((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening v1.9
Chronicle Storyteller: Jerad Sayler
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 )
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.
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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