Sunday, March 25, 2018

[Mage: The Awakening 2nd Ed] The Duel Arcane

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum


The Ultimate Guide to 
The Duel Arcane
Part One

The following are consolidated rules for the Duel Arcane for Mage: the Awakening 2nd Edition, adapted from various sourcebooks from Mage: The Awakening 1st Edition and game hax we have tried out before.  This has been a long time coming, especially after we had the Duel Arcane Tournament during many character's time at the Pentacle Academy.

Our changes are in different colors than the core source text so they can be used or discarded.  It's our system to make duels more dynamic and interesting.

Part One - The Traditional Duel Arcane
Part Two - Other Mystic Duels
Part Three - The Arcane Code Duello

Sources:
- Mage: The Awakening 2nd Ed corebook
- Mage: The Awakening 1st Ed corebook
- Tome of the Mysteries sourcebook for MtA1.0
- Sanctum & Sigil sourcebook for MtA1.0
- Secrets of the Ruined Temple sourcebook for MtA1.0
- The Adamantine Arrow order sourcebook for MtA1.0
- The Silver Ladder order sourcebook for MtA1.0



The Traditional Wizard's Duel
Arcane Since time immemorial, mages have struggled against each other. Long ago, the
orders codified and formalized their conflicts to allow the Awakened to settle their differences. Their system is known in common parlance as the Duel Arcane or Wizard’s Duel, a magical battle between mages.

"The practice of the Duel Arcane supposedly dates back to the time of Atlantis, and remains largely unchanged since then. All the orders, even the Seers of the Throne, recognize the validity of a challenge from a fellow mage (although the non-Diamond Orders are more likely to cheat or ignore the results of a lost duel). The ultimate purpose of the Duel Arcane is to allow sorcerers to test their powers, wills and wisdom against each other without immediately fatal results."

"It is a mistake to assume the Duel Arcane is just two mages flinging spells at each other until someone dies. While it can, to the outside, appear that way, the reality is that a Duelist’s real work is internal, as each pushes at not just at the other’s body, but at the mind and soul of the enemy, hoping to lay them bare. The Duel Arcane is what makes one mage more right than another, more wise and more mighty.  You reduce the opponent to nothing or next to nothing by right of might and will." - Stavros, Magister of North America

Perhaps one of the greatest supporters of the Code Duello is Magister Stavros.  Throughout his political career in the Silver Ladder, Stavros has used Wizard's Duels as a hammer to slam down differences of opinion abhorrent to his ideals.  He once ousted a previous Hierarch of San Diego in order to overthrow the Concilium's racist policies.  He truly believes that magical might and power is directly tied to the Wisdom of a mage, that the wisest mage is the most powerful.  If he is able to best an opponent in a duel it means that he is right by virtue of defeating his opponent.


Narratively, the Duel may be a complicated affair with witnesses, ceremony, ritual, and fanfare. The duelists may fling insults, converse, or abuse one another with words while they set up. Intimidate one another with their mystical pedigrees or beg for understanding. The traditions and practices around the Duel vary by city and Order.

Systematically, the Duel is a set of steps listed below:


Step 1: The Challenge
The duel begins with a formal challenge or declaration of hostilities. The challenger informs the challenged of the nature of the dispute and the demands involved. It might be a formal apology over a point of honor, a dispute over possession of a Hallow or Artifact, or rights to a  particular territory.

The challenged mage must either cede the point (thus ending the conflict peaceably) or take up the challenge. The challenge must be a one-on-one duel, one mage versus another.  Otherwise see the Group Duel variation below.

"Hey, you and me, fight now.  Official Pentacle Academy rules only.  You know I almost one the Tournament last year?  Fated to win actually.  If not for that douchebag Overwatch.  He wasn't even a student!  Guess even Fate can get worked around." - The Gamer

Step 2: Conditions
The challenger usually chooses the location and the challenged mage announces the form the duel will take. This can be as simple or convoluted as the participants wish. At this stage each mage should choose a second, who relays messages between the participants.

The duello forbids selecting a dueling form for which one of the participants has little or no skill. It’s dishonorable to demand a fencing contest from a bookworm or spirit summoning from an Obrimos. Strictly speaking, the duello advises against negotiating duels where one participant will obviously demonstrate superior skill. It is supposed to be beneath a master to duel a mere initiate, but mages have been known to hide skill in a key Arcanum or mundane field until the contest requires it.

Neither participant can make any demands that violate Lex Magica by using obvious magic in a public place or endangering non-participants. The time of a duel is either agreed upon by participants or as a matter of local custom. Some Consilia designate a “dueling hour” and send Sentinels to oversee any quarrels that occur.

Finally, the participants negotiate the stakes, outlining the consequences of victory and defeat for each party. Mages who are having second thoughts about dueling use negotiations as a chance to entangle the contest in impractical conditions. There is very little formal law regarding negotiations, so regardless of the duello a challenger could, for example, demand that a duel with a Shadow-blind mage take place in the Shadow Realm. The challenged can counter with an equally impractical location or demand access to an Artifact capable of transporting him — in which case the challenger must have the same Artifact. Legends exist of duels that have been negotiated over decades, to the point where they require enhanced blades, magic diamonds, armies of bound spirits and occult temples. This is an excellent way for all parties to never duel without actually conceding defeat. Once the aggrieved parties settle the details of form, time, place and consequences, they can go about the actual duel. 

Seconds & Their Duties
Seconds are sworn to convey messages from each side accurately, act as honest witnesses and, if
possible, negotiate an honorable resolution without combat. Mages may employ seconds in all matters of Nemesis, but most often use them for duels. Mages do not acknowledge that their seconds
negotiated peace so that they cannot blame them for any shortcomings. Officially, the solution is
the duelists’ own, and is treated as such by law and custom. Seconds tend to be less emotionally involved in events and can develop a joint proposal for the participants. When implemented, these honorably resolve the conflict. Unfortunately, while the duello holds that the participants should not declare Nemesis against each other (just as if they had dueled), the Lex Magica does not count it as a duel. An unsatisfied party can thus break the duello to extort more concessions or overturn the whole agreement. Finally, the second’s role as “honest witness” means that they are supposed to prevent
cheating and see to it that the duel is conducted according to the agreed-upon form. It is a sad fact that many seconds have tried to help their companions cheat instead, so many Consilia send a Sentinel, Herald, or Interfector to bear witness as well.

