((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Chronicles of Darkness - Mage: The Awakening (Fallen World Chronicle)
Chronicle Storyteller: Jerad Sayler
Borrowed & Edited from Original Posting in 2009 in LIFE
AND TIMES OF A PHILIPPINE GAMER: Gaming in the Third World at: https://philgamer.wordpress.com/category/roleplaying-games/world-of-darkness/mage-the-awakening/mage-the-awakening-101/))
THE 13 PRACTICES:
In Mage: the Awakening, mastery of the 10 Arcana are
subdivided among 5 “tiers” of mastery.
Mechanically speaking, having a certain dot rating in an Arcana permits
the Mage character access to certain Practices related to that Arcana. The more dots a Mage character has on a given
Arcana, the more the Mage is able to do with it.
This list of Practices highlights the inherent flexibility
of Mages. Rather than having a set
ability per dot like in most other powers available to the supernaturals of the
World of darkness even just a single dot opens the door to a host of
interesting and useful effects.
The following list provides a rough backbone to the next
series of articles discussing each of the Arcana in turn, and the kind of
spells that a Mage can come up with given each dot rating. Take note that when a “phenomena” is
mentioned, it refers to any number of specific effects that could potentially
fall under the purview of a given Arcana.
For example, Forces could control phenomena such as fire, sound, light
and other kinds of forces.
1 Dot: Initiate O
- Gain knowledge and understanding of phenomena.
(Practice of Knowing)
-
Elementary manipulation of phenomena, enough to
activate and/or impart direction. (Practice of Compelling)
-
Gain sensory perception of phenomena (Practice
of Unveiling)
2 Dots: Apprentice OO
-
Exert elementary command and control over
phenomena (Practice of Ruling)
-
Conceal, camouflage or hide phenomena from
scrutiny (Practice of Veiling)
-
Protect a target against attacks by providing
points of Armor. (Practice of Shielding)
3 Dots: Disciple OOO
-
Alter the capabilities or functions of phenomena
(Practice of Weaving)
-
Injure a target (Practice of Fraying)
-
Fortify, bolster or improve phenomena (Practice
of Perfecting)
4 Dots: Adept OOOO
-
Transform phenomena into a related phenomena or
shapes, or replace capabilities or functions with different ones. (Practice of
Patterning)
-
Significantly injure a target (Practice of
Unraveling)
5 Dots: Master OOOOO
-
Create Phenomena (Practice of Making)
-
Destroy or mutilate a target (Practice of
Unmaking)
DEATH:
Introduction:
Death
is a gruesome and terrible Arcanum. With it, a mage can exert control over that
most primal and frightful of mysteries. Ghosts and the dead fall under the
purview of this Arcanum, as does the health of the soul.
Those who delve
deeply into the Mysteries of Death are often (though not necessarily) morbid
people, given to considerable introspection regarding mortality, decay and
endings. Many such individuals had too close a brush with their own mortality
at some point. Out of fear (or disdain), they attempt to master the very
metaphysical constant responsible for claiming those whose time has passed,
seeking to define the limits of their own existence rather than being subject
to the whims of a cold and impersonal universe. Like the Arcanum they pursue,
such mages tend to be subtle, owing much less (despite what others might think)
to bad horror movies and heavy metal than to a pervasive, cold and clinical
outlook on Creation, one in which they have already perceived the destiny of
everything and flensed away their fear in the crucible that is the knowledge
that all things must die in time.
The Death arcana is by far one of the most esoteric, and
misunderstood of the ten Arcana. In
order to fully comprehend its scope, it is necessary to understand Death as it
is defined in Awakened metaphysics. To
mages, the function of Death is to be an anchor to one’s material existence,
while at the same time being the means to release a soul to continue its
journey towards the Supernal Realms.
Furthermore, shadows are considered to fall under the Purview of the
Death Arcana, instead of being the absence of light as it is understood in
mortal physics. Shadows are the
“Element” of death, a material reflection of the weight of inevitability that
draws all things to decay. Another
important distinction of Awakened metaphysics regarding Death is that ghosts
are not “beings” per se. Instead, ghosts
are mere emotional residuum, hollow imprints of a soul that has passed on.
Arcanum Levels:
Death is a tricky arcanum to get used to, but it can be
useful for a number of interesting effects.
Among the phenomena that fall under the purview of the Death arcanum
are: Darkness, death, decay, ectoplasm,
enervation, ephemera, ghosts, soul handling, soul stealing, Twilight, the
undead, the underworld.
Usage & Tips:
At early levels of mastery, the usefulness of the Death
Arcana is not immediately apparent. At
the Initiate level of proficiency Death is already a fine choice when it comes
to investigative uses. Being able to
accurately determine a corpses cause of death with just a glance will save
time, and the ability to call upon the ghost of the departed for an interview
are just a few of the ways that a Death mage can get important, firsthand
information even before the CSI get to unpack.
Should stealth become necessary, a Death mage can sculpt and
modify shadows drawing them close to provide concealment bonuses for both in
the approach, and in the event of an unexpected firefight. Investing in a Death Arcanum Mage Armor spell
is always a good idea, and if the Death mage is amiable enough, he might
already be able to assemble a small group of allied ghosts to serve as backup.
Moving on towards the Disciple and Adept level, the Death
Mage gains the ability to apply more… direct methods. Raising a few zombies, summoning shadows
where there shouldn’t be any, and shattering the enemy’s weapons becomes
possible at this point. Being able to
rob an opponent of their tools, vehicles and weapons provides an excellent
tactical advantage. Being able to boost
a numerical advantage by hauling a few dead friends is also a good idea.
