Friday, May 13, 2016

[Mage 2: The Dethroned Queen] Inspirations

 ((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))

Here is another great short by favorite aspiring writer Hannah Nyland, staring some of my favorite characters: Chimera, Psychonaut of the Guardians of the Veil, and Eos,a Sin-Eater, a Reaper who makes her first kill.  And at the end the short introduces a new Fetish item for Chimera, a test of our new Fetish creation system.



Inspirations

By Hannah Nyland

Aisha King was the wide-eyed one, the wary one who was about as talkative as her mutt, who didn’t have a name. A frail, dirty wisp of a thing with matted hair and a will to survive; the description applied to the girl just as well as the dog. Both creatures of the streets, the dirty backstage out of sight of the human conscience. The real only difference between the two, as far as he’s concerned, was their weapon of choice. The dogs snapping jaws versus the broken shard of glass in Aisha’s hand, her movements raw and untrained.

Bonnie, the old woman with a bite meaner than Aisha’s dog. More properly known as “Fucking Bonnie” by the residents of her street, who were sick of her rambling stories, sick of her temper and her little makeshift tent in the alleyway, sick of every last damn thing about her. There were whispers of a tragedy in her past, a mental illness, a dead son or a husband maybe, but none of them ever seemed to dwell on it for long. Too much effort for someone that they all would have preferred to just forget. He has mixed feelings about that. It made things easy, almost too easy.

The last one called herself Lisa. Just Lisa. A young runaway with the wrong type of delusions and the right type of body. She told every client that would listen about the strange things she saw in her dreams, the beautiful and horrible things – a queen with fire in her eyes and the skeleton of her city. The sound it makes when the axe falls on them both. Sometimes, she told him that she caught glimpses the future. He wonders if she saw it coming.

Their ribcages make satisfying sounds as he hollows them out. Carter likes to know their stories before he gets to this part. It takes longer, all the watching and waiting and talking, but it breathes a certain life into his work. Besides, he prides himself on being a good listener; even Bonnie said he was, right before she lost the ability to say anything at all.  

The last batch didn’t live up to his hopes, unfortunately. Too much on his mind that day, too much pus churning and oozing out of his brain matter. Too many half buried ideas. But today is a good day for Carter. Things are as they should be. Outside, the world is still an ugly place, full of all manner of disorder and depravities. It disgusts him. But here, down in his makeshift workshop, he is the master of all he surveys. He may as well be a god.

The news hasn’t been talking about him though. Frankly, it’s disheartening. What does he get for all the hard work, all the toil and strain of perfectionist that comes part and parcel with being an artist? They haven’t even seen it fit to give him an alias. He deserves far more than a few murmurs on the streets, handfuls of people scurrying into hiding like rats, while the world turns on, oblivious to his creations.  

He will make them see. One day, he will make them see.
Carter adjusts the light on the table, giving himself a better look at his work in progress, and shifts his grip on the knife on his hand.

“I would say ‘nice work’ but I don’t appreciate false flattery,” a female voice says, right next to his ear. Carter is turning faster than he can think, thoughts flayed and scattered as he drives the knife into her gut.

Well, he tries. Pain tears through his wrist as the tip of the blade violently jars off of something harder than stone, leaving only a small tear in the woman’s black blouse. No crying out from her. Not even a trace of blood.

She looks at him with contempt written plainly on her face, and says, “I liked this shirt, asshole.”
And all he can think, beyond the shock and buzzing anxiety, is: I could make a beautiful piece out of her.

Bright blue eyes bore a hole through him, full of loathing as he raises the knife again, admiring the symmetry and roundness of her face.

A different voice, rough and contralto, drawls, “Nuh-uh. Sit, puppy.”

He does. Not gently, either; he can feel the bones in his hips pop as he hits the concrete hard, and the knife falls to the ground with a clatter. Why? He doesn’t recall the thought of obeying entering his mind, but here he is, and he can’t summon up the will to rise to his feet. Can’t even make his hands twitch.

With Blue Eyes standing over him, he can’t see the new arrival; only her silhouette is visible, cast in the backlight of his standing lamp. A tall, blocky figure, twirling a triangular knife in one hand; her movements are languid, almost lazy. A moment passes and, the silence that was so comfortable a moment ago leaving Carter feeling stripped bare now that he has company.

“Well?” Blue Eyes demands. She’s not looking at him now, instead focusing her gaze on the works of art behind him. His inspirations. He swears that there’s something growing behind her eyes as she stares at them; a blooming nuclear warhead, barely contained.

“He’s not the most well-adjusted guy, I can tell you that much. Narcissistic, god-complex, definitely sociopathic,” The Silhouette says. “But completely lucid, fully in control and aware of his actions. Thinks this is him doing the world some kind of service.”