Determining the Stakes:
What do you want? What does your opponent want? Are you in agreement over the end results for the winner and loser? You may not be. Sometimes duels are fought over territory, mentors, students, social slights, heartbreak, or money. Sometimes they’re fought over more ephemeral concepts like honor or truth. (In these cases, though, declaration of stakes would probably be “he admits in public that I’m right about ghosts.” Or, “She should declare to the Order that I am her superior!” and so on.)

Once the stakes are clearly established with exactly what each mage expects of the other, work with the players to determine what sort of Condition should afflict the loser at the end.  Players and Storyteller should agree to the Conditions as the duelists (perhaps grudgingly) agree on the stakes.



Step 3: Drawing Swords
Once the challenge is offered and accepted, the opponents prepare for battle. They join their wills in a mystical connection, pitting their magical might directly against each other. This is often accompanied by a formal declaration of the duel, although none is actually needed. The silent intent of the mages is sufficient, and some duelists simply glare at each other across the length of a dueling field.

Squaring the Circle:
For the actual duel to begin, a mage of the Prime Arcanum must create the dueling circle, the space where the Duel Arcane takes place. Doing so involves casting the Prime spell Display of Power, Ideally, this caster is a neutral observer or executor, not one of the combatants, although impartiality is not necessary. A challenged person can deny a duel if he is incapable of creating the circle and there is no neutral mage available to do so.

Display of Power (Prime •••)
Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Brawl (AA), Occult (GotV/My), Socialize (SL), Expression (FC),
Magic itself falls under the purview of Prime, even its most private functions. By using this spell, a mage stirs the Supernal World, making it respond to mages within the spell’s area. Rather than being wholly internal, Imagos formed by mages within the spell’s effect become visible in the Supernal World to all forms of Active Mage Sight, displayed as magical runes and flashes of symbols hovering around the mage. Mages use this spell as a teaching aid, forming Imagos to display to their students without actually casting. The spell has another role in mage society, though; it is the basis for the Duel Arcane, in which two rival mages display what they could do to one another.
+2 Reach: For one Mana, any attempt to Counterspell a spell cast within the area gains the rote action quality, as the plainly visible Imago makes the spell easy to decipher. (In many duels, seconds are appointed to stand ready to Counterspell attempts at cheating.)
+1 Reach: Attacks in the duel can continue past available doors and inflict Bashing Damage
+1 Reach: Attacks do not open doors but inflict Bashing Damage instead
+2 Reach: Attacks do not open doors but inflict Lethal Damage instead
+3 Reach: Attacks do not open doors but inflict Aggravated Damage instead
+ Spirit 3 - change the spell to create proto-spirits in the Shadow
+ Spirit 5 - change the spell to create proto-spirits in the Shadow of Material Realm

Display of Power and it's Silver Ladder Rote "Squaring the Circle" create a place where the ordinary rules of reality and magic do not entirely apply. They stand projected into the Supernal World.  Within the dueling circle, contestants grapple with the manifest power of opponents’ magical will, wielding their own magical power as both sword and shield. Any mage using Mage Sight can witness the dramatic effects of a Duel Arcane, as described with each Arcanum. Sleepers cannot see the magic. To a mundane observer, the duel consists of the two mages staring intently at each other. One slumps in defeat and the two part ways.

Inside the dueling space, the mages suffer -3 to their perception of the world outside the circle.  They are distracted by the intense overall of the Supernal World and the opponent in front of them.  Ambushing a mage from the outside in the middle of a duel is a nasty way to cheat and for an enemy cabal to kill the duellists.

"Inside the circle, mages can use raw imagos to attack each other.  Their wits, knowledge, understanding of the supernal and pure creative strategy become the mage's sword and shield.  These still count as Spells for the purposes of Dispelling and Counterspelling but they lack actual effects other than striking the opponent's will.  It is a game of chess at the speed of light.  Regular spells can still be cast inside and outside the circle but a duelist casting a spell inside the circle is almost universally considered cheating and it's one of the reasons many duels call for seconds and adjudicators outside the circle to ensure the duel is fair." - Gabrielle, Master Duelist

Another Awakened who dueled her way to the top, Senior Daduchos Gabrielle was a Savant of the Duel Arcane since her time as a young Neokoros in Chicago.  Awarded the title of Duelmaster, she inadvertently challenged and beat the Heirarch of Chicago in the Duel Arcane during the mage wars that left the Guardians in charge of the city and the Seers and Diamond reeling in the wake of the Celestial Flange. As a result of her stunning victory, she was made Hierarch of a hostile ruling council in a time of war.  Faced with a hostile ruling council and an active shadow war, she stepped down as Hierarch after a month and fled for her life.  Leaving Order and concilium politics behind she settled down as a hermit in Beulah, North Dakota.  There she met the newly Awakened Five Horsemen Cabal and instructed them in the ways of magical society and... of course... the Duel Arcane.  She has since re-entered magical society with the encouragement of Jack Bismuth.  She spends most of her free time at the Athenaeum in Los Vegas with her former cabalmates and teaching the Duel Arcane at the Pentacle Academy in the University of California, San Diego.



Fun fact, if someone is hit hard enough to somehow overtake and exceed the willpower dots providing the baseline Doors of the opponent, they are violently knocked out of the circle, taking Bashing damage equal to the willpower dots exceeded.  The only time this happens is when the safeties of the ritual circle are removed and the battle is to continue to physically harm the enemy.