In terms of direct damage, the Adept level ability to
literally rot an opponent’s body is nearly unmatched when it comes to
shattering morale. It’s hard to keep
even hardened criminals from panicking when they see someone’s face putrefy in
front of them. While terribly Vulgar,
sometimes just one spell is enough to swing the tide of a fight to make the
enemy reconsider their assault.
Finally at Master level, the Death Arcana is almost a
substitute of Prime in the sense that it can “Kill” any spell that the mage can
perceive, as well as traveling into the Twilight realm without the need of a
gate. In Twilight and the Underworld,
the Death Mage is practically king, capable of reshaping Ephemeral substances
to forms pleasing to him, transforming loyal ghosts into forms only limited by
the imagination.
Recommended Rotes:
Speak with the Dead
– The Mage’s primary weapon is information, and being able to gain knowledge
from the dead is a valuable asset
Destroy Object –
Sometimes you just need to break something that belongs to someone else… like a
gun pointed to your head, or the car that’s chasing after you.
Summon Shadows –
The ability to call up a physical object made out of shadow in a specific shape
or form is more useful than it may seem at first glance. Erecting temporary barriers, solid objects
with no complex parts like a shovel, or even a ladder to scale walls are among
the number of fun shapes that it can take.
Enervation – The
ability to drop an enemy’s strength to next to nothing is a great way to
neutralize an opponent without killing them.
FATE:
Introduction:
Understanding the Arcanum of Fate grants its practitioner
the ability to manipulate the threads of destiny, creating good or ill fortune,
binding oaths, blessings and curses.
Those who study Fate come to understand the intricacies of
fortune, seeing with clear sight the interconnection of the threads that bind
all cause and effect within Creation. Those with powerful destinies (or none at
all) stand out to even the most elementary Fate Arcanum perceptions, while more
complicated fortunes sometimes require more of a discerning eye.
Mages who devote themselves to the understanding of the Fate
Arcanum are usually the sorts of people who would rather know “why” rather than
“how.” Many of them enjoy a good mystery and consider feelings about things to
be just as important, if not more so, than so-called “hard facts.” Sometimes
mages who wish to discern the vagaries of Fate do so out of an implicit faith
in destiny, while others do so out of a blatant distrust in that nebulous
constant. Those who submit themselves to fortune are often easygoing and
carefree, with the confidence born of knowing, and more importantly accepting
that what is meant to be, will be. Those who rail against fortune are usually
driven and unhappy people, too concerned with shaping their own role in the
future to admire the beautiful complexities of Fate.
The Arcanum of Fate enjoys the reputation of being one of
the most difficult to understand.
Perhaps it is because Fate is not the arcanum of absolutes, but rather
the arcanum of possibilities, chance and luck.
Fate cannot predict nor perceive the future nor the past, but what it
can do is to nudge the probability of something happening to favor a chosen
outcome. Fate is the arcana of
conditions, trying certain themes to subjects should they behave a certain
manner, a virtuous soul who continues to be so may be blessed with good
fortune, while a cruel person will find themselves cursed with ill luck. To become a practitioner of Fate magics is to
manipulate destiny, create good or ill fortune, forge binding oaths and levy
blessings and curses.
Arcanum Levels:
Fate is a potent arcana that has a host of effects that can
be of use in almost any situation. Among the phenomena that fall under the
purview of the Fate arcanum are: blessings,
curses, destiny, fortune, oaths and probability. The following is a general
list of effects that a mage can pull off with varying degrees of mastery of the
Fate Arcana:
Usage & Tips:
The Fate Arcanum is one that requires a mindset of an author
coupled with the cunning of a trickster.
At early levels of knowledge, the Fate Arcanum is one of small
coincidences, and “meta” knowledge. With
it, the Fate mage can discern who the “players” are of a given situation, such
as identifying those who are fated to be involved in a given endeavor. The Fate mage learns to stack the odds in
their favor, ensuring in many little ways that things will go their way.
As the Fate mage gains greater proficiency, they are not no
longer mere spectators. Capable of
enforcing conditions, they are now capable of changing the rules of
destiny. Fate might not seem as capable
as the other Arcana, but it is one that is fraught with multiple ways to stray
from the path of Wisdom. A vengeful Fate
mage can curse his enemies with lives of abject misery that can make the cast
of Les Miserables seem like a cheap comedy by comparison.
When used properly however, the Fate Arcana can
single-handedly change people’s lives for the better. A reformed ex-convict might find that his job
prospects are suddenly better, or perhaps a children abused by a wicked
stepmother find salvation from a seemingly random happenstance that delivers
them from their suffering.
Towards the end of the scale of power Fate is truly
frightening. More than any of the
Arcana, Fate is one that can run roughshod almost nearly anything. It lies with the GM to decide if certain uses
(or abuses) of Fate should count against a mage’s Wisdom. Almost everything in the top level also counts
as a Vulgar effect, as a Mage does not merely command a given subject, nor harm
it, but can single-handedly dictate the very themes that rule over a subject’s
life.
Recommended Rotes:
Quantum Flux –
Being able to “aim” an action is remarkably beneficial for the daredevil mages
that find themselves in tricky situations.
Exceptional /
Superlative Luck – The mechanical benefits of the 8- and 9-again rolls
can’t be overlooked.
