((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))
IV.
The Mage Sights
a. Peripheral Mage Sight
(Sensorium Arcanum):
• Sensorium Arcanum – Even without a
spell a mage has innate senses about the world around them. As their understanding of the Arcanum
advances they start seeing more and more of the Supernal in the world around
them. The first dot of any Arcana grants
a passive sensory ability that is always on.
All these sub-abilities are extensions of this ability flavored with the
knowledge of a learned Arcanum. These
are inherent, passive abilities that represent an interplay between the Supernal,
Fallen, and Supernatural worlds. All
abilities give the same general effect.
When a mage with certain Arcana is affected by or is near something
within that Arcanum’s purview the mage gets a reflexive Perception Check (Wits + Composure) to notice subtle
information. A mage goes not need to
bring up mage sights to study himself, he inherently knows when something
within that Arcanum is acting on the self.
This allows mages to be able to counterspell so quickly after
identifying the spell being cast upon them.
With all these subtle abilities spells of the same Arcanum can be used
to veil what is detected. Once again,
these are passive, you cannot direct them to look for things, only notice
things reflexively. Disclaimer: These
expanded abilities are not really an added Game Hack. From the content of the Mage game books,
examples or play, and nearly a decade of experience, we the STs of Mage II: The
Dethroned Queen see these senses as self-evident and unwritten but inferred to
by the reading material.
a.
“Pattern
Recognition” (Prime 1)
– Without an active spell the mage now has the passive ability to know the
status of the active spells they control as well as the spells in the mage’s
pattern. The mage knows how full their
pattern is and what is causing it. They
know if an enemy has placed a spell on the mage. From there they can use Prime sight to
identify and then dispel the active spell.
If something attempts to tamper with the mages soul they also know that
their soul is being “touched” in some way.
A mage may also notice when they are near a Hallow or Leyline node by
rolling Wits + Composure. No specifics
and no direction, you just can feel the whelming mystical energy nearby.
b. “Source-Perception” (Forces 1) –
Without an active spell the mage knows when there is an focal point generating
a force: electricity, electro-magnetic fields, heat, radiation, light, sound,
kinetics. Without a mage sight they get
a reflexive Wits+Composure roll to notice these effects. This may be an engine, a wifi device, a
battery, fire, silent alarm, or a nuclear reactor. Mages just know when they are near one (10
yards x Gnosis is again, a good metric.)
The ability doesn’t really get a direction sense, just knows when they
are within an area where the density of produced forces is being created. They also notice subtle but immediate changes
in the ambient forces around them. With
a perception roll a Forces Mage can notice subtle vibrations in the ground, a
change in the barometric pressure, the fields produced by a person’s watch or
cell phone, etc. In the ancient past shamans would use this sense to know
changes in the weather and was called “Storm Caller.” With the advent of modern digital technology
the amount of man-made forces has increased.
c.
“Ephemeral Insight” (Spirit 1) – Without an active spell the
mage has the ability to know when a spirit is trying to apply the conditions
Open, Controlled, Urged, or Possessed.
It may not know there is a spirit nearby except by Unseen Sense, but if
the spirit attempt to mess with a mage’s pattern in a direct manner it pings
for the mage so they can resist and cast spells to do something about it. If
something attempts to tamper with the mages soul they also know that their soul
is being “touched” in some way. With a Perception check they can detect when a Locus
is nearby, the thickness of the Gauntlet where they are at, and any bald spots
that are close by (Verges).
d. Metabolic
Awareness (Life 1) – Without an active spell the mage has
the ability to know the living patterns of their own bodies. They know their vital stats (everything from
heart rate to stomach acid concentration) at any given time and can detect
poison, toxins, and any damage as it occurs (with the Perception check). With this knowledge they can exert meditation
and breathing methods to exert some control over those processes, ST discretion
on if they can alter their bodies’ involuntary processes without Life Magic
spells and usually would require a Stamina+Resolve check.
e.
Know Thyself (Mind 1) – without any active spells a
mage has the ability to know when someone is making contact with their mind and
resist outside influences and make mental defenses (Wits + Composure to
notice). The brain of a Mind Initiate is
already a highly organized maze, they can hide memories, move things around and
create a wall within his/her surface thoughts.
Special veils can hide the intrusion but not what it interrupts and the
mind resists anyway. A mind mage is
never surprised by a mental incursion and almost always get their –Resolve or
Resolve + Composure resistances. Mind
mages have a lot of power over their own mind by use of autohypnosis and
visualization…
f.