Determining Doors:
Inside the dueling space, the body becomes secondary, and it is the will that the duelists attack. To reflect this, Health levels are forgotten and replaced with Doors. Each Door is closed and sealed, one level of protection against the will of the other sorcerer. Attacks fly at the Doors to force (or nudge) them open. Each character possesses as many Doors as she has dots in Willpower with other possible additions to the numbers of doors.

Door Modifiers
  • -1 Door if the characters in conflict are lovers
  • +1 Door if the character has previously declared her rival as her nemesis
  • +1 Door if the character’s rival has declared his intention to destroy her as a result of the duel
  • +1 Door if the character’s rival is from an allied sect (different Order the Pentacle)
  • +2 Door if the character’s rival is from a hostile sect (Seers, Banisher, Reapers etc.)
The Trash Talk:
The initial moments when the duelists lock wills is traditionally accompanied by a series of taunts, boasts, threats and recitations of lineage or accomplishments, all aimed at cowing an opponent. These can also be much more cordial, taking the form of negotiation. These displays are not strictly necessary; the contest of wills is what really matters. It’s whichever mage actually blinks first. One Social dice roll (Attribute + Skill) is made by each opponent using whichever tactic they prefer and is contested by the other pool.

Whoever gets the most successes opens a Door before the battle even starts. They can continue rounds of negotiation and social rolls outside of combat, the winner of subsequent rolls can accumulate successes which translate into +1 bonuses to be expended and stacked throughout the duel at any time.

This may continue until one side decides to Draw Swords and begin the duel in earnest or the matter is closed before mystical power is even thrown.  Typically the unnerved mage who is losing the trash talk or negotiation attacks first to prevent the other mage from getting too much of an advantage.  Either mage may also choose to break off and cede the duel at any point. Otherwise, the contest continues.

Step 4: The Contest of Wills
With Doors determined, characters begin the Duel itself. Roll Initiative, but in the Duel Arcane a character’s Initiative modifier is equal to Wits + Composure (Perception-based). If a the loser of the monologue/trash-talk session desires, they may break and attack first, thwarting the initiative order.  Once the turns are set, the Duel Arcane begins in earnest.

On their turns, players have a few choices as to what their characters do for their actions.  Attacking requires that a mage select an Arcanum as their Sword.  When they are attacked they employ another Arcanum that they select as their Shield.

Shifting Sword and Shield: 
Duelists may change their sword, shield or both as a reflexive action, once per turn. Duelists must still use a different Arcanum for each. Each participant reveals their choices simultaneously.  They can use the same Arcana as a previous round's but may be forced to change tactics if they fail to land an attack or defend against an attack they can't use the same Arcanum they used in the attempt in the next round.  They have to change things up until the round after that until they can use their old picks again.

Option One: Attack with Sword Arcanum:
The character flexes her creative use of raw magic and shows the extent of her strength. Her attack roll is any Attribute + Arcana as fits the description of her attack. These descriptions should be loose and liminal, drawing on the forces of the cosmos rather than anything so simple as “I throw a fireball at him.” Because the Duel takes place in the Supernal World, they aren't using spells to attack each other. Rather, the mage demonstrates how she could have performed an effect against her opponent, throwing raw magic, knowledge of the Arcana and their understanding of the Supernal.

Attacks go back and forth and the players use narrative to describe what each is doing. The mechanics are unaffected by great descriptions or ideas unless the Storyteller wants to grant Stunt Bonuses for beautiful, esoteric and detailed descriptions. The duel in the Supernal World space is always dramatic and cinematic.


A dueling character may not use Yantras or spend Reach beyond that she gains for Arcana mastery, and must still account for spell factors, resistance, Withstand and Clash of Wills. Opening a Door with an attack is a binary action. It opens or it does not; successes above and beyond opening the Door are added to the character’s next roll as bonus dice instead of opening additional Doors.

A mage may use a Willpower point (not a door) to add +3 to their attack pool but then cannot use an another Willpower point to defend in the same round.  The same goes for if the Attacker uses a Willpower point to defend before its their turn to attack.

Failing to open a Door means the character must change tactics, and cannot use the same Arcanum a second time on that closed Door.

Option Two: Defend with Shields Arcanum:
By spending a willpower point (not a door), a defender can reflexively subtract one of their Arcana's dots from the Attack pool.  If they already spent a willpower point this round to attack their cannot do this.  If the defender fails to prevent the attack from opening a door, they must use a different Arcanum to defend against the next attack.

As a stronger defensive option, a character may forgo an attack for a turn, and instead rely on her magic entirely to protect her. Any attack rolls made against her become contested, and she weaves a spell from her Attribute + Arcanum of choice just as her attacker did. A mage may not defend with the same Arcana they used to attack last round.

Option Three: Negotiate:
Even in the pitch of battle, the Awakened can (and do) manipulate one another. A character may put an offer on the table to open a Door without attacking. These are promises mystically sealed by the Prime magic that fuels the Dueling space, and as a result, are never made or accepted lightly. To negotiate, a character makes an offer. “I promise no harm will come to your cabal as a result of your actions tonight,” or “I will teach you the Fate spell you’ve been searching for, no matter what,” as examples. The character on the defensive may accept the offer and automatically open a Door. She does not need to accept the offer the moment that it’s made, however;  he may accept it later in the Duel. This is sometimes expected, as accepting the offer can be a graceful way to end a Duel when a mage is surely going to lose. These promises are almost always upheld, as mage society treats breaking one as breaking a sworn vow.  

During combat they can also surrender an instant action on their turn to make a social roll instead of attacking.  If they win the contested social roll they gain their successes as a bonus to their next attack or defense, just like excess successes in an Attack roll.  So sometimes one mage is just defending and talking a frenzied enemy until they can build up enough clout and magic to succeed when they choose to attack a stronger adversary.


Step Five: Supernal Interactions
The following are additional considerations that influence the duel.