Blue Eyes takes a deep, deep breath. Then she smiles at him, but the fires are still burning behind her eyes. “Carter, have you ever wanted to see what real justice looks like? I promise, it won’t hurt."
He doesn’t respond, and it doesn’t make a difference; the room falls away from him.

Carter is walking down the streets of San Diego with the women by his side; Aisha, Bonnie, Lisa, Skyler, Sarah, and the rest, too complete to be ghosts and too cold to be alive. There’s a weight pressing down on his mind and chest that he can’t quite manage to think about, only to think around. Whatever it is, it’s getting harder and harder to breathe.

Rain comes down in waves, leaving him dripping and shivering. His home. He has to get home and finish . . .

But he has no home. Not even a gap or empty ruin where it should be. Carter walks through a labyrinth that used to be a familiar place - people, streets, buildings - and in a million little ways, finds no proof of his existence.

How long has it been? Hours? Days? Carter recognizes one of his neighbors, a wiry, balding middle aged man. He always secretly thought that the man was a bit of a loser, a nobody with no potential. Nothing like himself. Now it doesn’t matter; he reaches out in relief, tries to shout out for his help. But the breath catches in his lungs and he chokes on the dust in his mouth, wheezing and retching. The man walks right past him, not so much as sparing him a glance.

The women smell the blood in the water; they’re on him, clawing him to the ground, whispering poison in his ears. They tell him that his art is hollow, petty, flawed. They tell him the funeral has only just ended, but that everyone has already forgotten his name.

He realizes then, that he himself can’t quite recall it.

Blue Eyes lied. By the time the weight becomes too much and he finally stops breathing, he’s hurting a hell of a lot. The pain just isn’t physical.

****

“Pathetic,” the Good Death spits. She raises her hand, letting the magic flow out of her imbued gloves; a Life and Matter spell that will erase any trace evidence of their presence from the scene. It’s probably a good thing that Jack never questioned her too closely on why she wanted that particular imbuement, Eos thinks.

“Didn’t know you could feel so strongly about something,” Eos, still looking down at the body. Her first human kill.

Facing the freshly made corpse and the trio of his mutilated victims, she should be screaming, in shock, or breaking down. And in the past she would have, but the funny thing about dying is that it gives you a whole new perspective. It’s almost foreign to her now, how much of a fuss people kick up over their mortalities.  

“Usually I don’t, but I had a look inside his brain. He thought a lot of himself for this. And hey, I get that; killing is the best rush on the planet. Can’t blame the guy for wanting a few trophies for his trouble, either. Except he went after the weakest links he could find, and yet still had the gall to think like that made him a god. He didn’t have a clue what real Scourging is, real power. Fucking coward.”

Weakest links. Something sparks in her mind for a half second; a scalpel burying itself in her cheek, the liquid pain as she thrashed uselessly in her restraints, shouting obscenities; not strong enough to make a difference. But then, she never was. Always the pet, the damsel, the first one everyone counted out or forgot. Even Chimera, sometimes.

It’s different now, she forces herself to remember.

“Go away,” Eos says, too evenly. “I like the other you better.”

 An odd look crosses the Good Death’s face, and Chimera emerges again, frowning. “I’m sorry, Eos, that was awful. I got too into the part for a second there.”

 “So, did you mean it? Your only problem with what this guy did was that he wasn’t hardcore enough?”

 “No! You know that I wouldn’t really - it’s complicated. I mean, I did, but I definitely don’t now. Does that make sense?”

“Uh, no.”

The mage drags a hand over her face, tracing at the hairline. Her expression is controlled, but Eos catches the telltale sign of worry.

“Think of it this way: my Masques are like an actress playing a character. It’s still me in there, but my behavior and perceptions of the world are colored heavily by the archetype I’m portraying. My inhibitions get raised or lowered accordingly, but I can still force the Masque to act out of character. They don’t make me do anything I don’t want to, and they’re not real people. I know they can seem sapient sometimes, but even the Good Death’s desire for freedom from me is just a product of her archetype. There’s no real self-awareness behind it.”

She hesitates, then adds: “You know the saying ‘bad guys do the dirty work’? Normal people have the Guardians for that. I have her. Because there’s dirty work, and then there are the things that go beyond that. Doesn’t matter; someone still has to do them. Better for that side of me to have an easy off switch.”

Even as she laps up the new information, Eos is intensely aware that she’s not supposed to have it, that Chimera shouldn’t be telling her. Masques are a closely guarded Order secret, and with Guardians, secrets tend to involve an even mixture of paranoid vigilance and deadly force. Sure, she’s still technically a Guardian agent, but her status is tenuous at best. Simmons wasn’t happy about the potential of her spilling intel to The Harvest, and the whole thing’s put a damper on their professional relationship. She’s on a need to know only basis now, and this is not need to know.

