Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum
Nimbus: The Supernal Aura of the Magus
My comments to the MtA 2e are in yellow and provide some guidelines on how we will implement and treat the conversion or re-creation of played Characters in our current Mage chronicle (Mage 2: The Dethroned Queen). Effective implementation dates to be determined. The following supersedes all previous rules regarding the Nimbus System.
Additional explanation is in this font, when it helps drive the concepts home.
The Nimbus
Most
supernatural beings in the Chronicles of Darkness are possessed of an “aura,” a
spiritual presence that tells those who are sensitive that the being is something
else. Vampires have a predatory aura; werewolves have a powerful, feral
mien about them. Mages’ souls are wrapped in the stuff of the Supernal, marking
them as glorious and terrifying. This phenomenon, the Nimbus, is based on
numerous factors including a mage’s Path, Legacy, and other pieces of personal
symbolism. Her Shadow Name and her magical tools can influence its appearance,
for example. It’s wholly invisible except when spellcasting, and even then only
to Mage Sight most of the time. A Nimbus takes three forms, a Long-Term Nimbus,
an Immediate Nimbus, and a Signature Nimbus. Each comes into play in different
circumstances.
The Long-Term Nimbus (The Subtle Nimbus)
The Long-Term Nimbus is a series of subtle
coincidences that surrounds your character. These are purely story-based
effects, bits of strangeness that align with your character’s Path.
- - Around Thyrsus, spirits are more likely
to show up, strange pathogens might infect people, and likewise terminal
diseases can vanish.
- Moros
bring ghastly hauntings, decay, rust, and mechanical breakdowns.
- - Obrimos
cause religious revelation, extreme weather swings, or blackouts.
- - Acanthus
cause strange luck, lost memories to rise up, or visions of possible fates.
- - Mastigos
cause people’s fears to well up, and sometimes they see their internal devils.
It’s
important to note that the Long-Term Nimbus is not a controllable force; it’s
just a matter of strange, fractal geometry in the universe. Patterns converge
around your character. However, a character’s Gnosis determines its general
Potency. While subtle at first, it can become truly obvious at six or more dots
of Gnosis. Wisdom determines the range of the Nimbus’ effects, as it spreads
along your character’s sympathetic ties (see MtA Sympathy table under Space
magic).
- - High Wisdom - At the Enlightened Wisdom tier, your character’s Nimbus is left on Strong connections.
- - Medium Wisdom - At Understanding level, Medium connections.
- - Low Wisdom - At Falling level, on even Weak connections.
While Gnosis determines how strong the Long-Term
nimbus is, Wisdom defines how far along the mage’s sympathies it spreads – the
lower the farther. At high Wisdom only a mage’s Sanctum, magical tools, and
close associates are touched by her magic, while an unwise mage finds his
Nimbus spreading to friends, family, and personal haunts. Since time
immemorial, however, organized mages have known that keeping a spiritual
separation between one’s magical and mundane lives alleviates the Nimbus’
effect — adopting a Shadow Name causes the Nimbus to “ground” onto the mage’s
magical life, so that – for example – his Sanctum and Apprentices are touched
rather than his home and children. Especially strong Nimbuses do still leak
past a Shadow Name’s protection, but not to their full extent – a Moros Master
whose Sanctum is avoided by all living animals and attracts ghosts in great
numbers might only create a gloomy atmosphere in her family home.
Shadowname Grounding
A Mage’s Shadowname greatly isolates and “grounds out” the affects and keeps the nimbus from affecting people, places, and things associated with her True Name or other Names’ lives. The Shadowname restricts the strongest effects of the long-term Nimbus to the Mage’s Sanctum, tools, and associates. Some still will bleed through to effect people not associated with the Mage’s secret life but the effects will be suppressed. See the Shadowname Merit for more details on how this works.
Competing Influences
Mages with an equal or higher Gnosis than the mage are unaffected by the Long-Team Nimbus. Mages cannot suppress the effects without counterspellwork. Competing Nimbuses do not clash or are overtaken by each other. Instead the subtle effects overlap, making a Sanctum a very strange place to hang out even if it doesn't have a Demense.
The Immediate Nimbus (Nimbus Flaring)
Mages with an equal or higher Gnosis than the mage are unaffected by the Long-Team Nimbus. Mages cannot suppress the effects without counterspellwork. Competing Nimbuses do not clash or are overtaken by each other. Instead the subtle effects overlap, making a Sanctum a very strange place to hang out even if it doesn't have a Demense.