Lucky Coin –
Given man’s dependence on tools, having a lucky object can solve many problems
without having to resort to Vulgar magic.
FORCES:
Introduction:
This is the Arcanum associated with light, heat, energy and
the animation of the universe, the patterns of power that make the worlds to
move in their orbits, stars to burn, and the cohesion that binds the cosmos
together. It is a primal, powerful Arcanum, well suited to those with assertive
overlooks on the world and who are confident of their own preeminent place
within it.
Those who master the Arcanum of Forces command storms,
droughts, tides and even the power of the atom. Forces is perhaps the most
“classical wizardly” of the Arcana. With Forces, a mage can summon fire from
his fingertips, overcome the power of gravity to take flight, levitate objects
and even people with the power of his will alone, conjure up both darkness and
light or cause the very earth to tremble.
Those who seek to control this Arcanum are often unsubtle people, energetic
and boisterous. They laugh heartily, weep openly and otherwise express
themselves with honesty and passion in all things.
The Forces Arcana is usually the first thing that comes to
mind whenever the average person is told to think of mages. Hurling lightning bolts and fire, commanding
the very weather… all these are possible, but Forces is an arcanum that goes
beyond just flashy displays of power. To
some mages it is this arcanum that is the hallmark of the mage’s place in
reality, where even the very forces of nature bow to the superior will. To others, it is the arcana that ultimately
demands the most discipline and wisdom from a mage, a true test of what kind of
person they are by virtue of how they exercise its power.
Arcanum Levels:
Of all the Arcana, Forces enjoys the infamy of being one of
the most difficult to use without incurring Paradox. Vulgar effects are easy to come up with, but
covert applications of Forces are equally valuable, if more troublesome to
conceptualize. Among the phenomena that
fall under the purview of the Forces arcanum are: Electricity, gravity, kinetic energy, light, physics, radiation, sound
and weather. The following is a
general list of effects that a mage can pull off with varying degrees of
mastery of the Forces Arcana:
Usage & Tips:
The Forces arcanum is the Really Big Stick of the 10
Arcana. Therefore, it becomes crucial
that the Forces mage exercise his own cunning, and subtlety and milk the Forces
arcanum for all it’s worth. Anyone can
fire a gun, but it takes skill to learn how to shoot with any real
accuracy. At the early levels of control
over the Forces arcanum, the Forces mage remains at the top of the heap when it
comes to information. Sonar, infrared spectrum
and even the ability to sense movement in the wind are all open options for a
Forces mage to get a lock on his opponents.
Add the fact that the mage is also able to tune in to certain
frequencies, little tricks like listening into someone’s cellphone
conversations becomes a trivial matter.
Forces eventually evolves to battlefield control, developing
various abilities to render opponents unable to function normally as light,
sound and even radio communications are disabled. A clever forces mage can cause much havoc
among his targets by simply screwing around with the electricity of their home
or base. And should all consideration
for Paradox fly out the window even a Disciple level Forces mage is a walking
bomb, capable of laying down some truly righteous punishment.
This scaling doesn’t get any lighter with the advancement
towards Adept and Mastery. At this
point, harming someone becomes trivially easy, and large scale damage via
earthquakes, weather disturbances and explosions are all under the purview of a
vengeful Forces mage.
Like in any fight, the Forces Mage entering combat is better
off setting his own pace. Depriving the
enemy of information, both electronically and through his senses by making sure
that the room is completely dark and silent are two ways to start off on the
right footing. Once you’ve established
surprise, it’s a simple manner of indulging one’s inner sadist. Don’t bother with monologues, though, go in
quick, do the deed, and embellish the account later.
Recommended Rotes:
Tune In /
Transmission – The ability to intercept and (later on) modify electronic
transmission is remarkably handy in this information age. Radio signals, Cellphone conversations and
even bluetooth and wi-fi signals are all at the mercy of these rotes.
Call Lightning –
One of the few direct damage spells that fall under the category of a Covert
spell, Call Lightning is also useful for time swhen you don’t want to be nearby
when the target goes down.
Personal Invisibility
– It doesn’t take a genius to figure out the countless ways that personal
invisibility can come in handy. Forces
can also be improvised to make heat sensors and motion sensors fail to register
the presence of a mage.
LIFE:
Introduction:
Life is the Arcanum of vital animation, that elusive spark
that separates biological matter from base materials. It encompasses everything
from viruses and bacteria to the most complex plants and animals. With the
power of Life, a mage can cause or cure sickness, mend grievous injuries, and
even create life forms from nothingness. She can bolster her own physical
capabilities to levels far beyond those found in nature, or change her
appearance (from superficial features to such inherent characteristics as height,
weight, build, age and even gender) in whatever way she desires. The processes
of life can be halted, accelerated, reversed or otherwise altered.
Mages who endeavor to master the Arcanum of Life are often
one of two kinds of people. There are those who embrace the manifold splendors
of the living world, who are so enamored with it that they are compelled to
pursue its mysteries and thereby grow closer to it. These sorts of mages tend
to leap headlong into both the best and the worst that life has to offer, with
a fervor usually matched only among those who seek the secrets of Forces. The
other kind if mage is driven to control, to impose order upon the great
randomness of the living world. Unsatisfied with the existence of patterns she
cannot see, this type of willworker wishes to become like a god, so that she
need never again be subject to the unpredictable happenstance of sicknesses or
pain.