Stunt Bonuses
The sword and shield Arcana influence the appearance of the duel in the Supernal World. There is no particular game mechanical benefit to choosing one Arcanum over another (except for higher dots). The visual effects of the duel are just that, purely visual. However, wonderful descriptions and detailed imagos may garner +1 or +2 from the Storyteller on either using the Sword or the Shield. 

Stunt bonuses shouldn't normally be used in a battle between two PCs.  It may be seen as less fair if the player with the best imagination gets an edge (even though that is part of what the Duel is about).  The imagination should really be that of the Characters and therefore limited to the normal dice rules in a PvP match.

To give you some ideas for descriptions, common elements associated with each Arcanum are as follows:
  • Death: As a sword, Death strikes with blades or bolts of darkness, a withering power that seems to age its target. A Death sword sometimes manifests as a weapon of bone or a dark scythe. A shield of Death causes attacks to decay into dust and nothingness, or become so feeble through entropy as to be brushed aside. A Death shield may surround a mage in a darkling mantle or a cold and shadowy aura. It could also be armor made of spectral bone or a zombie state of undead flesh.
  • Fate: The sword of Fate may turn back an attacker’s own sword, or cause strange accidents to occur. Sometimes it appears like a net of threads, entangling the target further and further in unavoidable cause and effect. It might hem in an enemies failed options with the impossibly heavy weight of destiny.  As a shield, Fate turns attacks aside just enough for them to miss, or grants a stroke of good luck to protect a mage in the nick of time.  It may also be an unstoppable fate that prevents harm from stopping them. A successful attack may prove more (or less) effective than it first appears when Fate is involved. 
  • Forces: Forces are quite dynamic as a sword. The mage lashes out with blasts of energy: fire, lightning or light, or perhaps wields a weapon made of pure force. It may also be a force that leeches heat, irradiates or applies more or less gravity. A shield of Forces is similar, surrounding the mage in a burning cloak or blazing aura that turns aside attacks. 
  • Life: Life attacks in a duel may take the form of swarms of creatures (particularly insects, arachnids or birds), strangling vines, or savage beasts. They may also appear as transformations of a mage’s body, into an animal, a mythic creature or a bizarre armored and clawed killing machine. Attacks may wither or transform an enemy or infect with debilitating diseases.  A shield of Life is typically an armored carapace, a toughened hide or accelerated regeneration healing at a fantastic rate.
  • Matter: A sword of Matter may be a literal one, a fine weapon of the mage’s choice. It might also be lying shards or columns of rock, blasts of wind or water, or even fantastic things like streams of liquid metal or molten rock. A shield of Matter seems just as solid: walls or barriers rise up to protect a mage, or a shield may appear as a literal shield or suit of fine armor fortified by the power of Matter.
  • Mind: Attacks of the Mind are subtle but can still be visible. They may be nightmare images, fears or desires brought to independent life, blasts of overwhelming emotion or stress, or traumatic memories sharpened into blades. For some, a sword of Mind is a shimmering weapon striking at the target’s psyche. A Mind shield may be a comforting or happy thought, driving away fear and hate, or a visualized wall or barrier of protection.
  • Prime: The sword and shield of Prime are most often formed of pure, burning light, either white or prismatic with the colors of the rainbow. They may also be supernal truths given form for both protection and attack.  For some mages they take on almost material form, but still surrounded by the pure glow of their source.
  • Space: As a sword, Space strikes withe strange twists and maddening bends in distance, rending open portals to strange and dangerous places, even twisting an opponent like taffy. As a shield, it causes attacks to veer wildly off target, or swallows them up in warps leading into an endless void.
  • Spirit: Spirit attacks manifest in all forms, from spectral creatures to ghostly weapons in a mage’s hands to torrents of ephemeral energy and Numina-like powers. Spirit shields range from phantom walls and guardians to spiritual armor. If a mage has particular totems, allies or familiar spirits, a sword or shield of Spirit can take their forms.
  • Time: The sword of Time brings all things to dust. It is typically visible only by its effects, or as a  shimmer or distortion in the air. For some it appears as a handful of glittering sand, water or quicksilver. A shield of Time is likewise mysterious. A mage may move with superhuman speed to avoid attacks, or attacks may slow to a snail’s pace and are easily sidestepped.
The Cycles of the Atlantean Pentacle:
The mages of Atlantis developed an image to illustrate the interrelations of the Arcana: the pentagram. This well-known symbol of magic has been used by various cultures throughout
history to represent different aspects of magic, from the five classical elements (earth, air, fire,
water and spirit) of the West to the five elements (earth, metal, fire, water and wood) of the East.
In the Atlantean configuration, the subtle Arcana form the points while the gross Arcana form the lines between them.

Imagine the pentagram as a clock face with the points marking 12 o’clock, three o’clock, five o’clock, seven o’clock and nine o’clock. Drawing the pentagram, you begin at the top, at 12 o’clock
and make a line from 12 o’clock to five o’clock. This is the “creation” or “invocation” cycle, associated with magic that brings things into existence or that nurtures existing things. It goes like this: Prime marks 12 o’clock, and Forces marks the line from 12 to 5. Fate marks five o’clock, and Time marks the line from 5 to 9. Mind marks nine o’clock, and Space marks the line from 9 to 3.
Spirit marks three o’clock, and Life marks the line from 3 to 7. Death marks seven o’clock, and Matter marks the line from 7 to 12. If you were to start at Death (seven o’clock) and draw backward to three o’clock and so forth, you would draw the “banishing” cycle, which is associated with magic that removes things from existence or that harms existing things.

The power of a mage’s sword and shield fluctuates according to the cycles of the Atlantean pentagram. Some Arcana in their raw forms are susceptible to others because of the nature of the Supernal Realms they come from and the inferior Arcanum of that realm.  As a result of these cyclic interactions, the following situations may provide static bonuses or penalties based on the cycles of Innovation and Banishing.