The Immediate Nimbus (Nimbus Flaring)
The Immediate Nimbus is a powerful aura directly surrounding the mage, wrapping close to her soul and flashing out as the Supernal World ebbs and flows against her. When she casts a spell, her Immediate Nimbus becomes visible to those with any active Mage Sight, regardless of the Arcana she’s using to cast. The Immediate Nimbus appears based mostly on the character’s Path. It’s a force, a halo of raw creation stuff. Sometimes, this is visible — sometimes it’s a sensation, a smell, or a muddy, primal emotion.
Here are a handful of examples:
Here are a handful of examples:
- - For Thyrsus, this might look like a mist of blood, or might cause a deep rutting instinct.
- - Moros might cause subtle rot around them, or melancholy.
- - Obrimos bask in holy light, or cause remarkable inspiration.
- - Acanthus appear as if time bends around them, or cause fatalism.
- - Mastigos glow with a sickly green fire, or cause temptation to swell in onlookers.
When the
Immediate Nimbus flares, it causes a Nimbus Tilt unique to your character, with
a strength depending on what caused the flare. While characters without Mage Sight cannot see the aura, the subtle cues still affect them with the Tilt. This is almost always imperceptible, but some particularly clued-in witnesses may note when something’s awry.
Spell Flare
If the Nimbus flared because of a
spell, use the spell’s Potency as the Nimbus’ strength, and the Tilt lasts for
the spell’s Reach in turns or one turn at a minimum.
Uncloaking the Nimbus
Once per scene a mage can force her immediate Nimbus to flare for a single turn without casting a spell by spending a Mana. In this case, roll the character’s Gnosis and use successes as the Nimbus’ potency and its resultant strength will be your full Gnosis level . Deliberate flares like this are visible even in the Fallen World and can therefore affect characters not using Mage Sight, although Sleepers will suffer Quiescence after the Tilt ends. Compare the Nimbus strength to any witness’s Resolve. If a character’s Resolve is equal to or lower than the Nimbus strength, the Tilt takes effect.
Once per scene a mage can force her immediate Nimbus to flare for a single turn without casting a spell by spending a Mana. In this case, roll the character’s Gnosis and use successes as the Nimbus’ potency and its resultant strength will be your full Gnosis level . Deliberate flares like this are visible even in the Fallen World and can therefore affect characters not using Mage Sight, although Sleepers will suffer Quiescence after the Tilt ends. Compare the Nimbus strength to any witness’s Resolve. If a character’s Resolve is equal to or lower than the Nimbus strength, the Tilt takes effect.
Submitting to the Nimbus
If for whatever reason a character is aware of the effects, she can willingly submit to the Tilt regardless of her Resolve.
If for whatever reason a character is aware of the effects, she can willingly submit to the Tilt regardless of her Resolve.
Aura Clashes
Mages can pit their own Nimbus against the aura as per the “Interactions with Other Auras” rules, below.
Mages can pit their own Nimbus against the aura as per the “Interactions with Other Auras” rules, below.
Crafting
your Nimbus Tilt
As part of character
creation you will also need to create your Nimbus. You must come up with a
Nimbus Tilt, which comes into play when your character’s Immediate Nimbus
flares. The Tilt either penalizes or bolsters specific actions the subject
undertakes. You get a number of bonus or penalty dice equal to half your
character’s Gnosis (rounded up). These must be applied to a combination of penalized
or benefiting Attributes (or both).
Alternatively, you can apply the effect to
Skills. A benefitting Skill also gains the 8-Again quality. A penalized Skill
loses the 10-Again quality. So for example, a mage that flares a distracting,
wanton, bacchanal Nimbus and Gnosis 7 might give a –1 penalty to both Composure
and Wits rolls, but a +2 bonus to Presence rolls until his Nimbus fades.
As
your character’s Gnosis increases, so does the effect of her Immediate Nimbus
Tilt. When Gnosis increases, you can completely rework the Tilt, re-designing
it from the ground-up if you so desire. This includes as your character changes and grows into their power.
If overcome by another Nimbus Tilt the first goes away
If overcome by another Nimbus Tilt the first goes away
Interactions with other supernatural auras
Other
supernatural creatures tend to have aura effects that force Conditions or Tilts.