Of all the Arcana, it can be argued that Life is the one
that all of us should be intimately familiar with. After all, it is the very magic by which we
exist. Life is composed of the manifold
processes that govern our state that differentiate us from a corpse. We’re made of the same stuff, but we live,
while the corpse is just an object.
However, to understand Life is more than just to comprehend
the processes, but also to pay attention to the minutiae. Life is not just about our bodies and their
functions, nor is it just about shapeshifting into various animals, but understanding
the biochemical relationships of bodily functions to influence behavior and
even emotions. A master of Life could
seduce someone as easily as one with Mind can by appealing to the baser appeal
of stimulating the proper release of chemicals that can dull the intellect and
override higher thought with sheer primal need.
Arcanum Levels:
Life is a varied arcanum, capable of effects both great and
small, but all of which are significant.
Among the phenomena that fall under the purview of the Life arcanum are:
Disease, evolution, healing,
metamorphosis and vigor. The
following is a general list of effects that a mage can pull off with varying
degrees of mastery of the Life Arcana:
Usage & Tips:
Review your biology textbooks. As simple as that sounds, a refresher course
in basic biology and biochemistry can go a long way to developing a greater
appreciation for the wonders of this arcanum.
Even as the lowest levels, the Life arcanum is already
useful. Knowing how to identify and
cultivate certain strains of bacteria or viruses can be rather helpful if you
want to inconvenience or remove a mortal from a situation. Security guard in the way between you and
your target? Amoeba strains in his
sandwich, and a few minutes of waiting until it screws over his digestive
system will do the trick. Say a given
corporate drone has information you need?
Give him a fever so that he has to go home from work early and catch him
in his commute. Even just being able to
sense where other living beings are in an area can be remarkably useful, especially
when sneaking around.
At higher ranks, Life puts aside the kid gloves and the
brass knuckles come on. Growing certain
features from animals and insects can come in handy, even if it might be gross
to grow antennae or even insect-like pads to crawl up walls. Taking control of various animals to become
your minions is pretty crass, but useful for the right situations. Heck, just simply causing heart attacks and
epileptic seizures is remarkably easy for a focused Life Mage.
Recommended Rotes:
Sense Life –
Having your own little life radar is always handy, especially when you’re
creeping around or you’re in a firefight.
Self-Healing –
Healing damage? Yes please.
Healing Heart –
Healing your teammates? Definitely. If anything it’ll make sure that they keep
you from the worst of the firefight.
MATTER:
Introduction:
Matter is an Arcanum concerned with lifeless material, the
building blocks of the world. Through use of this magic, a mage gains control
over raw elements and complex alloys alike. The Matter Arcanum encompasses
everything from a simple puddle of water, to a chunk of uranium, to a plank of
wood, to the most intricately structure polymer.
Those mages who set out to control the enigmas of Matter are
often not what others would consider people-friendly.” Many enjoy the static
predictability of base materials, as opposed to the rampant chaos engendered by
primal energies or living beings. These individuals are often as reliable as
they are routine-oriented and many of them are capable of seeing beauty in places
that others simply don’t know to look. They prize solidity, stability and
conformity and a good number wish that human beings were as readily pliant as
the objects with which they work (a condition they believe would make the whole
world a much easier and more rewarding place to live).
As a counterpart to Life, the Matter arcanum deals with the
nonliving portion of the world that isn’t classified as an energy, as that
falls under the Forces. All forms of
matter, from simple base elements to the most complicated alloys can be created
by a sufficiently capable Matter mage.
The Matter mage enjoys having an intimate knowledge of various materials
and their compositions, as well as their properties. With the help of transmutation and alteration
of either the composition, state or attributes of a given material, a Matter
mage is capable of coming up with a solution to almost any situation.
Of all the Arcana, Matter benefits the most from knowledge
of Chemistry and a little bit of engineering.
Knowledge of basic interactions of various chemicals (such as the
explosive results of putting pure potassium in water,) can be a lifesaver as a
Matter mage begins to make the necessary alterations to change the
environment. While direct damage spells
are possible with this Arcana, Matter is better utilized as a tool rather than
a weapon. Battlefield superiority and
dominance are the key elements of a Matter mage in combat.
Arcanum Levels:
Much like Life, Matter is an Arcana that is ever
present. Unless a mage is in truly dire
circumstances, there’s always a means to get a hold of something that Matter
can affect, even if it means plucking out hairs and transmuting them into
copper wire. Among the phenomena that
fall under the purview of the Matter arcanum are: Alchemy, Elemental Air, Elemental Water, Elemental Earth, Shaping and
Transmutation. The following is a
general list of effects that a mage can pull of with varying degrees of mastery
of the Matter Arcana:
Usage & Tips:
As I mentioned earlier, a good grasp of elementary grade
chemistry goes a long way to helping a Matter mage. Furthermore, it’s also always good to
remember that almost everything that’s been manufactured these days is made up
component parts… which means that disabling them is actually that much easier
since you don’t have to stop all of it, just the important stuff.
The earlier levels of Matter are subtle but no less
effective. Alter conductivity alone can
short out an entire building’s power, or render electronic devices (like
explosive detonators) useless without having to resort to more powerful spells
like transmuting the plastic explosive to modeling clay.
Preparation is key for Matter Mages of Disciple level, as
they can go in fully geared, with bulletproof clothing, an hyper-accurate guns
loaded with armor piercing bullets. If
mankind is defined as a tool-making animal, then the Matter mage is the perfect
ideal as all his tools are at peak performance.