Invocation
Banishing
Prime
Death
Forces
Time
Fate
Spirit
Time
Forces
Mind
Mind
Space
Matter
Spirit
Fate
Life
Life
Death
Prime
Matter
Space
Prime
Death
* Italics denote Subtle Arcana












Arms of the Banishing Cycle
If a mage’s sword is one step above of the enemy’s shield on the banishing cycle, she gains a +1 bonus to its dice pool, because the blade’s arcane power tends to twist and cleave through weaknesses. If the enemy’s shield is above of the sword on the banishing cycle, the sword suffers a -1 penalty to its roll, because the shield saps the sword’s power.

Arms of the Invocation Cycle
If a duelist’s shield is one step above the enemy’s sword on the invocation cycle, the mage gains a +1 bonus to the defense (if used) provided by the shield, as the enemy’s attack actually feeds power to the duelist. If the shield is one step behind the sword on the invocation cycle, it loses a point of defense (if used) against its attacks — the reverse happens. Modifiers are adjusted as the sword and shield of each combatant changes.

Each Arcana has four Invoking/Banishing related Arcana, which are of the opposite Aspect (Subtle/Gross).  The chart below can help determine what bonus or penalties will apply:
MODIFIER TO ATTACK ROLLS
ATTACKER’S SWORD ARCANA
DEFENDER’S SHIELD ARCANA

Death
Fate
Forces
Life
Matter
Mind
Prime
Space
Spirit
Time
Death



-1
+1


-1

+1
Fate


-1
+1
-1




+1
Forces

+1



+1
-1

-1

Life
+1
-1




+1

-1

Matter
-1
+1



-1
+1



Mind


-1

+1


+1

-1
Prime


+1
-1
-1


+1


Space
+1




-1
-1

+1

Spirit


+1
+1



-1

-1
Time
-1
-1



+1


+1


If a mage possesses sword and shield Arcana that are one step away on the banishing or invoking cycle, she may command additional benefits. If a mage uses either maneuver, it transforms and consumes both sword and shield. She must choose new Arcana for both on the next turn. Fortunately, the “consumed” Arcana regenerate at the beginning the turn after that, so she may select them again.

Invocation Synergy
If the mage’s combined arms have an invoking relationship between them, the mage may recoup 1 point of lost willpower by making a successful reflexive Gnosis roll, whenever she chooses to defend (rolled contested) without attacking.

Banishing Synergy
If the mage’s combined arms have a banishing relationship between them, she may sacrifice her shield Arcanum to her sword. She adds the shield’s Arcanum dots to her sword’s dice pool, but cannot then subtract the shield from the enemy’s dice pool by spending a Willpower point.

To reduce calculations and references, the following table provides the results of relationships:

SYNERGY MODIFIERS
SWORD ARCANA
SHIELD ARCANA

Death
Fate
Forces
Life
Matter
Mind
Prime
Space
Spirit
Time
Death
N/A


I
I


B

B
Fate

N/A
I
B
B




I
Forces

I
N/A


B
I

B

Life
I
B

N/A


B

I

Matter
I
B


N/A
B
I



Mind


B

B
N/A

I

I
Prime


I
B
I

N/A
B


Space
B




I
B
N/A
I

Spirit


B
I



I
N/A
B
Time
B
I



I


B
N/A

B – Banishing: may add Shield Arcana to attack pool, instead of defense. I – Invocation: may take full defense action to restore one Willpower

Invoking – Defend without attacking and when attacked roll Gnosis to recoup 1 Willpower point.
Banishing – Attack using your Shield Dots added but no defense possible next round

Step Six: Victory & Last Blood
The winning condition may vary based on the customs and terms of the duel.  Normally its the person who still has Doors or when an opponent has their last Door opened.  But sometimes its judged my adjudicators or judges on a point system.  It may also be the person to strike the first blow is the winner.  It may be the mage who has the most Doors when the spell holding the dueling space fades.

The victorious character refreshes Willpower to full, and feels a surge of confidence as they gain the Triumphant Condition. The loser loses as many points of Willpower as she lost Doors, and suffers the Defeated Condition. If the character loses all Willpower points they also gain the Soul Shocked condition.  If the terms of the Duel were “to the death” or something equally drastic, an execution may proceed — but it happens in the Fallen World, outside of the sacred dueling space.

Resolution:
No matter what the terms of the Duel, when the final Door is opened for one of the duelists, his soul is laid bare, and he is as good as spiritually destroyed. He is helpless against his opponent and has spent himself and must concede the duel and is expected to yield the point of contention to the victor. At that moment, the Duel ends, the magical space created by it fades, and the mages’ view of the Fallen World returns.  The victor, is in turn, expected to gracefully accept and allow the loser to depart peaceably, not pressing the advantage.

Traditionally, a Duel Arcane settles a particular dispute for good. The loser should not challenge the winner over the same matter again (although others may do so). Failure to observe these rules can result in a loss of face for the mage and possible censure or mistrust from peers. A mage who has lost a Duel Arcane is weakened and taking advantage of a vanquished foe in such a state is considered an extreme infraction against the Lex Magica, worthy of convening the Ruling Council to decide on punishment (usually reparation to the injured party or incarceration of the offender).




Monday, February 26, 2018

[Mage: The Awakening 2nd Ed] Mage Reading List

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum


The Wardens from the Dresden Files


Mage: The Awakening 2nd Ed

Reading List


Original submissions by our great team of Storytellers: Jerad Sayler, Hannah Nyland and Korri Smith

Our great team of Storytellers put our heads together to try to make a solid list of all the books that inspire our Mage game within the Chronicles of Darkness (nWoD 2.0).  We purposefully did not include any Onyx Path or White Wolf books about mage or other venues and stuck with non-game related book content (the exception being Three Shades of Night.).  Enjoy!

Italicized text shows highly recommended books! 
Recommended listed first, otherwise in no particular order.

Nonfiction

Skitter from Worm

Fiction

Do you like our list?  Was there any we missed?  Which do you agree with?  Which do you not agree with?  Your feedback is appreciated and we can update this list as we go!   We are always up for additions!
  

