((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))
a. Yantra Categories
• Location Yantras - Mages seek out — or create —
locations that border the Supernal in the hope of using that proximity to
enforce ascended laws on the Fallen World. Others find places — or times —
where the Lie reflects the Supernal without any specific proximity.
-
Demesne (+0-2)- Many
willworkers enhance their ritual space with a soul stone, turning it into a
weak form of Supernal Verge. Mystical
tools in this place help tap into the Supernal and are considered part of the
place.
1.
A Demesne is attuned to any number of Paths. Ruling Arcana in this place gain +2 to spell casting rolls.
2.
All other magic here gains +1 except the Inferior Arcana which takes +0.
3.
In a Demesne no magic risks Paradox.
-
Places of
Power (+1) - Places and times in the Fallen World can bring about the
Supernal if they reflect the spell a mage is using. An environment has to link to the spell
itself, not just the mage. The Obrimos in a church cannot use it as a Yantra to
magically charge her cellphone. The magic must link to what Sleepers know about
a place or time, not because their perceptions cause Supernal notice but
because they act as unconsciously reflect the Supernal attributes of a place.
1.
Different places may grant heightened resonance with
the Supernal for different Paths, Arcana and spells. Loci, Hollows, Hallows, Underworld Gates, the
Hedge, Desecration spots, etc…
2.
This includes Hallows,
Leylines, and Nodes.
3.
If the location resonantes with the spell as a
correspondence gains a +1 to the
spellcasting roll.
-
Supernal
Verges (+1-3)- In places where the Supernal touches the Fallen World,
willworkers find it much easier to draw power through an imago. Such places are
natural Yantras, lending their power to those within. Each Supernal Verge teems
with the power of one of the Supernal Realms, and lends its power to the Ruling
Arcana of that Realm. Supernal Verges are thus as valuable for their
versatility as their power. A mage in a Supernal Verge can use his mystic
connection to the Watchtower to use it as a Yantra on any ritual spell that
doesn’t involve the path’s Inferior Arcanum.
1.
Supernal Verges are sometimes Hallows and are attuned
to a specific Supernal Realm.
2.
Ruling
Arcana of the Verge gain +3 as
a Yantra Bonus.
3.
Common
Arcana of the Verge gain +2 as
a Yantra Bonus.
4.
Inferior
Arcana of the Verge gain +1 as
a Yantra Bonus.
5.
Using a Supernal Verge as a Yantra does not take a turn.
6.
In a Demesne no magic risks Paradox.
• Action Yantras - Everything a willworker does can be
magic. Orders teach ritual gestures that bring the imago of a rote to mind
through conditioning and muscle-memory. High Speech allows a mage to intone or
write her spell not in the imperfect tongues of the Fallen World but the sacred
glossolalia that is what it describes. A mage can even hold her spell’s imago
in her mind, focusing on it beyond the point of creation in order to maintain
Supernal truth upon the world. It takes a little practice to get used to, but
given a little time to breathe he can work magic far easier than if he formed
an imago from whole cloth.
-
Concentration
(+2) - Many spells finish when the willworker forces the Lie to
change. Some hold on for as long as the mage can impose her will. It’s a
draining task, but worth it. Most common is a mage who holds her imago in her
mind. If she’s particularly skilled in the High Speech, she may find it easier
to keep the spell in mind by slowly translating her imago into runes back
again, focusing on them. In either case, she must focus on the spell and only
the spell. If she wavers, the effect is lost. On a basic level, concentration
is a mage exerting her will over even her own mind, forcing herself not to
weaken. As such, it’s a symbol of ongoing action — and a means to have a spell
last longer than it should. The vast majority of mages focus on a spell over
time in order to bolster its duration. A few mages instead see concentration
like a lens, focusing Supernal truth. While this interpretation can bolster a
spell, it also leaves the mage open to disruption until she completes her
spell.
1.
Concentrating on an effect provides 2 extra dice. If the mage is hurt or
takes a non-reflexive action while the spell is active, it ends immediately.
2.
A deviation of this Yantra Type is the Combat Casting Merit which grants the
maneuver All-Out-Cast which
sacrifices Defense for +2 to spellcasting in combat. This only works in combat and is limited to a
single Action turn.