Upon hitting Adept level however, the Matter mage can be
downright vulgar with it’s effects, transmuting a room’s air into a flammable mix of oxygen and methane
gas, for example, is perfect for taking out a target who likes to have a cigar
while reading a good book.
Recommended Rotes:
Alter Conductivity
– Stop cellphones, kill car batteries, terminate computer processes, and halt
pacemakers… conversely, you can also grant conductivity to wooden floors, car
seats or even that kevlar armor that your opponent is wearing while your cabal
mate readies his Call Lightning spell.
Alter Accuracy –
My tool is better than your tool. This
rote enhances a simple tool or weapon to do it’s job better, whether it’s to
repair things, or cut people. Note: This
rote doesn’t work on complex objects, so Alter Accuracy won’t improve your
guns.
Transmute Earth –
Being able to change a type of solid matter into another common solid is a
godsend. While certain transmutations
might be trickier, changing a sheet of metal to glass is a good way to break
into places. Likewise turning a rubber
car tire into stone might be just the thing to ruin someone’s potential
getaway.
MIND:
Introduction:
This is the Arcanum used to connect with the Universal
Consciousness shared by all beings possessed of thought: humans, animals,
spirits and anything capable of in any way distinguishing between itself and
its environment. This is an Arcanum of thoughts, dreams, emotions, motivations,
memories, primal instincts, elevated precepts and ideas. Those who seek to
master Mind attempt to grow closer to the unity of thought shared by all
intelligent life, turning their mystic will inward, there to discover the
simple truth that all Creation exists only in the eye of the beholder.
Mind is an Arcanum for those who are introspective without
losing themselves in self-important reverie, and also outgoing, but not to the
point of being incapable of useful reflection. Mind Arcanum mages are
interactive sorts of people, whether that interaction takes the shape of social
dealings or intense contemplation of a rich and vibrant inner life is
immaterial. Surprisingly few of these individuals ignore the physical in favor
of the cerebral, employing a well-balanced approach to existence. There
certainly are no few seemingly half-mad ascetics out there, though, who deny
the needs and desires of their “crude terrestrial forms.” Of all the different
types of mages, those who pursue the study of Mind are the most apt to change
radically as they grow in understanding, becoming open to avenues of thought
literally unfathomable to them previously.
The Mind Arcana is at once the most simple yet one of the
deepest Arcana that the Awakened command. This is the Arcanum used to connect
with the Universal Consciousness shared by all beings possessed of thought:
humans, animals, spirits and anything capable of in any way distinguishing
between itself and its environment. This is an Arcanum of thoughts, dreams,
emotions, motivations, memories, primal instincts, elevated precepts and ideas.
Those who seek to master Mind attempt to grow closer to the unity of thought
shared by all intelligent life, turning their mystic will inward, there to
discover the simple truth that all Creation exists only in the eye of the
beholder.
The Arcanum Levels:
The word Toolkit pretty much sums up the Mind Arcana; while
Mind might not be as blatantly reality changing as Time or Fate or as flashy as
Prime or Forces, canny use of Mind will ensure that one is never bereft of a
solution to any given problem. Mind can be a sphere of contradictions that
despite its seemingly limited purview it is a sphere that seems to find
application in nearly every situation. Purview:
Communication, hallucinations, mental
projection, mind control, telepathy.
Usage and Tips:
Mind can best be termed as a two faced Arcana in that,
paradoxically, despite thematically being a subtle sphere it is also at once
one of the most blatantly powerful even when applied at its crudest form and
even far more insidious when employed with care and planning. It grants the
wielder both superhuman prowesses while simultaneously the defenses against its
avenues of attack are few and far between.
At the Initiate level the Mind grants the Mage capabilities
that already put him nearly on par with the world’s greatest thinkers and
negotiators, allowing him sense minds in his presence and to read people like
an open book, thus shielding him from treachery and deception, as well as
accomplishing twice the cognitive output of what most mortals can do at any
given time.
Upon reaching the Apprentice and Disciple levels the scope
of a Mind Mages power balloons sharply into a wide variety of effects that
afford him unparalleled versatility. Aside from being able to manipulate people
in subtle and limited ways, such as rendering oneself invisible to others,
removing their ability to remember, changing their emotional states or even
suppressing their morality or disbelief, the Mage attains the ability to
transcend mortal limitations. He may now call upon any skill or attribute he
deems needed for any given situation he might face even if he would normally
not have such traits. The Mage also gains valuable combat capabilities upon
attaining this level of proficiency, allowing him to project bolts of psychic force
as well as protecting himself from harm, both physically and psychically, using
a variety of capabilities. More or less at this level, the Mage has gained
access to his bread and butter spells that would allow him to handle most any
situation he comes across.
The Adept and Master expand the mage’s capabilities into the
realm of comic book iconic psychics such as Jean Grey and Professor Xavier. The
Mage is now able to force his will upon others, compelling them to do anything
and everything he desires even to the point of suicide, he is able tear open
their memories as well as rewriting their personalities at will, turn them into
savants or reduce them to idiots and even send them into a coma. In the truest
expression of mastery, a Mage of the Mind can even, out of quintessence and
sheer willpower, give genesis to new consciousness shaped at his whim.