Given that, it clicks almost immediately; this, in Chimera’s typically awkward fashion, was meant to be a show of trust. She relaxes a little. “Okay. That makes sense, I guess. I can understand.”

Chimera nods, a small knot of tension releasing in her shoulders. The two work together in amiable silence, repositioning the body to best resemble a man collapsed from a heart attack. Then Eos cusps her hands over his chest, the plasm flowing between her fingers cold enough to make her shiver a little. As she works the Ceremony, eyes squeezed close in concentration, she swears she hears a low keening come slithering out from the dead man’s skin; a self-made dirge.

By the time she’s done, even an expert coroner would be fooled into thinking this man died from natural causes. Pr. Saddler would be proud of the skillful execution of the ritual, if most definitely not the reason for it.

She opens her eyes; Chimera has her back to her, having turned instead towards the desecrated corpses of the three women, still laid out across the workroom’s bare metal table. Now that she thinks Eos isn’t looking, there’s a strange look on her face, something indecipherable. Sadness? Pity? Rage? Fascination? She’s used to her friend being hard to read when she wants to be, but this is the first time she can remember that she doesn’t have so much as a clue what’s going on in her head right now.
It scares her.

More to break that moment, she asks, as casually as she can, “Hey, are you planning to keep that thing?”

“What?” Chimera’s head whips back toward her so fast that it’s a wonder she doesn’t break her neck.

“The belt you picked up from this guy.” Eos gestures to the body on the floor next to her. Chimera just stares at her blankly. “That you’re holding right now?”

The mage looks down at the belt in her hands, as though seeing it for the first time. It’s an ugly beast, its surface a haphazard patchwork of mismatched fur and bare patches of leather, barely held together by a series of square metal buckles that are spotted with rust and age. The more fashion conscious chunk of Eos’ brain (a significant majority) is tempted to run screaming in the opposite direction at the mere sight of it.

“. . . right. I think I will hold onto it, at least for a while. Remember those cannibal cults in New England we’ve been hearing rumors about? I have my suspicions that this guy had at least some connection, and it might be useful to have a physical link for Post-cogging and Scrying if we ever need to investigate that in more detail.

A small pause, then: “Besides, this could come in handy for another project of mine. Didn’t have it fleshed out until we came across this, but it’s given me a sort of . . .” she shrugs vaguely.

“Inspiration?” Eos suggests.

“You could call it that.”                     




                                            The Wendigo Skin
                                     (Rank 5 Fetish, 9 Dot Item)

Medicine Bag O: Stores 10/10 Essence                  
            
Rank 5 Spirit Fetish
Size: 3
Durability: 8
Structure: 8

Spirit: 
Mingan (“Gray Wolf”) – Rank 4 spirit of Degeneration and Hunger (more specifically, cannibalism). In her spirit form, she bears a resemblance to one of the traditional depictions of wendigo: a gaunt and only vaguely humanoid creature so emaciated that her ribs jut out and her bones break through the skin in places. Her limbs appear gnawed on, and while she has human feet and hands, the have long fingers and toes as well as bestial claws. Below her ragged fur, her complexion is a corpselike gray, her eyes are withered and sunk back in their sockets, and she has jagged, elongated teeth.

This particular wendigo spirit is older and mellower than most of her kind; while still relentless, hungry, and savage by nature, she has developed a peculiar sort of temperance, even wisdom as a result of long years and hard experience. If she can be defined as one thing other than hunger, it’s her will to be a survivor. Most similar spirits are short-lived, either ripping each other apart in feeding frenzies and territory disputes, or attracting the wrong sort of attention as a result of the activities they inspire in the mundane world and the negative resonance they generate.

But even Mingan is not immune from such problems. Recently driven from her territory and left crippled by a series of skirmishes with a particularly zealous Hunter, she is in dire need of a safe place to lay low. Chimera approached her with the intent of taking down a spirit who was dangerous to the populace, but was taken aback by Mingan’s complexity and intelligence, unusual for a spirit of her type. Mingan, in turn, sensed the cannibalism aspect of the mage’s Legacy, and interpreted her as a junior and particularly unusual fellow Wendigo. In time, they developed an odd sort of friendship, greatly strained by the fact that by her nature, Mingan was unable to stop perceiving her new friend as food, and had no problem with that fact. While by Chimera’s preference, Mingan tried to hold back in her company unless driven beyond reason beyond hunger, she could see no better way to honor her friend than to make her a part of her.