Sometimes this is a defense mechanism; sometimes this is a way to assert
dominance. However, mages are particularly resistant to this effect. When such
an effect targets your character, roll a dice pool comprised of a Resistance
Attribute + Gnosis. The Resistance Attribute depends on the monster’s dice
pool: If it uses Strength, roll Stamina; if Presence, roll Composure; and if
Intelligence, roll Resolve. This resistance is automatic, but it does count as
flaring your character’s Immediate Nimbus. This comes with all effects, both
positive and negative. The roll acts as a contested action against whatever the
other character throws at yours. Your successes subtract from his; if you net
any successes beyond his, he suffers your Nimbus Tilt instead.
Some Play Testing Notes: The potency of the spell is compared to everyone's resolve. If their resolve is lower they take the tilt unless they flare their nimbus in response. If its a deliberate flare the caster rolls Gnosis and then their static score of Gnosis is compared to Resolve. If someone flares in response they roll Gnosis + resolve vs the successes on the Gnosis roll to flare. Static scores are no longer compared for that char. Responding with a flare doesn't afflict the tilt on bystanders. Flaring in response can only be done to avoid the tilt, it can't get rid of the tilt once it's taken hold... If a defender succeeds at Flaring in response they become immune to further attempts for that mage to try to inflict their Tilt until the end of the scene.
Some Play Testing Notes: The potency of the spell is compared to everyone's resolve. If their resolve is lower they take the tilt unless they flare their nimbus in response. If its a deliberate flare the caster rolls Gnosis and then their static score of Gnosis is compared to Resolve. If someone flares in response they roll Gnosis + resolve vs the successes on the Gnosis roll to flare. Static scores are no longer compared for that char. Responding with a flare doesn't afflict the tilt on bystanders. Flaring in response can only be done to avoid the tilt, it can't get rid of the tilt once it's taken hold... If a defender succeeds at Flaring in response they become immune to further attempts for that mage to try to inflict their Tilt until the end of the scene.
The Signature Nimbus
(Resonant Imprints)
(Resonant Imprints)
The Signature
Nimbus is just that, an identifier your character leaves on the things her
Awakened will has touched. When she uses a spell, Praxis, Rote, or Attainment,
she leaves little wisps of her identity on that magic.
A mage utilizing Focused
Mage Sight can recognize those signatures she’s seen before. If the signature
comes from a particularly great Gnosis (6+), it offers a bonus to Revelation
rolls regarding that Pattern. For every dot of Gnosis above five, add one die
to relevant dice pools.
By default, this imprint lasts for a week. However, the bonus
dice afforded by high Gnosis fade once per week instead. Once the last die is
gone, it fades one week later.
A Signature Nimbus looks the part of a residue
from or remainder of the Immediate Nimbus. If your character has a fiery
Immediate Nimbus, her Signature Nimbus might be charring and ash, for example.
Or if her Immediate Nimbus causes intoxication, her Signature Nimbus might feel
like a hangover.
If a mage wishes, she can imprint her Signature Nimbus on an
object, place, or person at the cost of one Mana. In this case, add her Gnosis
to any rolls to scrutinize that Nimbus. This fades at one bonus die per week.
Spending a Willpower point turns those weeks into months.
So What does the Immediate Nimbus look like?
Hurting for ideas?
Nimbus Appendix! (As seen in: Tome of the Watchtowers sourcebook):
-
Acanthus
- The
nimbus of an Acanthus mage, like her appearance, is “fey.” Words commonly
associated with the world of faerie — gossamer, mist, glowing, luminescent,
feathery, timeless, otherworldly — partially describe the physical appearance
of these mages’ nimbuses. Particularly when an Acanthus mage uses the Time
Arcanum, the time sense of those around the mage seems to alter, and the nimbus
itself interacts with time in unexpected and often startling ways. Likewise, the
Fate Arcanum injects an element of chance into the nimbus, as if the aura
surrounding the mage had suddenly become infused with all the potentially
possible variations. While a mage usually has a singular nimbus by which his
magic can be recognized by a practiced eye, there are often slight variations
within an individual’s nimbus manifestations depending on the type and
intensity of the magic being cast.