Recommended Rotes:
Diplomat’s
Protection: Psychically compels others not to attack the mage unless the
mage starts the fight or they have enough resolve to overcome the spell’s
potency. Even then the spell provides an Armor rating to the Mage that is not
capped by any value, allowing the mage to potentially rack up awful levels of
protection on an extended cast.
Gain Skill:
Allows the player to have or increase ANY skill up to his Mind rating for a
scene.
Mental Process:
Turns any skill roll for a mental or social skill into a Rote Action (allowing
the mage to re-roll any dice that don’t come up successes once).
PRIME:
Introduction:
Prime is the light that burns without heat, the energy that
defies description. It is the power that courses through all things in material
existence and which serves as the skeleton on which all willworkers hang their
magic. Prime is an Arcanum of mystic power, named for the prima materia, the
Supernal substance. Thus, it is often practiced by those who would seek to
possess mastery over the subtle and otherwise largely unquantifiable substance
that serves as mages’ medium.
Awakened who concentrate on Prime tend to be passionate,
though they are often driven to loftier ends than the majority of people:
self-mastery, understanding of Creation and enlightenment. These sorts usually
have an intense drive to understand the “whys” and “wherefores” of reality.
Some have their curiosity satisfied merely by learning answers to their
questions, while others capitalize on knowledge to control what they understand
now. Many Prime willworkers have a particular lust for life, an energy that
impels them to be ever active, moving forward toward some objective (which need
not be easily quantifiable).
Prime is the Arcanum of manipulating the stuff of magic (and
reality) itself. It is, in many ways,
the most difficult of the Arcana to comprehend, as it deals nearly exclusively
in phenomena that are alien to mortal experience. Whereas mortals understand (even at an
elementary level) the workings of Matter and Life, and experience the passing
of Time and understand the concept of placement in Space, only Mages gain the
necessary means to perceive the mystic workings of Prime.
This perception and understanding isn’t limited to magic, as
Prime mages also become keenly aware of what makes an object seem more
“real.” With this, they are capable of
forming illusions and other effects that mimic reality enough to fool or
outsmart their opponents. Clever Prime
mages also find means to disguise their spells, sometimes altering the
resonance of a spell to appear to belong to a different Arcana, fouling up any
attempts to counter the spell in time.
Arcanum Levels:
Mages come to understand that mastery of Prime is mastery
over the very stuff of magic. By
manipulating the source of all energies that other Mages pull on to cast their
own spells, a Prime mage can easily nullify spells being woven by other mages,
or imbue normal items with magical properties.
Among the phenomena that fall under the purview of the Prime arcanum
are: hallows, illusions, magical
imbuement, mana, resonance and tass. The
following is a general list of effects that a mage can pull off with
varying degrees of mastery of the Prime Arcana:
Usage & Tips:
Prime is a subtle Arcanum, but it can still surprise you now
and then. Majority of Prime’s effects
deal directly with phenomena that matter strictly to mages, with the best Mage
Sight spell, as well as the best means for a Mage to disguise oneself as an
ordinary sleeper. Prime is not an
Arcanum for those who like big flash effects, like growing claws, or hurling
fireballs. A Prime Mage must understand
that like in all magic tricks, Prime’s greatest potential lies in two primary
actions: Dispellation and Illusion.
A sufficiently sneaky Prime mage is a horror to most
others. By concealing his resonance, a
Prime Mage usually flies under the radar of some of the most paranoid of other mages. Working swiftly, the Prime mage can also
strip other mages of their abilities, getting rid of wards and other spells,
making other mages much softer targets.
The ability to create Phantasms are also pretty useful. Whether it’s just for a diversion, or if you
need something right away, being able to pull a weapon or armor out of nowhere
(with good durability once you become an Adept) means that Prime Mages are
never really caught unarmed. When
combined with the other Arcana, Prime is capable of remarkable feats of
enchantment as objects are imbued with other spells.
Recommended Rotes:
Dispel Magic –
While this requires that the mage have at least 1 dot in each of the Arcana of
the target spell, the ability to undo long duration spells is pretty handy.
Counterspell Prime
– I can’t imagine playing a Prime mage without this as a rote. Counter any spell without the need for having
a dot in all the arcana of a spell. This
is a potential lifesaver.
Imbue Item –
Being able to bestow an item with a spell that the wielder can use is another
good option for those who prefer to be tinkers and craftsmen.
SPACE:
Introduction:
Space is the art of connection, of the ties between things,
the illusion of distance and the means by which one traverses all of reality
with a single step. It is an Arcanum for travelers, trailblazers, heralds and
all those who seek to dispel ignorance and replace it with knowledge, even if
only for their own sake. Space illustrates the ties between people and things,
an Arcanum of sympathy, contagion, emotional bonds, roads and doorways.
To the mage versed in Space, spatial extension is an
illusion; all points are one. The willworker is capable of traveling without
moving by navigating the illusion of distance with acumen unknown to mundane
human beings. Likewise, he can extend his senses far beyond the range of the
natural, listening to what goes on in a home two towns over, watching what
unfolds in a particular restaurant in Tokyo while he is in Cleveland. He could
even, with the right combination of other Arcana, hold a conversation with a
person 10,000 miles away as though he were sitting across a table from her.
Space is a difficult Arcanum to understand and learn. While
most people (thanks to books and films) can conceive of magic that allows one
to conjure flames from nothingness, to peer into another’s mind or to place a
blessing upon a favored child, few have any sense of the kind of power it takes
to alter the dimensions of a building to be larger inside than outside, or to
weave a small universe of one’s own out of newly spun threads of space. These
capabilities are the province of a reality more akin to that envisioned by M.C.