Sunday, February 4, 2018

[Mage 2: The Dethroned Queen] Lore: The Omega Clock

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum



Lore: The Omega Clock

Research consolidation by Azazel
((By Alanna Keith & Jerad Sayler))

Master Chimera, as we discussed after Ikiyouyou opened up to you about the mysterious device she carries around her neck I took the liberty of drafting up a report of what we currently know based on what she has shared with us.  I will, upon her and your recommendation, exercise the utmost discretion in ensuring the secrecy of what she has shared.  This report is written with the intent to be uploaded into the Loremaster's Archive, if and when she allows us to share what we have learned.  Your loyal servant and best (and don't try to tell me otherwise) Familiar.
-Azazel

((The following is Out of Character (OOC) except for Chimera, Azazel and Ikiyouyou who have this information In Character (IC)))

Situation:

The following is the current combined observations and understanding of the device known as the Omega Clock.  The largest known component of the Omega Clock is currently in the hands of an Youkai named Ikiyouyou (Iki for short), a monster hunter and member of the mercenary group known as the ShadowFang operating out of Los Angeles and New Orleans.  She also frequents Japan where she is from. 





Background:

I cannot stress enough that it is extremely likely that Ikiyouyou is an excessively unreliable narrator. For one thing, her early life experience is limited - she freely admits she never finished High School and lived most of her life in a remote village in Japan. She also claims that the village is a compound of monster hunters (associated with Aegis Kai Doru) and she was trained from a very young age to hunt Oni, Akuma, Youkai and other jargon associated with evil spirits in Japanese culture. Iki is incredibly cagey about her past, is terrible at lying, and makes some outrageous claims. Frankly, I am dubious of much of what she says. And yet, there is no one to verify most of it other than Iki herself. In order to help ensure that this report can be as factual as possible, text highlighted in red below is information that may not be completely accurate, as it is usually provided by Ikiyouyou. 

Ikiyouyou claims to have been human until she was cursed by a mage or sorcerer.  Since then her soul appears to have been bonded with that of a Raiju, a mighty thunder beast from Japanese myth and usually described in the form of a massive dog with command over elemental weather.  She is a expert swordsman and favors her dai katana (which appears to be a powerful Fetish) above all other weaponry.

It is unknown if a Youkai is what she really is.  Youkai is usually used as common parlance in supernatural circles in Japan to refer to any as yet to be classified supernatural entity.  It what they call cryptids, though many are later determined to be something more quantifiable later.  The following articles are provided as reference to see more about what Iki classifies as Youkai and what their identifiable traits are:
1. Origins of the Youkai by Talon Indra
4. ((Youkai: A special kind of Changing Breed, v1.0 mechanics before Beast rules conversion.))

Attempts to classify Ikiyoyou seem to skew towards her being one of the Begotten, a Beast of primordial myth.  This would mean that her curse was actually her Devouring and her soul was replaced with that of a Horror, in this case a Raiju.  There seems to be no way to confirm this and so little is publically known among the Awakened on Beasts that we would be better off trying to classify what they are before circling back to a specific case.

Ikiyouyou does not claim to be a Raiju or a Beast.  She claims to be a Youkai but her understanding of what a Youkai is appears to be very specific and hard for me to quantify.  It is my belief that, as she has done in the past, is withholding information about her identity, her origins and what she really is.  Most of the time she says she is "half human and half dog demon."  Seems more like it should be thirds...

Ikiyouyou is an avid treasure hunter, and true to her Conspiracy, she hordes, collects, uses occult items indiscriminately. After all her jobs hunting Youkai in Japan or tracking down occult items all over the world, the Omega Clock may be the single greatest Bygone she has ever encountered.  And I want to emphasis, this may also be the great artifact that I have ever even read about in my studies... 

Iki first found the Omega Clock in a crowded street market in Beijing, China and bought it for five American dollars. She later discovered what it does through accidents and trial and error.  Most of what she discovered was jotted down in her notes in her travels with a demonic entity called Ransom between the years of 2005 and 2009.

Ah, Ransom.  Now she sounds like an interesting travel buddy.  Iki claims that she was a demon familiar that belonged to a friend of hers when she was in New Orleans.  Her friend was Kindred (a vampire) and an infernalist named Vae.  Ransom originally inhabited a raven.  When Vae died... for good this time, the familiar spirit remained behind.  Usually if the master dies the familiar is banished back to its home realm.  I suppose technically she didn't die so much as get her soul devoured by another Kindred named Tepemkau. Over the years Ransom seemed to grow stronger as Tepe's coven of vampires also grew in strength.  At some point she seemed to be able to break away from her master with no restrictions that Iki could observe.


Past Usage:

Before the Omega Clock was broken, Ikiyouyou had become relatively skilled at using it to travel to various "worlds in Omega Space." Most of the time it was her method for instantaneous worldwide travel, a very handy trick for a world traveling Hunter of cryptids and relics.  According to Kik and Dante, the Omega Clock usually transports travelers, with minimal apparent time duration, between origin and chosen destination. I do not know how this travel functions or how it hones in on destinations.  I speculate that since Iki uses a lot of language reminiscent of Astral Space, it may use association-based sympathy like traveling between Temenic realms and requiring both control over the purviews of the Mind and Space Arcana. 

The method of travel isn’t usually readily apparent to travelers – to their own senses they simply disappear and reappear at their destination, almost instantly. Iki claims to have become aware of the actual travel between destinations, and was able to direct the direction of travel on the fly, without changing the time again on the Omega Clock during travel. She said she could "actually see the path of travel through Omega Space, and therefore what Omega Space itself looks like."  I only highlight that text in red because I don't really understand what that statement means.

Despite the incredible power Iki claims the Omega Clock possesses, she does not seem to have used it to change any aspect of the Fallen World that we know of.  Dante noted that she just seemed to protect it and keep is safe.  It is possible her village (who appears to have connections to Aegis Kai Doru) entrusted this Relic to her to protect at all costs.  However, she does not appear to be very responsible with her life or assets on a given job but guards the clock around her neck like a sacred jewel.  Having failed to keep it safe after her falling out with Ransom, I theorize that she will not return to her village long-term until she has made up for her failure and restored the clock to a working fashion.