Concepts for Acanthus character’s nimbuses can come from any object or
word associated with the Path’s ruling Arcana, Time and Fate, or related to
Arcadia, the world of faerie, the Watchtower of the Lunargent Thorn or anything
else called to mind by associations with the Path of Thistle. Within these
concepts, the nimbus may vary in accordance with the kinds or intensity of
magic used.
o
Fey
- Things
seem enchanted or pregnant with the possibility of magic. In some cases, a
greenish glow might highlight metals or reflective surfaces, and eerie, strange
singing can be heard from afar. With powerful magic, fogs and mists might rise
to cloak the ground. Time condenses into the present moment; concerns about the
past or future seem less pressing, less real. Everyone’s heart seems to beat in
synch, although the silence between beats hints of eternity. Things sometimes
seem to move in slow motion, with sublime grace and beauty.
o
Time/Fate
– The nimbus in general may appear as an aura of soft, glowing blue light with
hints of tiny motes of brilliance winking in and out circling around her. When
casting spells involving the Fate Arcanum, the bright motes may acquire a
random firing or circle wildly around the mage while emitting different colors
of light. The Time Arcanum might cause this same nimbus to appear frozen in
time for several heartbeats before resuming its circular movement. Greater
degrees of magic would accentuate the nimbus’ qualities according to the type
of magic used.
o
Changeable
-
A visual light show appears, complete with exploding fireworks, changing colors
and kaleidoscopic repetitions of visual elements. Sounds become intensified in
their variations — loud sounds become louder and soft noises faded to near
inaudibility, only to trade places so that soft becomes loud and loud soft.
Strange music sometimes accompanies effect, providing a melody that never
resolves but is always turning into some other song. Powerful magic adds even
more variations and more intense sensations. Viewers stand in awe of the light
and sound spectacle.
o
Ethereal
- An otherworldly sensation surrounds the caster. Objects nearby seem either
transparent or translucent, and everything has a sheen of unearthly grandeur.
Junk cars do not change their appearance, but are nevertheless transformed into
iridescent visions. Music reminiscent of an angelic choir — or a faerie chorus
— rises and falls in swells of unbearable sweetness and inescapable sadness.
Everyone nearby becomes aware of their own fragility, of how their lives hang
on each heartbeat and of how delicate the balance of their existence truly is.
It is as if a strong breath could blow the world away. Strong magic heightens
this sensation, making others feel the aching beauty of something just beyond
their grasp.
o
Fated
- All seems predetermined. Sights and sounds are perceived with a sense of
fatality, as if they had been set into stone long ago. Voices murmur
indistinguishably in the background, sounding like a Greek chorus announcing a
hero’s unhappy fate or else a judge pronouncing sentence. Colors are somber without
being dark; there are no half-tones or graduated hues. Rather, each color is
shown in its coldest, most fixed state — slate gray, deep crimson, royal
purple, dark green — lacking any true shine or sheen. Strong power reinforces
the sense of predetermination, until those nearby feel as if they can do nothing
spontaneous, as if every action they take has already been played out on some
gigantic stage. A variant nimbus includes shadowy women’s faces that might be
interpreted as the Three Fates or the Triune-goddess.
o
Fortune-Telling
-
Similar to the “Fated” nimbus in theme, but less fixed and incorporating chance
and randomness, this nimbus creates an area around its caster in which
everything seems possible, but only one outcome is certain. Images of cards,
rune-stones, dice, bones and other vehicles for reading fortunes pass in and
out of the viewer’s sight. Sometimes, it seems as if a fortune might become
clear, but, at the last minute, the final element of the prophecy fades.
Carnival music often accompanies this nimbus. Strong magic causes the nimbus to
appear solid and transparent around its edges, as if the mage were enclosed
within a giant crystal ball. Anyone in proximity to the caster feels as if all
the certainties of his life were suddenly stripped away, leaving a sensation of
intermingled fright and excitement.
o
Fractals
-
The patterns of the world present themselves within the nimbus, displaying an
ever-shifting, seemingly random sequence of shapes and forms always in motion.
After staring at the procession of forms, a sort of pattern emerges, though not
one that can be determined by hard-and-fast formulae. The particular Arcanum
used at the time controls the visual form of the fractal pattern: the Life
Arcanum may produce shifting figures of molecules or recombinant DNA or images of
bees swarming in changing formations; Forces may reveal snowflakes, lava flows,
patterns of shifting sands or a meteorite display. The stronger the magic, the
more intense the shapes and the faster they move. Anyone near the caster senses
that the world is truly composed of many parts, and those parts, in turn, are
made of smaller parts . . . .
o
Misleading
-
Nothing is as it seems. This nimbus displays a series of optical illusions,
from twisting Möbius strips of light to figure-versus-ground arrays or
Escherian landscapes. Just when the brain makes sense of what it perceives, the
scene suddenly inverts itself or emphasizes a small detail that shifts the
visual focus so that a completely different image forms. This process continues in a never-ending
progression. Stronger magic enhances the contrasts, exerting an almost hypnotic
effect on the viewer. Anyone close to the caster experiences a sense that her
perceptions are forever changed and is filled with mistrust at first
impressions.