Escher or H.P. Lovecraft than the magic commonly attributed to snowy-bearded
wizards of yore.
Mages who devote themselves to learning the Arcanum of Space
are often curious individuals, those who are not content with what is already
known or has already been done. They set out to learn Truth and are not
dissuaded by obstacles set in their path. Mages who specialize in Space are
often adaptable people, capable of going around, over or even through roadblocks
set in the way of their objectives.
One of the earliest relationships that mankind grows to
understand is that of the relationship of objects and positioning. From building blocks, we understand that
objects cannot exist in the same space.
Through other childhood toys we discover that square pegs do not fit in
round holes. I imagine then that it must
be quite the revelation to a Mage that comes to understand the Space Arcanum
that everything he knows is a lie.
To a Mage competent in the use of the Space Arcana,
distance, measurements and position are all malleable. Furthermore relationships and correspondences
of an object to another become clear.
Emotional ties, sympathetic connections that bind a person or object to
another can be perceived and traced, revealing formerly hidden associations
between a man and his secrets.
Arcanum levels:
In a way, Space is most like Matter in the sense that most
people have an understanding of it, and can possibly imagine what it must be
like to be able to bend, fold or otherwise mangle Space to their ends. Among the phenomena that fall under the
purview of the Space arcanum are: conjuration,
scrying, sympathy, teleportation and wards.
The following is a general list of effects that a mage can pull off with
varying degrees of mastery of the Space Arcana:
Usage & Tips
Space is a strange Arcanum in the sense that it actually
starts off as purely informational at the early levels. Discovering connections, tracking people and
objects, and scrying are all useful, if indirect means of getting the job done. Space, like Prime, is an Arcana that
multiplies in functionality the moment it is combined with the other Arcana.
Long ranged attacks are the Space Arcana’s forte. Not just limited to gathering information, a
Space Mage can take objects, teleport into other people’s homes when their
guard is down or immobilize a target by suspending them in Space.
With the use of Mind, a Space mage becomes a true
multi-tasker, capable of being in multiple places, performing tasks
simultaneously.
Defense is also a forte of Space, as Ban and Ward are among
the most reliable means for a mage to secure himself, and in an emergency, a
skilled Space mage can jump into a pocket dimension to take a breather, reload,
or escape an otherwise terminal situation like an explosion.
Recommended Rotes:
Correspondence:
The ability to discern connections between people, places and things is a
surprisingly potent tool when it comes to investigations. A space mage viewing a crime scene, for
example, can draw an initial list of suspects based on who is related to the
crime scene, and by cross referencing with Time 1 or Mind 1, they can minnow
this list down to a window of time, and emotion.
Apportation:
Being able to get an object you really need right now is remarkably
useful. A Space mage, is a prepared
mage, having an emergency kit hidden away at home, with items which have a
strong sympathetic link to him so that he can apport it when he really needs
it.
Ban: Disallowing
Phenomena from a defined area is a remarkably powerful ability. With Matter, they can disallow bullets, with
Life, creatures or beings, with Death, ghosts.
The list goes on and on.
SPIRIT:
Introduction:
By setting out on the path of the Spirit Arcanum, a mage
seeks to become an intermediary between realms. Spirit mages are often
thoughtful people, those who consider the consequences of their actions well
beyond the immediate — not only forward into time, but also outward, mindful of
the ripples their deeds can cause. Many Spirit mages were religious (or at
least faithful) people before the Awakening, though some were incapable of
articulating what it was they felt, and others believed in nothing before the
revelation came that stole their ignorance. Many of those who delve into this
Arcanum are willing to admit that there are things beyond the comprehension of
man, and they’re comfortable with that notion. They walk into the shadows
beyond the firelight, knowing full well that there are things to be afraid of
out there, and are perfectly happy with that understanding. Unlike Space mages,
they do not blaze a path for others. The road such mages walk is a solitary one
undertaken only by those who accept that the world is grander, stranger and
more dangerous than humanity can possibly comprehend.
If the Space and Matter Arcana are all about perceivable and
(generally) measurable phenomena, Spirit is the Arcanum of intuition. It is the Arcana that deals with the world of
Spirits… neverborn beings that exist alongside us, and yet never really
interacting except for the most rare (and most horrifying) moments. Spirit Mages are Shamans, communicators and
diplomats to this hidden world, bargaining with alien intelligences, discerning
their motives and either forging alliances with the benevolent or striking
against the wicked.
It is little wonder then that Mages of the Spirit Arcanum
tend to be rather conscientious individuals.
When you become aware that anything and everything can potentially
harbor a spirit, it opens your mind to the understanding that you are but a
part of a massive macrocosm of beings.
It’s this kind of sympathy that serves a Spirit Mage well, as dealing
with Spirits for favors requires a sense of balance, wisdom and empathy.
Arcanum Levels:
Spirit is the most social of the Arcanum, as a mage with
knowledge of even the lowest levels of this art becomes aware of the need to
treat Spirits with care and respect.
Most of a Spirit Mage’s repertoire will revolve around contacting
spirits, and gaining the necessary social leverage to ask or trade for
favors. Among the phenomena that fall
under the purview of the Spirit Arcanum are: exorcism, the shadow realm, spirits and the Gauntlet. The following is a general list of effects
that a mage can pull off with varying degrees of mastery of the Spirit Arcana:
Usage & Tips:
Spirit Mages would do well to start building ties to spirits
from the moment they begin their careers.