In 2005 Ikiyouyou left her village with a Uratha named Kaze.  On contract they were directed to a small Island off the coast of Africa due to some suspected demonic activity but she also mentioned an entire village of "mindflayers" and later on the mainland demonic forces made from spinning bladed chains like dervishes...or something like that.  I believe she said it was near Sao Tome and Principe.  There they met some waterlogged vampires who claimed to be from New Orleans.  After her job was done in Africa she agreed to take on more work back in New Orleans.  There she met the ShadowFang.  

Ransom and Ikiyouyou left New Orleans in 2007 to do some world traveling, picking up odd jobs here and there. After her falling out, which occured sometime between 2007 and 2009 she ran into the ShadowFang's new setup in Los Angeles and was recruited as one of its members.  Since then, she has continued to try to repair the Omega Clock and taking work for the ShadowFang, mostly provided by the Kindred of Los Angeles.  

These missing gears, broken as they are, cause semi-localized time and space distortions, scattered throughout all of time and space.  I speculate they may have been incorporated or grew into Infrastructure based on the how and why she keeps finding these gears in the material world near or part of God-Machine Infrastructure. One gear was responsible for a distortion in San Jose. Another rippled through time and eventually caused the incident at a small homestead in Santa Fe.

While it was in her possession, there have been several anomalies associated with Ransom and pieces of the Omega Clock and they are ultimately what Ikiyouyou was using to track Ransom and find the missing pieces of the clock.  She has mentioned the Winchester Mansion and a strange Room that seems to attach itself to various locations and tends to trap people in them for extended periods of time.

Though she hasn't given specifics it appears that at one point Ransom made off with the clock and she recently stole it back from Ransom around 2012. Ransom's status was not mentioned but Iki is still looking for her.  A lot of the gears and anomalies Iki has been tracking down, in the present, are from when Ransom stole the clock for a time interval of a number of years (but time travel so who knows?).

Junkyard Gear (2015) - In Steele, North Dakota, the Browncoats (Triforce Cabal at the time) tracked down the source of state-wide earthquakes being blamed by fracking.  They tracked the localized disturbances to a strange looking cog sticking out of the Earth in a salvage yard.  After the cog was set in motion by lubricating it with blood, the earthquakes stopped.  Post-cogging of the location revealed that Ikiyouyou arrived and had a hand when the gear stopped.  She inspected the gear but determined that it wasn't part of an Omega Clock gear (kind of big for a pocket watch if you ask me) and departed.

The Stanley Overlook Hotel (2017) - Ikiyouyou uncovered a gear in The Room (see previous entry), which had attached itself to the Stanley Overlook Hotel in Estes Park, Colorado.  Chimera's Apprentice Magpie had been using The Room as a nexus for her travel when she and her mother Anne were on the run.  Magpie offhandedly mentioned that she had seen gears like those on the Omega Clock in the Room and took Ikiyouyou there to investigate.

It is unknown how many missing pieces there may be, it appears that gears that were not shunted through space and time from Ransom's abuse can still be used to provide new features and new locations using the Clock.


Because of the flagrant and (dare I say) vulgar use of the Clock, various supernatural organizations and individuals have become aware of the Clock and Ikiyouyou's possession of it. Most of them were small time groups and did not pose any problems for her.  There is one recurring threat she has mentioned, an "Archmage Priest" who appears to be a heavy-hitter within the Vatican leadership and has large reserves of paramilitary hunter groups lead by "The Hunter."  I do not have enough information to speculate on what supernatural powers this individual has, if he is a mage, or what Hunter groups.  It is possible this figure could have membership in the Paternoster Ministry, Knights Templar, Silver Ladder or even the Guardians of the Veil.  Ikiyouyou does not have the skill and knowledge to distinguish among all the supernatural power groups within the Roman Catholic Church and simply refers to them collectively as "the Vatican."  These zealots will no doubt continue to try to track her down to gain possession of the Omega Clock.

In 2015, on a business trip throughout Europe for the ShadowFang, Iki ended up chasing an unrelated occult object to the Vatican. he was able to recover it, but her cover was blown and she ran into the Priest and the Hunter again, rekindling his vendetta. Wounded, and struck by some sort of magic spell or curse, she barely managed to get away.  She contacted the Cabals and Dante in order to coordinate her escape. Suffering from the effects, she sought help in Switzerland and then in Germany, but those folk remedies temporarily abated the effects.  She also asked the Browncoats (formerly known as the Pentacle Academy student "Triforce Cabal") to destroy the dangerous artifact she acquired and counteract the strange effects of the curse upon her.  


In 2016, Ikiyouyou's interactions with God-Machine Infrastructure (and possibly, constant exposure to the Omega Clock and all these gears) seems to have caused her to manifest the Stigmata noted to manifest in sleepers when they are in proximity to the mechanical angels and demons of the Machine.  This is an important development as I believed most supernatural beings have innate resistance or outright immunity to exposure reactions such as Lunacy, Disbelief, and so forth.  Strange glowing marks appear across her skin when she is in proximity to Aetheric energies.




Description:


The Omega Clock is a small spherical clock that can easily rest in the middle of a palm of a hand. It is bounded in brass metal and has a hemispherical glass front and back, allowing a viewer to see into the gear workings and jewels in the back. The front face has the Greek Omega symbol on it, and blue hands. There is a single small brass knob on the top to wind up the Clock and set the time. There’s a tiny brass bell with three tiny chains hanging from it as clappers; it doesn’t seem to serve any function other than decoration. The Clock has a roughly ‘omega’ shaped handle holding it. Iki has strung this onto a brass chain for wearing around her neck.


