyteller System. You roll a dice pool of d10s equal to Attribute plus Ability, count successes against a difficulty, and narrate the result. If you have played Vampire: The Masquerade the mechanical foundation will feel familiar. What Mage adds is the Sphere system, the Paradigm, and Paradox. These are the parts I will teach carefully. A note on Spheres: the five-dot scaling of each Sphere is the hinge the entire game turns on. As your Storyteller I carry that knowledge so you do not have to arrive with it. What I need from you is a sense of what kind of magic your mage does. We will work out the Sphere expression of that together at Session Zero and as play develops. Paradox is real at this table and it has teeth. Vulgar magic witnessed by Sleepers accumulates Paradox. Paradox resolves in ways that are rarely convenient. This is not a punitive mechanic. It is the texture of what it means to be Awakened in a world that is mostly asleep. Learning to work within and around it is half the game. This is a morally complex game. Nobody at this table is purely right. The Ascension War has casualties on every side and the thing both factions are afraid of is worse than either of them.
What Yuthika 'Fey' brings to the table
Publishing credits in the World of Darkness line. I hold credits in two W20 books. The World of Darkness is not a system I came to as a player. It is one I helped put on the page. Phil Brucato taught me Mage. I have known the designer of Mage: The Ascension for nearly two decades. I was closely involved in his life during the writing of the Book of the Fallen. The Nephandi and Technocracy at this table have the depth that proximity to the source material produces. Voice acting across every NPC. I am a professional voice actress with anime and video game credits. Every Tradition mage, every Technocracy Operative, every entity your character encounters in the Umbra has a distinct voice and presence. A teaching Storyteller with thirty-four years behind the screen. I hold a PhD in Psychology and work professionally as an educator. Mage is famously difficult to teach. I know how to teach it because I have been doing it for decades and because I understand how people learn complex systems under narrative pressure. A practical effects background applied to Umbral horror. I spent years as a costume designer and VFX artist on NBC's Grimm and taught foam latex and silicone prosthetic work on the convention circuit. When I describe what something in the Umbra looks like, or what Paradox does to a body, those descriptions come from someone who has built the real version with her own hands. I live in Bangkok. The spirit houses, the temple districts, the Chao Phraya at night, the specific texture of a city that holds the sacred and the modern in genuine tension. This is the city I walk in every day.
Homebrew rules
This campaign runs on Mage: The Ascension 20th Anniversary Edition as its primary rulebook, with the full M20 line in support. The Book of Secrets, How Do You Do That, the Technocracy Reloaded sourcebook, and the Book of the Fallen are the reference material for the NPCs and factions your characters will encounter. These are not decorative shelf items. No homebrew Spheres or Traditions without prior approval. The Sphere system is internally consistent and carefully scaled; additions require care. Paradigm is entirely your own and requires no approval. Your philosophical framework for how magic works is creative territory, not mechanical territory. The Bangkok setting is original. Spirit geography, Chantry locations, Gauntlet topology, and faction presence in the city are my own work built on the M20 framework.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Yuthika 'Fey' creates a safe table
Your safety matters. Mage: The Ascension deals with reality erosion, loss of identity, moral compromise, the costs of power, and the genuine horror of entities that have chosen corruption as a path. The Nephandi are present in this campaign as antagonists and they carry the weight they are supposed to carry. This is not a game where the darkness is decorative. Here is how we hold all of that. Lines and Veils before we begin. Hard limits respected without question or explanation required. Open Door Policy. Step away at any point. No judgement. Session Zero is mandatory. Not optional. Mage is too important a game to run without establishing the table's philosophical and emotional landscape first. Check-ins during play. Mage sessions can go to heavy places quickly. I check in before we continue after intense scenes. Roses and Thorns at session close. Short debrief every session. Private follow-up after each session. One-on-one check-in by message. This is a game about what it costs to see the world clearly. It should never feel unsafe to play it. When in doubt, say the word.
Content warnings
Safety tools used