Eventually, Chimera presented a deal of mutual benefit to both of them: by binding Mingan into a fetish, the spirit would have a much safer life free of bloodbaths with her own kind as well as pursuing hunters, Chimera would gain a powerful magical item, and the two would be able to continue to be around each other without one of them inevitably killing or eating the other. Mingan accepted.

Description:
A large, thick leather and fur girdle that covers the full waist up to mid-stomach when worn, providing minor protection to the lower vital organs. The girdle is rather ugly, the outer leather a haphazard patchwork of fur from various animals and exposed leather, broken up by square metal buckles and chunks of metal. Disturbingly, the flipside of the girdle is lined with dried and withered human skin taken from half a dozen different people.
The fur girdle has been passed around by a long string of serial killers over the decades; the theory is that it originated from a cannibalistic cult somewhere in New England, but that’s currently unsubstantiated. Chimera obtained it while helping Eos and Niko hunt down a serial killer preying on the homeless in San Diego.

Quirks: 

*Minor Quirk:
Occasionally inspires feelings of intense hunger in the wearer at certain triggers: raw meat, roadkill, large amounts of blood, badly injured people and creatures, etc., possibly causing the wearer to drool or froth at the mouth. It is not enough to make them actually act on the impulse to eat, but can be unsettling to the user and others who notice.

*Minor Quirk: Reacts with gluttony when touched or handled by someone other than its binder (Chimera), rousing briefly from sleep with the instinctual desire to devour the person; luckily, the fetish greatly restricts the spirit’s ability to actually harm them and mostly just causes psychological discomfort – at first. Examples include noticing the fur bristle as they touch it or sensing a primal “raising of hackles”, as though a predator is fixing its gaze on them.

*Major Quirk:  Linked to the minor quirk above, while the pouch can still technically be used by other people, doing so is likely to frustrate the spirit and cause her to lash out against them unless her hunger is sated by immediate subsequent Chiminages. Mechanically, the spirit becomes outright rebellious much more quickly than normal when handled or used by excessively by people other than Chimera.

Chiminages: Fresh blood and/or flesh from a recent kill (the spirit especially appreciates human meat, but animal or monster meat is also acceptable), being buried in snow or buffeted by cold winds, causing the severe degeneration of a living thing.

Properties: 

*Fast Activation: The fetish is woken reflexively, meaning that you can wake it and use its powers in the same turn. +10

*Influence: Degeneration 3. Strengthen, Manipulate, Control. “Degeneration” here refers to a descent into a worse state of being, mentally or physically, but especially morally. Primarily affects living beings. This influence was chosen for Mingan because of the obvious ties to cannibalism and shedding of moral taboos, and also because the wendigo itself is a physically degenerating being; perpetually starving down to skin and bones no matter how much it eats. +20 (niche influence)

*3 Dot Gift: Predator (Savage Hunt) +30

*3 Dot Gift: Stealth (Running Shadow) +30

Total: +90 points

Restrictions: 

*Extra Cost: Activating the item’s powers costs an Essence. -5

*Chiminage: Fresh blood or blood equivalent once every few weeks - ideally from the target of one of the fetish’s offensive powers, but the perpetually hungry spirit isn’t too picky. -5

Final Cost: Rank 5 fetish. +80 points, or OOO OOO OOO (one for making the item a medicine bag). 3XP.


                                                                                                                                

Friday, May 6, 2016

[Chronicles of Darkness] Professional Training Merit (Custom)

 ((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Chronicles of Darkness
Chronicle Storyteller: Jerad Sayler))
Merit Creators: Mat Hagen & Korri Smith

So it recently came to my attention that there are multiple versions of the Professional Training Merit.  The first used was from Hunter: The Vigil since many of our first characters actually started out as Hunters before their Awakening.  As time went on, and the God-Machine Chronicle and Chronicles of Darkness corebook came out we found ourselves wanting to create something in-between what each version provided.  Here is what we came up with: (Yes, the corny job training pictures were necessary)



Professional Training & Asset Skills (1-5 dot Merit) 
(Updated 6 May 2016)

Per the God-Machine Rules Doc, verbatim:  The merit is taken by specifying a certain profession, these may be selected from the Professions from the Hunter: The Vigil books, God-Machine Chronicle book, the Chronicles of Darkness book, or created with the approval of the Storyteller.  These professions are represented by up to three Asset skills relating to that job.        
                                                                                                                                                                                        

O The first dot gives you two Asset Skills in line with your profession.  Two dots in Contacts relating to your job.

OO The second dot gives you’re the 9 Again rule for using your Asset skills on mundane rolls.

OOO The third dot allows you to take two Specialty skills in one chosen Asset skill.  You also get your third and final Asset skill.