At the lowest levels, Spirit Mages have to rely on a more crude version
of “I scratch your back, you scratch mine”.
It may seem basic, but it’s effective.
With a little work, and a lot of goodwill built up, a Spirit Mage may
find himself racking up allies who have all sorts of supernatural abilities and
the willingness to use them for the Mage’s benefit. All without the risk of Paradox.
This tactic only gets better as the Spirit Mage gains
further understanding in the Mysteries of the Spirit Arcanum. The Mage soon becomes able to command
Spirits, and his network slowly grows into a personal army of servants. As long as a Spirit Mage plays his cards
right, he’ll gain status beyond that of the material world, pulling strings
that make things happen with less effort.
Recommended Rotes:
Spirit Tongue:
The ability to speak with the spirits is the first step to achieving incredible
things.
Lesser / Greater
Spirit Summons: Compelling specific spirits to a Mage’s side is useful when
you need backup
Harm Spirit / Restore
Corpus: Sometimes a Spirit Mage has to enforce his place in the food
chain. Like a true king, a Mage must
learn to make his subjects fear and love him in proper proportion.
TIME:
Introduction:
Time is probably the most complex of the Gross Arcana, since
it describes a phenomenon as yet incompletely understood by modern man. With
it, a mage can redefine the way in which every other Arcanum interacts with the
linear progression of events, and with great mastery can unravel the mysteries
of choosing the manner in which things move in that flow. Extraordinarily
powerful mages see the way in which an individual participates in Time as a
choice, rather than a cosmic absolute.
Those who would deal with the Arcanum of Time are advised to
heed the counsel of those who have come before. Though few primers exist on the
subject (few that are of much use to those lacking an advanced understanding of
Time magics, at any rate), most well versed in the Arcanum’s intricacies agree
upon one basic axiom: Nothing within Time is fixed. Events in the past are
harder to alter than those in the present and future (only magic allows for the
past to be changed), but no event seems to be truly eternal.
Mages who devote themselves to the Arcanum of Time tend to
be reflective people, given to careful contemplation of all of an action’s
potential consequences. They often look to both the mistakes and great
successes of the past and cast their gaze forward with a mind for how things
should properly unfold. Such mages learn quickly what sort of damage can be
done when actions are taken without exhaustive consideration, and they actually
possess the ability to see how history will judge them. With such a weighty
burden, it is unsurprising that those who seek to unravel the mysteries of Time
do so with a sense of reverence, whether that stems from noblesse oblige,
respect for the lessons of the universe, or active devotion to a Divine Plan.
The last of the ten Arcana deals with Time. A phenomenon that all things experience, the
passing of time is the subject of much romanticism and literature. How often do we find ourselves wishing that
we could see back in time to a certain event, or perhaps look forward to see
what the future has in store for us? To
Time Mages, such flights of fancy are a reality, and so it falls to them to
exercise great wisdom and care in their use of this Arcanum.
If anything, Time is the Arcanum that requires even more
care and deliberation as Spirit. Being
able to peer into the past and the future grants one a measure of respect for
the importance of ones actions. Few Time
Mages cast spells of this Arcanum carelessly, as they, more than anyone else
are fully aware of the repercussions of their actions.
Arcanum Levels:
Time is a powerful Arcana, capable of effecting changes that
will echo throughout reality in one way or another. Certain futures and even history can be
averted with enough power, leading the Time Mage to be tempted to try greater
and greater acts of Hubris as they gain in power. After all, no one but you will know how you
cheated on your wife, if that event never happened.
Among the phenomena that fall under the purview of the Time
arcanum are: divination, prophecy,
temporal acceleration / deceleration.
The following is a general list of effects that a mage can pull off with
varying degrees of mastery of the Time Arcana:
Usage & Tips:
Time is one of the hardest Arcana to be subtle with. When paired with Fate, this Arcanum can be
pretty powerful, stacking bonus after bonus for a Mage while making sure that
no surprises are there to spoil your plans.
That said, Time is also an Arcanum that requires quite a bit of
foresight to use as most of the spells in the mid-to-high tiers are Vulgar and
will bring paradox down on a careless mage rather quickly.
A good way to use Time magic is to have it reinforce your
plans. Perfect Timing, and Glimpsing the
Future are available to starting Mages and are efficient means to bolster your
chances of success. Upon reaching the
rank of Disciple in the Time Arcanum, even mistakes can be undone with the
ever-popular Shifting Sands, which rewinds the events of a single turn,
allowing the Mage to take a different course of action as soon as he sees that
he’s painted himself into a corner.
Time also serves as a powerful supplementary Arcanum. With it, one can “hang” a spell for a period,
effectively keeping the spell in stasis until it is time to unleash it. It is a common practice for Mages expecting
trouble to have a few high potency spells that have been prepared earlier in an
elaborate time-consuming ritual in their sanctum carried around in a hung
state, ready to be unleashed upon whatever poor, unfortunate soul earns their
ire.
Recommended Rotes:
Perfect Timing –
An extra die to any mundane roll is a useful thing.
Glimpsing the Future
– Rolling twice for an action and keeping the better result is extra insurance
against failure.
Shifting Sands –
The ability to rewind time, even for just a turn is a valuable ability that can
mean avoiding an otherwise inevitable circumstance
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