Backtrack (Space 1) – Without any active spells a
mage has the ability to know how far they have traveled and what direction
whether on foot. From the time a mage
gains the knowledge of Space they continually track their relative
position. Once a route is traveled they
can always follow that same path back and no how far away it is and can do so
blindfolded. You also know changes in
spacial reality around you such as doors to another realm, the other side of
the planet, or just entered a Space Ban.
You don’t get specifics but you roll Wits + Composure to notice the
change.
g. Internal
Clock (Time 1) –
Without any active spells a mage can keep perfect time at all times. Subjective amounts of time, strange
dimensions, and time distortions do not interrupt the precision of the internal
clock. They can compare this clock with
what goes on in the world around them to make measurements and determine the
how time is different but they will need an external measurement such as a
watch or Time Sight. They know when time
is different and if their time is somehow being altered with a Wits+Compsure
sense.
h. Norn
Sense(Fate 1) –
Without any active spells a mage knows when someone is attempting to tamper
with their fate in some way. Unless this
attempt is Veiled with Fate or Unseen Spy the mage can sense the
alteration. This may also manifest when
a powerful act changes something connected to you (Person, Place, or Thing)
that wasn’t supposed to happen and alters their fate as a result. By making a Wits + Composure check the Fate
Mage may notice when someone nearby has a high density of Fate.
i.
Discernment – (Matter 1) – Without any active spells a
mage has a good chance to notice when something isn’t real, to perceive
falsehoods or illusions. Mage makes a
Perception check when looking or passing by something that should be made of
Matter but is not. The Matter mage knows
more about Matter and its attributes to be deceived by Prime Illusions, tricks
of the light, or canvas made to look as a wall.
This sense can also be used to detect that part of the wall that should
be brick is actually plastic. Lastly the
Matter mage can detect that a substance they taste or smell is harmful to their
patterns. Having this ability does not
protect the mage from being deceived by mental illusions which cause the mage
to ignore the spot.
j.
Thanosthesia (Death 1) – Without any active spells a
mage always notices when a Ghost or Undead being attempts to use influences,
manifestations, or apply conditions on them.
They also can roll perception to try to detect a nearby Underworld Gate.
• The Bubble – Peripheral Mage Sight has
a subjective range but Gnosis x 5 yards is a fair benchmark if one is needed. This
applies to the Sensorium Arcanum and Unseen Senses.
• Unseen Sense (All) – This aspect of
Peripheral Mage Sight allows a mage to reflexively roll Perception (Wits + Composure) any time a supernatural entity spends
supernatural energy (Mana, Essence, etc) or uses any supernatural ability
(spell, Numen, Gift, Discipline, etc).
Success means that the mage knows something just happened and the
Sensorium Arcanum may be able to provide more detail but on the whole the mage
doesn’t know what just happened beyond (supernatural something) or where the
focus of this feeling is coming from. It
manifests as any number of sensory effects or feelings. These sensations are usually not visual but
some other sense and extend to beings in Twilight.
• Beneath Notice – Any form of
supernatural concealment or requirement for a Clash of Wills instantly and automatically defeats Peripheral Mage
Sight. The mage isn’t paying attention
and will miss anything that has been masked.
Also the presence of a Supernatural entity does not trigger Unseen
Sense, it is only when they use an ability of some sort.
b. Active Mage Sight (Practices of Knowing):
• Opening the Eyes – Active Mage Sight
are spells that open the mage’s senses to the interactions of the Supernal
Truths all around them. After the first
Mage Sight other Mage Sights can be incorporated into the same spell for 1 Mana a piece. The mage sees the world as symbols and
hallucinations feeding raw information into the brain on everything relating to
the applicable Arcana. This lasts one
scene.
• More Proto-Spells – Similar to both
conventional spells and the passive Sensorium Arcanum, Active Mage Sights are
treated as one spell when multiple are activated. Newly Awakened have no trouble stumbling onto
how to use Mage Sights as an almost innate quality of being a mage. These senses are very overwhelming and the
flood of information can be maddening at first.
• Seeing the Unseen – Active Mage Sights
are made to defeat attempts to conceal or mask the supernatural. Active Mage Sights allow their casters to see
the Immediate Nimbus of another mage when they cast magic and can also see
their auras and any active spells.