o
Nature
- The link between Arcadia, the Fae and the natural world reveals itself in
this nimbus. A heady incense of blossoms and other natural scents infuses the
air around the caster. The nimbus itself appears as a circle of leaves, flowers,
twigs, thorns, shells or other nature-related images. Stronger magic brings out
the colors of the images and heightens the scents so that they seem to cling to
the skin. Anyone standing near the caster feels a dusting of feathers or the
spray of salt water or some other physical sensation associated with natural
objects.
o
Surreal
-
This nimbus presents images similar to those that might be found by stepping
“through the looking glass,” walking into a painting by Hieronymus Bosch or
experiencing the effect of certain mind-altering chemicals. The outer edges of
the nimbus are ill-defined, so that the “real” world blends almost seamlessly
into the nimbus, extending the sense of un or ultra-reality beyond the
immediate vicinity of the caster. The more powerful the magic, the sharper the
images become. Those near the caster feel as if they have lost control of their
visual processing centers and that they are unable to make sense of what they
are seeing. (Those who regularly experience acid flashes may not feel quite as
disoriented as others.)
o
Time
Effects - Though some nimbuses may include sensations of
extended time or other temporal effects, this nimbus uses time as its primary
symbology. Some of these nimbuses appear as giant clock faces, with the caster
in the center, or as numerous tiny clocks circling the caster. Other visual
effects may include the images of infants aging to adults, growing old and
dying only to transform into a fetus in utero and begin the process all over or
the procession of the seasons. Strong magic may speed up or slow down the process.
Anyone in proximity feels time distort around them, either moving in slow
motion, fast forward or stop action. Often, the sound of clocks ticking or hearts
beating accompanies the visual effects.
o
Whimsical
-
This nimbus may develop a cartoonish feel, becoming two-dimensional and
incorporating animated creatures within its confines. It may also portray
images from circuses, carnivals or other symbols of entertainment and imagination.
Though the initial images may appear “sweet” or “cute,” a feeling of manic
madness prevents them from becoming cloying. Strong magic increases the madness
quotient. Eerie carnival music or mad music-box tunes fill the ears of anyone
standing near the caster.
-
Mastigos
- Thought
is made real in Pandemonium, and thus anything that the Warlock can think of
might accompany his magic. Below are some alternate possibilities for Mastigos nimbuses.
More than with other Paths, Mastigos nimbuses tend to have a pronounced effect
on onlookers.
o
Nightmarish
- Depth
perception takes on new clarity, and it might seem that objects are seen from
all sides in a single glance, or that things seem impossibly far away, beyond
reach. Objects seem limned by an unseen flame, and exotic fragrances hover at
the edge of awareness. With powerful magic, distant screams or howls of rage
might sometimes be heard.
o
Cacophony
- It
begins with a ringing in the ears, and grows to an indistinct roar. Any nearby
creature with normal hearing experiences fi rst discomfort, then pain as the
din increases. Powerful magic might even cause nosebleeds and headaches in listeners,
but, interestingly, the noise created by such a nimbus cannot be recorded and
does not appear on sound recording equipment — the sound exists only in the
minds of the listeners. This nimbus is appropriate for any Mastigos
specializing in the Mind Arcanum or who learns the Forces Arcanum.
o
Claustrophobic
-
Hallways tighten, vehicles appear to collapse in on their passengers and
elevators become mobile coffins. Even people who don’t suffer from claustrophobia
feel smothered, and actual claustrophobics often hyperventilate in panic.
Powerful magic makes the Mastigos herself seem larger than life, standing tall
in front of the witnesses no matter how far away she is. Obviously, a Warlock
specializing in Space magic might exhibit a claustrophobic nimbus.
o
Demonic
-
The mage’s eyes glow with unholy light, and his shadow might grow horns, a
tail, wings, extra limbs or other inhuman features. His voice gains a booming
bass resonance or a hideous screech, and, with powerful magic, his skin might
become a jaundiced yellow or fiery red. Mastigos who study the Arcanum of
Spirit or Life might display this nimbus.