OOOO The fourth dot allows you to buy new dots in those Asset/Rote skills cost new dots  x 2 (You also get an xp refund for the dots you already purchased before getting this level of the merit.)  ((Please note that using the Beat System refunds and discounts applicable skills by 1 Experience per dot))

OOOOO The fifth dot of this Merit makes all Mundane and Rote Spell (only) uses of your Asset/Rote skills a Rote Action by spending a willpower point and forgoing your Defense for round.  You target by taking targeting penalties if you are using one of these Rote Actions in combat.  This effect does not stack with the benefits of an All Out Attack (you do not get the +2 as well) or any other benefit which forgoes your defense.  All your concentration is on taking the perfect action. Additionally as a passive benefit, all specialties in your Asset Skills now cost 1xp instead of the usual 3xp and get an xp refund (1 xp each) for the specialties you already purchased before getting this level of the merit. (Using the Beat System 1 experience spent lets you buy two specialty skills instead of 1. You are also refunded 1 experience point for each of your specialty skills that use its applicable asset skill.  


Custom:  Once per Chapter (gaming session), a character may make an applicable Att+Skill+Dots in Professional Training in order to pull upon all his allies/contacts/knowledge/resources to gain knowledge or access to resources related to that profession (special tools or a database for example).

Note: Asset skills do not necessarily relate to Rote Skills, they may be completely different.  However and Apostate may take Rote skills which are his asset skills if he never has had other Rote Skills.  Mages which are parts of Orders must take the Rote skills.  A better way for an Apostate to learn Rote Skills is to use the Specialty Rote merit above.



Thursday, May 5, 2016

[Mage: The Awakening] Mage Sight Part 2: Active

 ((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening v1.9
Chronicle Storyteller: Jerad Sayler
Designed from MtA 2nd Edition Open Development documents on Mage Sight and Signs of Sorcery: Advanced Mage Sight as well ad house rules)) 



Part II: Active Mage Sight (Practices of Knowing)

Active Mage Sight is the next level, the mage deliberately opening her senses to the Supernal World. By default, this allows a mage to perceive the symbols of everything relating to her Ruling Arcana. Tthe experience is interpreted and filtered through the Mage’s soul into her mind as hallucinations and sensory effects – an Obrimos using his Mage Sight might see electricity glittering in the wall cables, see a halo of authority around the leaders of groups, and feel the burning, life-giving power in sunlight. The result is confusing or even overwhelming for new mages not used to it, and presents such an overload of information that it’s hard to make out details. 

What active Mage Sight does do is make glaringly obvious what was only a feeling of something strange in Peripheral Sight, as long as it can be seen in the Arcana used. and the presence of supernatural entities and inactive items and Merits that are covered by the Arcana used, even if in Twilight. For example, Fate Sight will pick up on the presence of destinies and fate-cursed objects even if those curses haven’t triggered. Concealment magic only works against active Mage Sight if it protects against the full battery of a mage’s senses — an invisibility spell that warps light will not mask a living human from a Thyrsus’ Life senses, but a vampire’s mental “ignore me” field, or a spell that uses Prime to hide its signature, will work. Even then, a Mage whose Sight includes the appropriate Arcanum for the concealment power (such as a Mastigos for the vampire or an Obrimos for the cloaked spell) gets a Clash of Wills roll. 

Active Mage Sight allows a mage to study her surroundings through the lens of her Path and the Arcana she knows. It makes plain supernatural beings and phenomena and reveals the nature of things under her Arcana's purviews. It does not offer insight into the nature or function of the Mysteries a mage observes — that's the role of Focused Mage Sight — but if the mage has encountered the phenomenon and successfully Scrutinized it before, she can recognize it with Active Mage Sight. A mage who has previously Scrutinized the victim of spirit possession, for example, recognizes the telltale signs when she sees someone else possessed by a spirit.

Opening the Eye – Active Mage Sight are spells that open the mage’s senses to the interactions of the Supernal Truths all around them.  Baseline mage sight is cast like a spell and automatically incorporates the Mage’s ruling Arcana and is free of cost. Others can be incorporated into the same spell for 1 Mana per Additional Arcana. 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 unless a willpower point is spent to keep it up for additional scenes.

Mage Sight is a Proto-spell – Similar to both conventional spells and the passive Sensorium Arcanum, Active Mage Sights are treated as one spell-like ability even 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.  However, using Rotes to reduce cost mana for Active Mage Sight.

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.  The mage can also identify other supernatural creates on sight an any supernatural items even if they are not activated at the time. 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. 

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.