Different Active Mage Sights can also reveal things hidden like beings
manifest in Twilight, invisible assassins that still displace air. It all
depends on which sights are being employed and they can easily defeat attempts
to mask or veil information. If the
concealment is directly opposed by one of the Active Mage Sights (such as Aura
Perception and Obfuscate) it will ignite a Clash
of Wills.
- Abyssal
Perception (Space 1, Spirit 1, Prime 1, Death 1) – allows
a mage to detect the presence of Abyssal phenomena
- Forensic
Gaze (Death 1) – reveals what killed/is killing someone
in detail
- Speak
with the Dead (Death 1) – allows the caster to perceive
beings in Twilight and speak to ghosts there regardless of language
-
Soul
Marks (Death 1) – reveals the relative health of a
person’s soul
-
Interconnections
(Fate 1) – reveals Sympathy between subjects and senses
manipulations of fate and destiny
-
Synchronicity
(Fate 1) – reveals cryptic events and random input that provides
guidance from fate itself
-
Night
Sight (Forces 1) – allows the mage to see in the dark using
virtually no light
-
Outer
Music (Forces 1) – reveals electromagnetic signals from outer
space
-
Receiver
(Forces 1) – allows the mage to hear sounds beyond normal volume
or pitch
-
Tune
In
(Forces 1) – allows a mage to listen
and see electromagnetic signals and data steams with an automatic decryption
function for most signals.
-
Analyze
Life (Life 1) – allows the mage to study and gain
information on a lifeform
-
Sense
Life (Life 1) – allows a mage to detect the proximity,
size and type of lifeforms
-
Breach
Point (Matter 1, Death 1, Space 1) – reveals hidden structural
vulnerabilities in walls and barricades
-
Crafter’s
Eye (Matter 1) – reveals damage, wear and tear on an
object and how to fix it
-
Craftsman’s
Eye (Matter 1) – discover the functions and how to
operate any machine or device
-
Detect
Substance (Matter 1) – reveals the presence and proximity of
a desired material
-
Discern
Composition (Matter 1) – reveals exact measurements and
portions of materials and elements in a subject
-
Eye
for Destruction (Matter 1, Death 1) – discern the weak
points in a machine or lifeless subject
-
Find
the Hidden Horde (Matter 1) – Reveals any hidden doors
or empty spaces in a location.
-
Sense
Poisons & Drugs (Matter
1, Life 1) – Reveals any deadly substances
-
Aura
Perception (Mind 1) – Reveals Auras and emotional states of
minds
-
Sense
Consciousness (Mind 1) – Reveals sentience and sapience,
including in Twilight
-
Detect
Alien Mind (Mind 1, Prime 1) – Detects possession of
minds from outside normal reality
-
Know
Virtue/Know Vice (Mind 1) – Examine a person’s fundamental
character
-
Analyze
Enchanted Item (Prime 1) – Reveals what a supernatural item
does and how it works
-
Paths
of Power (Prime 2) – Reveals Leylines and locates the nearest
one.
-
Detect
Banisher (Prime 1) – Reveals the damage in the soul of a
Banisher in relation to their Supernal Connection
-
Discern
Phantasm (Prime 1) – Reveals illusions
-
Gauge
Essence (Prime 1, Life 1, Death 1 or Spirit 1) –
Reveals how much Essence is stored in an object or entity.
-
Angle
Vision (Space 1) – Allows a mage to look around corners of
send his vision outside his body.
-
Omnivision
(Space 1) – Allows a mage to look everywhere at once.
-
Correspondence
(Space 1) – Reveals the Sympathetic Ties between subjects
-
Finder
(Space 1) – Allows a mage to flawlessly track an item in his
immediate surroundings
-
Moving
Target (Space 2, Time 2, optional Prime 2) – allows the mage
to predict the movements and location of a subject over time.
-
Track
Projectile (Space 2, Time 2 or just Space 2) – reveals the
path and location of a high-speed projectile
-
Spatial
Map (Space 1) – Provides a tactical map of an area from
above
-
Alien
Spotter (Spirit 1) – Reveals entities possessing or hidden
in a subject
-
Exorcist’s
Eye (Spirit 1) – Reveals entities possessing a subject
-
Spirit
Tongue (Spirit 1) – Allows a mage to see spirits in Twilight
and speak First Tongue with them.