o
Destructive
-
The demons of the Kingdom of Nightmares seem to reach into the Fallen World via
this nimbus, clawing and biting at anything they can reach. Their influence
manifests in various ways. Brittle materials might crumble, flammable items might
begin to smoke and glass might crack. These effects vanish when the magic ends,
of course (the nimbus doesn’t actually cause change in the Durability of
items), but powerful magic might leave behind scoring apparently from long
claws. Mastigos studying the Arcanum of Death might show this nimbus.
o
Disorienting
-
The landscape around the mage seems to spin, causing vertigo and nausea in
onlookers. Even on steady ground, witnesses can’t seem to find their footing
and might stumble or reach out for handholds. Depth perception and spatial
relations suffer, and, with powerful magic, witnesses might lose their senses
of direction for the rest of the day. Warlocks specializing in either of the
ruling Arcana of Pandemonium might exhibit this nimbus.
o
Infectious
-
The mage’s nimbus induces some spreading trait. This might be a cough, a laugh
or even a phrase in an unknown language that all who hear are bound to repeat
at least once. Powerful magic can even cause a visible pox on the flesh of
witnesses. This “disease” fades as the magic does, but can leave witnesses
feeling unclean and “marked” for days. Warlocks who study the Life or Fate
Arcanum might display this nimbus.
o
Sensual
-
Onlookers experience all sensory input keenly, from the scent of nearby
perfumes to the sound of the mage’s voice to the feel of their own clothing.
This experience isn’t necessarily unpleasant; depending on what stimuli the
person is receiving it can be enjoyable or even erotic. As the power of the
magic increases, though, even a silk shirt can start to feel like sandpaper and
the gentlest whisper can feel deafening. A Warlock studying Matter as well as
Mind might display this nimbus.
o
Sexual
-
No matter how he actually appears, the Mastigos exudes sex appeal. Onlookers
cannot help but become aroused, although the focus of the arousal isn’t
necessarily the mage (for instance, a truly heterosexual man won’t feel
desirous of a male Mastigos, but any woman in the immediate vicinity probably starts
to look extremely tempting). Extremely powerful magic might even cause
spontaneous orgasm in onlookers. Such a nimbus is appropriate for Mastigos who
study Mind or Life.
o
Subjugating
-
Onlookers, animal and human both, abase themselves before the mage. His will is
law, his words infallible. Nothing seems to escape his notice, and his gaze
might seem benevolent or terrible depending on the nature of the magic. Powerful
spells might cause inanimate objects to bend, as though bowing before him.
Mastigos specializing in the Mind or Fate Arcanum might show this nimbus.
o
Symphonic
-
Everything moves in concert. Ambient sounds harmonize together, and voices take
on a lyrical quality. The movement of feet against the ground results in a
cello-like note, while an inhaled breath produces a woodwind sound. The mage is
the conductor of the symphony of the world, if only for a few moments. Powerful
magic can cause listeners to weep at the beauty of this music. This nimbus is
appropriate for Mastigos who study the Arcanum of Forces, Fate or Prime.
-
Moros - Yep, pretty much what you would expect...
o
Haunting
- Onlookers
think they see vague and blurry figures. Shadows grow deeper or seem to reach
out to an onlooker, and objects look decayed or rotted. With powerful magic,
they might even hear whispers. Corpses might twitch or seem to moan.
o
Bleak
- Sounds become dampened and colors muted. Depth perception becomes difficult
as edges of objects blur together and points of reference are hard to resolve.
Horizons seem distant, and words seem to echo. A pervasive feeling of hopelessness
arises, as though whatever might be accomplished at present ultimately won’t
matter. With powerful magic, onlookers might start to cry or a cold rain might
start falling. Any Moros who specializes in the Death Arcanum might exhibit
this nimbus.
o
Brittle
-
Everything becomes delicate. Clothes seem to tear easily, objects crack or
shift with the slightest touch and taking a step seems to strain the floor or
leave dents in the ground. With powerful magic, a thin layer of powder might appear
on stone as though it is disintegrating. Moros who commonly use Death or Matter
to disable or destroy objects might exhibit this nimbus. Note: Nimbuses do not
actually damage objects or lower Durability, so even if a material frays a bit,
it still works perfectly normally.
o
Eerie
-
Sounds take on a slightly higher pitch and a faint echo, and colors shift
toward the blue end of the spectrum. Onlookers see movement from the corners of
their eyes, but this ceases if they try to focus on it. Nothing moves quickly
when directly watched. Movements seem slow and dreamlike, and a disturbing calm
surrounds everything. With powerful magic, the mage’s words seem to ring in
listener’s ears before she speaks, creating the perception that she is out of
synch with her own body. This nimbus is common for Moros who study Mind as well
as Death.