What Active Mage Sight Detects: (note that these are combined and consolidated proto-spells.  If someone has Death Sight up they see everything under the death sight category)


Any Ruling Arcana Sight (Gnosis 1, Ruling Arcana 1)
  • Detects supernatural creatures on sight unless attempts at veiling force a clash of wills
  • Detects active spells within sensory range
  • Detects supernatural items even if they are not being used
  • Detects when a magic spell is cast and from who (if within sensory range)
  • Detects the nimbus of the caster of any spell
  • Can recognize the Signature Nimbus of someone they previously scrutinized
  • Can be used to initiate a Clash of Wills to pierce concealment powers if the Arcana being is appropriate
  • Assume any mage can recognize the effects of any supernatural ability common to the mage template: Mage Armor, Focused Mage Sight, Pattern Scouring/Restoration, and so on.
  • Requires direct observation of the phenomena in question: it doesn't work on recordings or a live television feed. A mage can use Active Mage Sight through a scrying window or visions of the past from Postcognition or similar effects.
  • Can identify the Resonance of supernatural people/place/things as long as the mage has scrutinized a previous similiar type before.
Death Sight (Transition)
  • 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
Fate Sight (Chance)
  • 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 
Forces Sight (Power)
  • 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.

Life Sight (Boundaries)
  • 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

Matter Sight (Permanence)
  • 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
  • Find the Hidden Horde (Matter 1) – Reveals any hidden doors or empty spaces in a location.

Mind Sight (Confrontation)
  • Aura Perception (Mind 1) – Reveals Auras and emotional states of minds
  • Sense Consciousness (Mind 1) – Reveals sentience and sapience, including in Twilight
  • Know Virtue/Know Vice (Mind 1) – Examine a person’s fundamental character

Prime Sight (Command)
  • 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

Space Sight (Transgression)
  • 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
  • Spatial Map (Space 1) – Provides a tactical map of an area from above

Spirit Sight (Intercession)
  • 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

Time Sight (Consequence)
  •  Momentary Flux (Time 1) – Reveals butterfly effects in the immediate future
  • Precise Dating (Time 1) – Highly accurate dating of past events or subjects
  • Temporal Wrinkles (Time 1) - Reveals temporal disturbances 
  • Does not include Perfect Timing

Combination Sight Examples (Handled the same way, activate multiple Arcana-sights to be able to sense things others cannot.
  • Abyssal Perception (Space 1, Spirit 1, Prime 1, Death 1) – allows a mage to detect the presence of Abyssal phenomena 
  • Breach Point (Matter 1, Death 1, Space 1) – reveals hidden structural vulnerabilities in walls and barricades
  • Eye for Destruction (Matter 1, Death 1) – discern the weak points in a machine or lifeless subject
  • Sense Poisons & Drugs (Matter 1, Life 1) – Reveals any deadly substances
  • Detect Alien Mind (Mind 1, Prime 1) – Detects possession of minds from outside normal reality
  • Gauge Essence (Prime 1, Life 1, Death 1 or Spirit 1) – Reveals how much Essence is stored in an object or entity.
  • 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
  • Time’s Mark (Time 1, and Life/Matter 1) – Accurately know age of subject


New Merit: Supernal Taxonomy (••)
Prerequisites: Intelligence ••, Occult •••
Effect: Your character possesses a deep, intuitive understanding of Active Mage Sight. When she observes a phenomenon similar in either effect or origin to one she has previously Scrutinized, she can recognize the similarity. For example, a mage who has previously Scrutinized another mage's Psychic Domination spell, upon seeing the victim of a vampire's Dominate Discipline, would recognize the effect as some sort of mental control. If instead she saw someone under the effects of the Augment Mind spell, she would recognize the signature of Awakened magic. If she's Scrutinized the Signature Nimbus of another mage, she can now see it with Active Mage Sight rather than having to Scrutinize.
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.



Sunday, May 1, 2016

[Mage: The Awakening] Mage Sight Part 1: Peripheral

 ((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening v1.9
Chronicle Storyteller: Jerad Sayler
Designed from MtA 2nd Edition Open Development documents on Mage Sight and Signs of Sorcery: Advanced Mage Sight as well ad house rules)) 



 IV.             The Mage Sights

These rules supersede current rules on mage sight found here: ( http://m45t1g05.blogspot.com/2015/10/ooc-m2tdq-mage-sights-v19.html )

Mage Sight represents searching for clues. It’s the mechanics of a Mage character’s insight into the world, and one of the ways a player’s choice of Path affects her character. Mage Sight is now also tied up with the Supernal World — while the “Supernal Realms” have been described as other dimensions in the past, we’re going to be much clearer in this edition that the Supernal is everywhere. The Aether is in every thunderclap, every wire, and every time a human approaches the divine.

Acanthus Sight: Choice (Fate) and Consequence (Time) – On the Path of Thorns, the world is replete with “trails”, odd time effects, and signifiers of fate acting on the world. Witches using Active Mage Sight often experience time dilation or contraction. Under Focused Mage Sight, many Acanthus see “mists” clouding mirages of past, future, or alternate times. Witches also see the thorns – visual metaphors for the branching timelines running behind and ahead of everything, which might appear as shining cracks in surfaces, ropelike, quicksilver vines, or shimmering lines in the air.