-
Analyze
Spirit (Spirit 1) – Reveals detailed information about a
spirit
-
Peer across the Gauntlet (Spirit 2) –
Allows a mage to look into the Shadow
-
Momentary
Flux (Time 1) – Reveals butterfly effects in the
immediate future
-
Perfect
Timing (Time 1) – Allows mage to time actions to maximum
effect
-
Precise
Dating (Time 1) – Highly accurate dating of past events or
subjects
-
Temporal
Wrinkles (Time 1) - Reveals temporal disturbances
-
Time’s
Mark (Time 1, and Life/Matter 1) – Accurately know age of
subject
-
There are more examples of Active Mage
Sights and while they use both the Practice of Knowing and Unveiling. Many that require more effort than simply
looking at the world around them require higher levels or Arcana or a
legitimate spellcasting roll to determine its effects.
• Sensory Overload – These data streams
can be very distracting and while they affect sight the most all senses,
including emotions are included. No two
mages see the world alike, the Supernal World is filtered through their souls
and is biased as a result. Mages using
Active Mage Sight take -2 to all
Attribute and Skill-based rolls due to distractions. Also, after the first scene in which they are activated the mage must spend a Willpower Point per scene to keep the sights up.
C. Focused Mage Sight (Practice of Unveiling)
• Digging Deeper - Focused Mage Sight is where
the mage concentrates her awareness on a particular subject. The hallucinations
and sensory artifacts deepen and become more obvious, which mages describe as
seeing into the Supernal World. It
allows the mage to peel back the layers of resonance and meaning and go deeper
and deeper into a subject for truths and meaning.
• Sources of Power - Mana and other
sources of magical power are now visible, and the Nimbus of other mages are
visible all the time. Supernatural powers including attainments are visible,
where only their effects were if covered by the Arcana earlier (for example, a
Fire Spirit using its Influence to start a fire will show up under Forces in
Active Sight, and both Spirit and Forces in Focused Sight).
• Superlative Insight - Clash of Wills rolls to see through
concealment effects of the Arcana involved now grant the Rote quality to the mage’s roll.
• Scrutiny – The mage can take an Instant
Action and concentrate on a subject to glean deeper insights. The mage rolls Intelligence + Occult + 1 (if the applicable sight helps with what
they are looking for) + Scrutiny Item
Bonuses (Diamonds, glass, and other materials you see through grant bonuses
on Scrutinizing things. As long as the mage can stand to concentrate
without taking any other action they can continue to do rolls and accumulate
successes. Successes on this roll cannot
be accumulated unless Mana Shaping is
used. The mage can re-attempt to
Scrutinize but losses the successes of the last attempt and takes an
accumulative -1.
• The Shape of Mana– The mage can
release mana while Scrutinizing to
see what shape, meaning, and resonance it assumes, being part of the Supernal
World. The mage can expend Mana per turn
equal to what their Gnosis rating will allow and take any number of turns of
sustained and uninterrupted concentration to expend as much as needed. For each Mana expended the mage gains Automatic Successes to the Scrutiny rolls. This allows the player/character to bid Mana
with the Storyteller in addition to their roll, spending no more Mana then is
required to uncover the truth or the clues about something’s nature.
• Plot Necessity– When using Mana Shaping to uncover deeper meaning,
if the clues given by expending mana were necessary for the plot to advance the
mage recovers all but 1 Mana at the end of the scene.
• Lost in the Truth – While using
Focused Mage Sight the mage takes a -3 to all non-magical rolls. The mage can only stand to use Focused Mage
Sight for the number of turns equal to their Gnosis. After that they must spend a Willpower Point
every round beyond that in order to stand to continue soaking up Supernal
imagery.
• Burned into the Mind’s Eye – Using
Focused Mage Sight is very intense and overwhelming and meant to be used in
short bursts. It takes deliberate and
conscious effort to activate the sights and is quickly closed. Things seen in their ultimate Supernal
splendor are burned into the mind of the beholder forever. Mages don’t need to roll to remember anything
they saw using Focused Mage Sight.
• Catching Notice – Sometimes when you
peer into the Supernal World and see the truths behind everything you get
noticed by the things that live there.
Mages may sometimes spot a Supernal Being (per the Summoners sourcebook)
in its natural habitat without the need to have that being summoned. If spotted the entity may spot the mage and
will be able to affect the mage with its abilities until the mage drops their
Focused Mage Sights. Using Focused Mage
Sight too often or two long increases your chances for getting unlucky or
seeing things that hurt the mind or the soul. Suffering Breaking Points from seeing too much
is a common risk with using Focused Mage Sight.
Mages always encounter entities associated with their particular
Supernal Realm.