o
Endless
-
Things taken on a timeless quality. Words echo, but the echoes don’t fade
entirely, instead remaining as a soft undertone. The mage appears unassailable,
as if he cannot be attacked or affected by others. Powerful magic might distort
onlookers’ sense of time to the point that the second in which the spell is cast
seems minutes or even hours long. Any Moros might develop this nimbus, but it
is especially appropriate for those who learn the Time Arcanum as well as Death.
o
Kingly
-
The mage appears regal and powerful (though not necessarily noble — the feeling
is intimidating, not inspiring). Anything he is holding or wearing seems like a
treasure, and anyone who meets his gaze feels compelled to look away. Animals, even
inanimate objects, seem to defer to him, and, with powerful magic, even shadows
stay below his gaze. This nimbus is appropriate for Moros who make a habit of
raising zombies or commanding ghosts.
o
Mutable
- Things
seem in flux. Objects might undergo subtle shifts in color, white light and
shadow in intensify and dampen seemingly at random. Water flows
in whirlpools or waves, even if it’s currently in a drinking glass. Fabrics
stiffen momentarily, while metal or glass seems to warp when touched. Powerful
magic might cause iron to change to copper or lead to gold for a few seconds.
Mages who use Matter to transmute or transmogrify might exhibit this nimbus.
o
Paranoid
-
Shadows turn to face the mage or the target of the spell. Onlookers feel breath
on their necks and hear whispers from darkened corners. Footsteps might sound
from above or below the mage’s current position, even if he is outdoors.
Someone picking up an object might develop a distinct sense of guilt, as though
he were stealing it. Powerful magic might result in ghostly faces appearing in
reflective surfaces, watching those around the mage with stern or angry
expressions. This nimbus is appropriate for mages who commonly use ghosts or
spirits as spies or contacts, or who study the Spirit Arcanum.
o
Respectful
-
Light and sound seem to defer to the mage; shadows darken as he approaches and
when he speaks, other sounds dampen. People have trouble meeting the mage’s
eyes, and their gazes are naturally drawn to whatever he points to. The
respectful air doesn’t just apply to the mage, though. People aren’t inclined
to become angry or violent — it just seems inappropriate, especially when
powerful magic is involved. Necromancers who use magic to contact or heal
ghosts or to enter Twilight might exhibit this nimbus.
o
Rotting
-
Foul smells of decay emanate from the mage or from her target. Fabric, food and
other soft materials sag and seem befouled, while harder organic matter (such
as wood) feels soft and porous to the touch. Onlookers feel unclean and might
have trouble drawing breath, as though the air tastes foul. Powerful magic
might result in fungus or mold growing in corners or on foodstuffs. This nimbus
is appropriate for Moros who study Life as well as Death.
o
Solid
-
Sounds do not echo, but seem pregnant with meaning. Footsteps are loud as
though the person’s weight had increased. Doors and windows are harder to move
and substances that should tear easily, such as paper, require effort to
destroy (although again, no actual change in Durability takes place; the effect
is subtle and has no effect on game mechanics). Liquid seems to become slightly
more viscous, and with powerful magic might even congeal for a second.
Necromancers who make common use of the Matter Arcanum to strengthen material
might exhibit this nimbus.
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Obrimos
-
The nimbus of the Obrimos is truly worthy of the name, since it most often
manifests as the light, sound and sheer power wielded by the chosen.
o
The Obrimos are the most given to
classical auras or haloes of celestial light, sometimes accompanied by the
sound of distant thunder or ethereal music. Their light is often golden or pure
white, but appears in all the colors of the rainbow, sometimes as pure light,
others as “cold fi re” that flickers but does not burn.
o
Some Theurgists have a particular color
(or range of colors) associated with their nimbus, as individual as a fingerprint,
and associated with the mage’s personality and Awakening. So a warrior of the
Adamantine Arrow might have a nimbus of fiery red or burning gold, while a
Mysterium scholar has an aura of cool blue and a théarch of the Silver Ladder
has a silvery-white nimbus, reflecting purity and nobility. While a number of
different cabals and traditions associated certain color with particular
meanings, evidence shows it is largely a reflection of the individual
personality rather than some objective measurement. Still, Theurgists with a
tendency toward a particular nimbus color or colors usually manifest it in all aspects
of their magic.