Mastigos Sight: Transgression (Space) and Confrontation (Mind) - On the Path of Scourging, the world shows how all thinking minds turn back on themselves, and how that illusionary separation and distance is. Warlocks experience warping distance, mirages, and feelings of being lost, watched, or chased. Thinking beings are surrounded by indistinct auras, wrapped in their own thoughts and emotions. Under Focused Mage Sight, many Mastigos sense chains, bars, uniforms, or other representations of imposed boundaries.

Moros Sight: Permanence (Matter) and Transition (Death) - On the Path of Doom, the world is a quiet, settled place — sounds dampen to the point of whispers, and movement seems to slow. Alchemists often see after-images of destroyed items or corpses, or look on the world through a lens of entropy and decay. Under Focused Mage Sight, Moros looking at places and people symbolizing distraction from the universe or holding on to things beyond their time (everything from a vampire’s touchstone or a ghost’s anchor to a fellow mage’s Magical Tool or a workaholic businessman’s office) see them set aside, discarded, or broken. Moros call these impressions shells or, when they’re locations, crypts.

Obrimos Sight: Power (Forces) and Command (Prime) - On the Path of Might, the world is bursting with power. Theurgists see the interactions of Forces and Prime within everything, with the sense that the material world is straining at the seams, barely able to hold the power within itself. Under Focused Mage Sight, Obrimos see the mandalas — complex, twisting patterns; visual interpretations of all forms of power and authority. Theurgists see the leader of a gang decorated in golden jewelry, hear the sun making its passage through the sky, and perceive halos around the holy.

Thyrsus Sight: Boundaries (Life) and Intercession (Spirit) - On the Path of Ecstasy, one experiences the world as the feeling of transcending the self to connect to the world around you. The world under a Thyrsus’ Mage Sight is alive – some Shamans experience a pulse, a rhythm connecting every creature, or see magic lapping in and out of Hallows like breath. Under Focused Mage Sight, every living being is clear as part of the superorganism, playing their part like individual cells in a body. Sometimes, Thyrsus deep in ecstasy glimpse totemic Beasts, supernal entities that symbolize animals, plants, spirits, and even diseases.


Mages call the world of magic they unveil with Mage Sight “The Supernal World”, and reserve “The Supernal Realms” for the experience of interacting with symbols devoid of Fallen Reality, something which only happens in Awakenings and, in theory, Ascension. The Fallen World lacks magic, but is a Lie. Under that Lie is the Supernal World, where the concrete and abstract mix. The abstract by itself is the Supernal Realms. Mage Sight comes in three levels of awareness…



Part I: Periphery 
(Peripheral Mage Sight)

Peripheral Mage Sight is the default—the baseline awareness of the strange all Awakened have. It used to be called Unseen Senses, but as that continually caused confusion with the Supernatural Merit of the same name, so we’re changing it. Every mage experiences her Periphery in a different way, linked to her Path and Nimbus. Many don’t experience it through literal sight, but as one of the other senses. 



Periphery is considered always active:

-     - Triggered: Any active/ongoing supernatural effect, condition or ability within direct sensory range, experienced through non-visual senses

-     - Triggered: Can detect the presence of a Mystery in a photograph or a video, or through a scrying window or reconstruction of the past via Postcognition

-     - Not Triggered: If these effects are veiled or masked or require a Clash of Wills to pierce it the check automatically fails.

-     - Trigger: Can actually wake a sleeping or unconscious mage with the source is within the range of their physical senses (sound, smell, touch, taste, etc).



Peripheral Mage Sight confers the following information upon a successful Perception Check if the phenomena are within sensory range:

-     - Does - Can detect the coverage area of any ongoing effect that isn’t veiled (items or wards are ‘highlighted’)

-     - Does - When a creatures spends its resources (Essence, Vitae, etc) the mage can detect the origin of the power or expenditure if within visual range.

-     - Does - Detects supernatural powers of beings in the state of Twilight but cannot detect things occurring in parallel locations (the Shadow or the Underworld for example)

-     - Does - Events of major mystical significance, like the arrival of a Supernal being or the Manifestation of a high-Rank spirit, sometimes cause disturbances that trigger the Peripheral Mage Sight of any mage in the general vicinity, sometimes even an entire city.