-
Mantras (+2)
(aka Glossolalia, Speaking in Tongues, or The High Speech) - High Speech
is both a language and not a language, a description that is the thing
described. Though even mages hear it as gibberish, its Supernal nature ignores
the Fallen idea that the map is not the territory. As such, a mage uses High
Speech to intone her imago, describing the change that she wills and thus
making that change real. As a means of changing the world it is flexible — it
requires no external props nor ongoing concentration — but it requires her to
speak the words out loud. It’s not enough to coop them up within the mage’s
mind, she has to express her desire so the Lie can hear it. As a Yantra, High
Speech is very versatile. Almost every mage knows enough to declaim her control
or dominance over a subject. She can repeat the words over and over again as
she casts to build up a defense. It is however not subtle. She cannot work
words of High Speech into a normal sentence to compel a listener to her will.
The metalanguage of the Supernal cannot hide in the shallow grammars and
inflections of the Lie.
1.
Vocally intoning her imago confers a 2-die bonus.
2.
As it takes time to speak the words, she cannot use
any Yantra reflexively when using High Speech — every Yantra including this one
adds a turn to the casting time.
3.
Adherents of various beliefs prefer different forms of
High Speech. Some mages do not really think of it as a separate form of speech
at all but a way of speaking that conveys innate wisdom. Other mages practice
High Speech as a form of poetry; certain phrases and images comprise the language
of the Mysteries. Mages of the Mysterium have studied these variations and
boiled them down to three forms of oral High Speech. Regardless of culture or
preference, every mage can use and understand every form. Mages
may have to make an Intelligence + Occult to discern that a form is being used.
a.
Accented - The Accented
form is superimposed on normal speech. The mage speaks a chosen language with
particular inflections so that it acts as an occult “carrier wave” for the
hidden “code” of High Speech. Mages using this form appear to be speaking
normal words in a strange accent. The cadence, tone and associated body
language convey the magical import of the language. This makes it seem
strangely accented (and often archaic) to Sleepers. Sleepers can repeat these
speech patterns to repeat the “secret codes,” and other mages and beings who
look for High Speech (such as ancient Artifacts, spirits and tomb guardians)
will understand. The speech in the carrier language does not have the same
meaning as that conveyed through High Speech accent, but Awakened witnesses can
easily discern the secrets so conveyed. Mages who come from cultures that
especially honor a living language prefer this form. It is sometimes called the
Awakened version of a language (“Awakened Japanese,” for instance). Users often
believe that it is the true form of High Speech
b.
Classical - Classical
High Speech is the form favored by those who call the Awakened City “Atlantis”
— that is, the largest share of the world’s mages. This is well described in
Mage: The Awakening (pp. 54 and 117). It’s an exotic language with its own
vocabulary that sounds like babble to Sleepers. Literate cultures with an
ancient heritage tend to promote this form especially if the early languages of
their traditions (such as ancient Greek and Latin) are no longer spoken as
common tongues.
c.
Poetic - Neither a
matter of pronunciation or accent, Poetic High Speech is a matter of imagery
and enigmas. The Poetic form is a vocabulary of images and symbols that can be
expressed in any language, along with a meter that binds it into memorable
performance. These signs and phrases evoke the necessary meanings in a mage’s
mind, but not a Sleeper’s. Only mages have the necessary backgrounds to
recognize a metaphor for the High Speech word for a magical operation.
Furthermore, similar to Accented High Speech, Poetic High Speech recalls
distinct rhythms and tones, binding the Poetic form into a cohesive form of
magic and communication. Cultures with a powerful oral tradition tend to produce
mages who use this form. They are more than willing to embrace the rhythmic
conventions and the thousands of symbols that they must use.
d.
Atlantean
(Extended High Speech) – This extremely rare form is the actual language of
the kingdom of mages of the 3rd Age.
Intensive study and journeys to countless temples and ruins have
uncovered the secrets of this long day language. Whereas High Speech is more like formulas and
syntaxes, this is the complete language.
Unfortunately, the mage using it gets no further benefit, most of the
words no longer hold any power.