o
Similarly, some of the Mighty have a
particular sound or sounds associated with their nimbus, audible only to those with
Mage Sight. It may be the distant (or not so distant) sound of rolling thunder;
for others it is celestial music, choirs of sweet voices, the sound of a
crackling fire or a deep hum like an electric motor. The sound often varies
according to the mage’s mood and magic.
o
Lastly, the Obrimos nimbus seems to carry a
measure of the Path’s faith and confidence. When the chosen work their magic,
things tend to seem preordained, as if part of some greater, divine plan or
whole. There is a certain soothing rightness to their actions, counterbalancing
the glory and majesty of it all, and recalling humanity’s ancient guides and
guardians. The Mighty wear the noble mantle of divine right that was the
birthright of sovereigns throughout history.
o
Enlightening
-
Things become self-luminous, seeming to glow from within, and the air becomes
charged with energy, accompanied by the smell of burning ozone or unseen smoke.
Everything seems to be preordained, divinely chosen. With powerful magic, a
distant choir might be heard
-
Thyrsus - get in touch with the wild side...
o
Vibrant
- Adjacent
onlookers feel a “runner’s high” as their blood beats faster, their hearts
feeling strong. The hairs on the napes of their necks rise, sending a thrill
down the spine. Onlookers see movement out of the corner of their eyes, or
think they see shapes in random patterns, such as faces peering at them from
the abstract patterns on wallpaper. With powerful magic, they might even hear
growls, whines or insect buzzing coming from inanimate objects such as lamps,
staplers or cars.
o
Hungry
Like the Wolf - Onlookers suddenly find themselves ravenous,
overcome by powerful cravings for very, very rare steak, or possibly sushi.
This craving will last until the person eats or goes to sleep.
o
Arousal
-
Those watching the mage cast his magic find themselves exceptionally,
inexplicably sexually aroused. For the duration of the casting, the onlooker
experiences all the symptoms of powerful sexual arousal, possibly to the point
of spontaneous orgasm. This is a relatively common nimbus for those near a mage
using shapeshifting magic.
o
Bestial
Witness - Animals may converge on the place of the casting.
Dozens or even hundreds of birds might land on every available perch, rats
might pour up from the sewers, their beady black eyes intent on the mage, or
pets might break loose from their owners to come be in the presence of the
Shaman’s magic. Harmful magic might elicit more disturbing animals: a cloud of
locusts or flies might enshroud the caster, or a knot of serpents might entwine
her feet and legs.
o
Strange
Scents - Strange scents waft from the mage or her target.
These fragrances might be musky (such as a wet animal), spicy (such as ginger
or nutmeg) or florally sweet (such as lavender, roses or gardenia). Healing
magic often triggers this nimbus. Using Life magic to harm a target typically
results in foul odors instead: rotting milk, decaying flesh or asafetida.
o
Predator’s
Song
- Those near the mage might hear (or imagine that they hear) the sound of some
triumphant beast after a hunt: the roar of a lion, the mad shrieking of a
chimpanzee, a howling wolf or some similar noise.
o
Unveiling
-
For a brief moment in the presence of powerful magic, the mage’s nimbus might
momentarily allow onlookers to see a flicker of the same animalist world the
Shaman sees. Sleepers might sense waves of emotion coming from objects or
natural phenomena — eagerness from a sports car, stability from a chair, anger
from a fire and so on.
o
Hair
Growth - Not only does the mage’s nimbus cause viewers’ hair
to stand on end, the nimbus causes the hair to grow. A clean-shaven man might
suddenly have three days of stubble on his face, while a bald individual might
find himself growing hair again.
o
Human
Claws - Those affected by the mage’s nimbus might find their
fingernails and toenails growing by as much as a half inch in the case of
powerful magic. The nails are thicker and courser than usual and seem sharper.
The nails can be clipped (with difficulty), but the thickened portion will stay
thick until the affected portion grows out.
o
Muscle
Tremors - An onlooker might develop a pronounced facial tic or
experience a surge of involuntary muscle tremors rippling through her body.
This won’t cause the person to fall down, but might cause her to stagger or
drop something held in her hands.
o
Bestial
Impulsivity - Sleepers near the mage might experience
an overwhelming instinctual impulse, a purely random amplification of some
normally innocuous urge: a momentary irritation drives the person to punch the
object of his irritation or a mild attraction causes the Sleeper to sexually
grope the person he’s attracted to. A vague sense of nervousness or disease, on
the other hand, might trigger a full blown panic attack and cause a person to
bolt like a rabbit fleeing a pack of hounds.
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