-     - Does Not - Detect supernatural creatures, only their non-mundane abilities and utilization of their energies





Peripheral Arcana Sensorium:  Even without a spell a mage has innate senses about the world around them.  The first dot of any Arcana grants a passive sensory ability that is always on (Mage’s start with 1 dot in each of their Ruling Arcana so those are the first).  All these Arcane Senses are extensions of this ability flavored with the knowledge of a learned Arcanum.  These senses are limited and triggered the same way as Peripheral Mage Sight. 


a.         Meta-Periphery (Gnosis 1)
                      i.      Ambient Paradox - Mage can detect the general intensity of Paradox in the area and exactly how much paradox a spell is accumulating as it is being cast.
                      ii.      Mana in Pattern – Mage knows their own mana supply
                      iii.      Personal Spell Tolerance - The mage knows how full their pattern is and what is causing it. 
                      iv.      Personal Spells Active  - within direct control
                      v.      Detect Sympathetic Casting – Know when someone is casting a spell on your sympathetically
                      vi.      Detect Incoming Spell – Know when someone is casting a spell and you are the target pattern
                      vii.      Detect Hallow – Knows when you are in the presence of a Hallow and able to perform Oblations

b.        “Dousing” (Prime 1)
                       i.      Detect the presence of a Leyline, Node or other supernatural wellspring.  No specifics and no direction, you just can feel the whelming mystical energy nearby.

c.         “Storm Caller” (Forces 1)
                       i.      Know when you are in sensory range of a focal point generating an intense force: electricity, electro-magnetic fields, heat, radiation, light, sound, kinetics.  The mage knows when they are within an area where the density of produced forces is being created. 
                      ii.      This can help know when there are subtle but rapid changes in the ambient forces around them such as subtle vibrations in the ground, a change in the barometric pressure, change in the weather, the fields produced by a person’s watch or cell phone, gets close and is transmitting.

d.        “Gauntlet Sense” (Spirit 1)
                     i.      Know the general thickness of the Gauntlet at present location.  This helps detect Loci, Verges, and other Shadow landscapes phenomena. 
                    ii.      A mage can also get a very rudimentary sense of the ambient Resonance in the area, limited to “positive” or “negative” resonance.

e.         Biofeedback” (Life 1)
                     i.      Know the general state of your health, physical body and any sudden changes, regardless of source. 
                    ii.      They also know the general state of health in persons they touch.

f.         “Contact” (Mind 1)
                    i.      Know when something is making preternatural contact with their mind
                    ii.      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 and usually this means that they have a fair chance of putting up a mental defense when contact is made (active resistance rolls). 
                   iii.      This detection allows them to take note that something outside and preternatural is attempting to influence their mind.

g.         “Trajectory” (Space 1)
                    i.      Know far they have traveled and what direction.  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. 
                    ii.      They also can detect inconsistencies in spatial landscape around them and follow up with Active Mage Sight. 
                   iii.      They also can measure precise distance between two points at a look on the appropriate scale. 
                   iv.      Can also detect when someone is supernaturally interacting with a direct sympathetic connection without the source being present.

h.        “Internal Clock” (Time 1)
                     i.      Know perfect internal time at all times.  Subjective amounts of time, strange dimensions, and time distortions do not interrupt the precision of the internal clock. 
                     ii.      They know when time is acting odd and can detect if their past or future is being manipulated on supernaturally them without the source being in sensory range.

i.          “Providence” (Fate 1)
                     i.      Know when someone is attempting to tamper with their fate supernaturally regardless if the cause is within sensory range. 
                     ii.      This sense can also be triggered when a highly fated event is occurring in sensory range.
                    iii.      Able to detect if they undertaken a course of action that has a serious impact on or aligns with their fate.

j.          “Discernment” – (Matter 1)
                     i.      Can spot minor imperfections in materials.  This can help spot forgeries, false walls, hidden caches, or notice fake materials.
                    ii.      Lastly the Matter mage can detect that a substance they taste or smell is harmful to their patterns. 
                    iii.      Having these ability does not bypass veils that force Clash of Wills such as a mental illusion.

k.         “Spiritual Integrity” (Death 1)
                      i.      Know if something attempts to tamper with the mages soul
                      ii.      Underworld gates are already detected by basic Periphery.
                     iii.      Know the density and thickness of darkness and shadows within sensory range.
                     iv.      Able to detect strong presence of Death Resonance in an area.


New Merit: Keen Periphery (••)
Prerequisites: Wits •••
Effect: Your character's Peripheral Mage Sight is unusually perceptive. When she senses an effect via Peripheral Mage Sight, she also automatically senses the Arcanum whose purview the effect falls under.

New Merit: Piercing Glance (•• or ••••)
Prerequisites: Gnosis ••
Effect: Your character may undertake a Clash of Wills to sense a concealed effect with Peripheral Mage Sight. For two dots, you suffer a -2 penalty on the roll. For four dots, your roll is unpenalized.  

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