• The Many Flavors of the Tapestry –
Each Arcana has a single Focused Mage Sight that helps a mage understand and
scrutinize things within the purview of that Arcana:
- -- The
Grim Sight (Death 1) - The mage gains the Mage Sight (see “Mage
Sight,” p. 110), perceiving the supernatural through the lens of Death. He sees
the weight of death around a person — not his likelihood of death (unless the
subject has a terminal illness), but how often he has rubbed shoulders
(knowingly or not) with the dead or dying. Those who have suffered the loss of
many loved ones or who have killed many people tend to bear heavy burdens. This
sight also applies to things or places.
- -- The
Sybil’s Sight (Fate 1) - The mage gains the Mage Sight (see
“Mage Sight,” p. 110). He detects the particular qualities a given mystic force
has in its interactions with fate. Many describe the result as a “thickness” or
“gravity,” a tangling of threads.
- -- Read
Matrices (Forces 1) - The mage gains the Mage Sight (see
“Mage Sight,” p. 110). He can perceive energy and magical resonance, detecting
the presence of all of the universe’s various forms of energy: heat, gravity,
electromagnetism and the like, including the presence or absence of different
sorts of radiation, such as x-rays or cosmic radiation, either visually or
through tactile perception. An undiscerning mage might be fairly blinded by the
overwhelming variety and sheer quantity of energy that moves around her at all
times, unable to process the ever-shifting tapestry of power that is all but
invisible to the untrained eye. The mage
is also especially aware of resonance’s energetic aspects and flow, its
vibratory frequency and movement.
- -- Pulse
of the Living World (Life 1) - The mage gains the
Mage Sight (see “Mage Sight,” p. 110). He is able to detect the presence of
mystic vital animation in the area, effectively reading resonance as a function
of reality’s living energies.
- -- Dark
Matter (Matter 1) - The mage gains the Mage Sight (see “Mage
Sight,” p. 110). This spell is especially good for reading resonance that is
ponderous (“thick”, “sluggish” or “dense” as some have called it).
- -- The
Third Eye (Mind 1) - The mage gains the Mage Sight (see “Mage
Sight,” p. 110). He senses when others nearby use exceptional mental powers,
such as telepathy, psychometry or ESP, reading the telltale ripples left by the
movements of exceptionally advanced thought. The mage can also read resonance,
discerning the emotional and psychic qualities of it: the particular nuances of
will, conscious or otherwise that went into creating it. He can feel the mental
processes that went into creating the resonance (such as strong emotional
states or a powerful exercise of will), effectively detecting its context
within reality, the “why” behind the resonance.
- --- Supernal
Vision (Prime 1) - The mage gains the Mage Sight (see “Mage
Sight,” p. 110). This is the most potent of the resonance-detecting senses and
the Storyteller should be lavish with its details, explaining intricacies of
any given source of resonance that would likely be invisible to one using
another Arcanum. Some details, however, are best analyzed with other Arcana (in
the way that Matter is best suited to “thick” or “ponderous” resonances), or
better still in conjunction with Prime. Many mages describe this sense as
sight, though some claim to “smell” or “taste” lingering sorcery on a person or
place. Others simply speak of a sixth sense or other esoteric perception that
defies ordinary categorization.
- -- Spatial
Awareness (Space 1) - The mage gains the Mage Sight (see “Mage
Sight,” p. 110). He can detect spatial distortions and manipulations. He is capable
of discerning disturbances in the local fabric of space (typically caused by
use of more advanced applications of this very Arcanum). He can detect when
someone has altered the spatial axes of an area (for example, making a place
larger on the inside than outside), used a location as the origin point or
terminus for teleportation, or created (or overcome) a Space Ward (see below).
This sense transcends the normal five senses, but most mages tend to understand
it in terms of sight.
- -- The
Second Sight (Spirit 1) - The mage gains the Mage Sight (see
“Mage Sight,” p. 110). He can also determine the Strength of the local Gauntlet
(see “Gauntlet Strength,” p. 282). This
mage sight is good for peering at the resonance of spirits or spiritual
activity.
- -- Temporal
Eddies (Time 1) - The mage gains the Mage Sight (see “Mage
Sight,” p. 110). He perceives resonance through the way in which it “snags”
things, people and events moving through the timestream, by the magnitude of
its presence (in much the same way as scientists determine the presence of a
black hole by witnessing the phenomena around it). He can also tell perfect
time, anywhere, discerning the passage of instants with such clarity that his
sense is more precise than even those most carefully maintained clock.
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