-
Somatic
Correspondences (Mudras) (+1) - Somatics are Supernal mnemonics
taught by the Orders that draw on skills and knowledge of the Fallen World,
cast through the Order’s philosophy. Creating mudras is part of defining a
rote, codifying the structure of magic in the symbols of the Lie. Also called “Mudras”
these gestures come in many forms — Buddhist Libertines may use zazen, while
the Arrow may tense specific muscles in a set pattern, and Guardians use
specific rhythms of walking and representative hand gestures. Each rote is
unique to the mage who created it — some encode specific symbolism into the
positioning of individual fingers to allow a student to form his own mnemonic;
far more present a paternalistic approach that teaches the mudra and the magic
without an intervening step to consider the actions’ meaning.
1.
Performing
Mundras to cast Rote spells is required for the Rote to work.
2.
Using a rote’s mudra adds the user’s rating the rote’s
encoded Skill to her dice pool. If the Skill is one of her Order’s specialized
rote skills, she adds an extra die
3.
Taking an extra turn to work in improvised Mudras into
your spellcasting can add a +1 Bonus.
4.
Gesture Lore (Supernatural Merit: • to
•••••) Requires Dexterity 3 and
Occult 3. Each dot allows the Mage to
pick a type of the Mudra types below.
They can reverse engineer rote they know and translate it into the Mudra
type he acquired from the merit. They
may teach the Rote in a new way or convert their present Rotes into a new style
over time.
5.
There are
multiple styles of Mundras, including ones associated with each Order.
a.
Asana - An asana is
a static body posture. Unlike mudras, asanas leave the hands free (they do not
require the hands to be in an exact position) but otherwise prevent free
movement. Characters using asanas cannot
run or apply their Defense to attacks. The classic asana is a yoga posture, but
functional asanas can be found in Chinese qigong, still moments in Javanese
theatre and the poses of ancient Greek and Egyptian statues. For practical
reasons, these are usually limited to extended castings.
b.
Darshana - Darshanas
are particular gazes and facial expressions. In Mage: The Awakening (p. 126),
these expressions are described as “facial mudras,” and they can be understood
as such (though in conversation, scholarly mages prefer a more precise term).
The role of facial expressions in Polynesian societies is discussed in Mage:
The Awakening, but stylized face gestures are common to Japanese martial and
theatrical traditions as well. Expressions might imitate ancient masks, such as
those found in African or Greek rituals.
c.
Order Mudras
- a mudra is a gesture that occupies one or both hands, as described in
Mage: The Awakening. Mudras can be as simple as a sincere genuflection or as
complex as the kuji-kiri (“nine cuts”) practiced by Japanese priests and
hermits.
i.
Guardians of
the Veil – most Mudras are very subtle and may look like normal
gestures such as adjusting one’s glasses or buttoning a coat, twitching an
eyebrow.
ii.
Adamantine
Arrow – most Mudras tend to be kata or martial arts forms. This forms the foundations for Adamant Hand.
iii.
Mysterium – These
Mudras tend to be dramatic and full of occult symbolism and traditional finger
waggling and wand pointing.
iv.
Silver
Ladder – These Mudras tend to invoke authority and are bold,
invoking divine lordship and commanding attention.
v.
Free Council
– These Mudras tend to overlap with modern society and Technology. Maybe they tap something out in binary
machine code or whistle in tonal response patterns.
vi.
Seers of the
Throne – All of the above, depending on their Ministry.
d.
Nata: Nata is a
form of ritual body movement, such as a devotional dance or a martial arts
routine. Mages using nata can usually vary the routine enough to protect themselves,
but not to pursue a fleeing enemy, pick up a weapon or perform other free
actions related to objects or moving in reaction to anything less than an
immediate threat to life and limb. Rote dancing through the nata is almost
universal; even “scientific” approaches to a rote recognize the biofeedback
potential of certain movements.
e.
Pranayama - Pranayama is the subtlest “gesture.” It focuses
on breath and internal contemplation instead of an outward form. Taoist
cultural roots treat the body as a microcosmic model of all Creation; breath is
a pulse of power through the self that links it to stars, planets, mountains
and rivers. Other cultures admonish students to “return to breathing” to
remember the original source of power, while some cultures link specific
breathing techniques to complex images, colors and occult achievements.
Pranayama can be used while moving, but not be used in conjunction with any
form of speech. While pranayama is subtle, it’s incompatible with High Speech.
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