Background:

According to Ikiyouyou, who has claimed to have conducted extensive research on the clock, the Omega Clock dates back to around 3000 BCE.  According to her, there is very little recorded mention of the Omega Clock throughout Earth’s history – obscure tablets or scrolls might mention a strange item that often looks nothing like the real Omega Clock, making it very difficult to recognize it as such. 

Additionally, its abilities are barely alluded to. Only a highly educated scribe or scholar of antique or supernatural items, with a thorough knowledge of history, and quite possibly some sort of prior knowledge of the item could begin to recognize a recorded mention of it for what it actually is rather than some other bauble. The true capabilities of the clock are extremely well hidden but Ikiyouyou has managed to determine some of what it does through usage.  Dante, another Member of the ShadowFang, claims to have seen her wearing the clock as early as the Fall of 2006.  And while the device is missing pieces, Iki has had the device in her possession for the last 12 years.

Iki claims that many individuals and organizations with that sort of knowledge and resources all have their own agendas for acquiring the Clock, but are luckily few and far between.  She has run afoul of several of them before but we haven't asked her for details yet.

Several of the older Hunter Conspiracies (such as Aegis Kai Doru) who know of the Omega Clock only know it for its most recent use – that as a storehouse for magical and rare items and weapons.

From what I have been able to find (which is very little), this item is both legendary and obscure.  Our cabal has never had a chance to study the clock closely but it could be related to certain supernatural items we know about.  It is something we should talk Ikiyouyou into as soon as possible.

Possible Linkage: Ashar’Arif’s Clockwork Creations:
The Omega Clock may be an Artifact, but it hasn't appeared so under Prime Sight.  It is possible its nature could be veiled or very opaque.  The small device does have the motif of Ashari Arif’s famous clockwork creations but if Ikiyouyou is right about its age (if a device that can create temporal distortions can have a trueist age) then it predates the 13th century Islamic Clockmaker by miles.  

The clockmakers affinity for small toys with deadly puzzles definitely makes raises some parallels.  His devices always had weights and cogs deep within them to carefully designed to judge the soul of the clockwork’s user. It is rumored some of his items study you as you study them and if they malfunction they might steal your soul instead of just looking at it.

It this is somehow a precursor to the Clockmaker's body of work its surprising Iki hasn't been hurt by it yet.  If the item does turnout to be an Supernal Artifact then we should eliminate the possibly that it is one of the Clockmaker's toys. We could attempt to get a copy of the Book of Understanding and Building of Fantastical Machines, Ashar’Arif’s Grimoire for the creation of his work and attempt to determine if it is one of his machines or not. After the Fall, the famous Clockmaker is one of the few known mages who claims to have a way of creating Artifacts, a forgotten art among the Awakened.  

Possible Linkage: Antikythera Mechanism Relic:
Among relics, there is some sort of kinship between the Omega Clock and the well-known and sleeper held Antikythera Mechanism.  It's Mystery has fascinated mages and sleepers for generations and is closest to the time period Ikiyouyou claims to be associated with the device... though again its heavy use of brass gears and precise insets makes this seem highly unlikely.  A strange anachronistic device like this may very well be a relic of from the Time Before.  I have seen and read about many Artifacts with similar design and construction.

Possible Linkage: The Toymaker LeMarchand:
A noted predecessor to Ashar'Arif  was a Mastigos named Philip LeMarchand. LeMarchand was a Paris Toymaker in the 1790s who showed success in creating his own puzzle boxes and clockwork creations.  His devices were known to be especially dangerous and tied to Pandemonium.  Some, like the infamous Lament Configuration, can actually summon Pandemonian Demons.

Possible Linkage: Aetheric Technology
There are been times, observed by the Cabal in which Ikiyouyou has been witnessed homing in on what she thinks are gears or pieces of the Omega Clock but are also near the mysterious thaumatological machinery of an entity known as the God-Machine. Therefore it is also possible that the device is what Demon associates call a Gadget or a Lynchpin.  We would need to convince Iki to let Reaper, Alric and his cell analyze it.  It sounds like a very powerful device, based on what Iki says it can do.  It is possible that this Clock is a key that provides access to a vast Infrastructure that underpins the Machine's capabilities for time travel and alternate history fragmenting. I am surprised she hasn't encountered any defenses against intrusion, perhaps the automatons she mentions in the Key World.

Activation:

The Omega Clock does not appear to give off any occult signature whatsoever when it is not activated. It looks like a simple, but curious spherical clock.  According to a small engraving on the brass, it was manufactured by North Central Positronics. The Clock is a highly technological device, and its capabilities appear to work through some sort of super science that is exploiting loopholes in quantum physics. Based on that, I speculate that while it may not have Supernal Magic involved in the process, large amounts of Forces, Time and Spatial effects are released when (if) it is activated.

By setting specific times on the Omega Clock and then winding the Clock precisely 3 and ¼ turns, the Clock will activate. I have not seen the device operate since it was broken in 2007.  But Dante had seen it work and vouched for what it looked like.

According to Dante, this activation was quite dramatic and exerts a lot of energy. Something did ping on his vampiric senses but he couldn't pin it down before the event was over. The activation is quite colorful, with streams of light and color, but completely silent. The activation happens quickly and is over just as quickly, with the user, and anyone attached to that user, instantly vanishing.

Capabilities:

DEFAULT Settings and HISTORIC:
The Omega Clock will transport the user who is physically holding onto the Clock, and anyone touching the user, and anything they are holding, into a parallel sub-space that Iki calls "Omega Space." 

"In this Omega Space are numerous "Omega Worlds", which are localized instances of time periods, events, and atmospheres specific to Earth.  Mostly we used it to teleport around Earth really fast, cutting down travel time and costs."

Allow me to play devil's advocate here and say this does is, in fact, exactly what it appears to do.  This is either some kind of incredibly elaborate  holodeck, creating "instances" of time and space for study and interaction.  If this is actually directly interacting with the actual world I knew of a few world powers that would be out of a job and would want to to talk to Iki.  Other groups would literally stop at nothing, and do anything, in order to possess it.  It's more likely that my former theory is correct and history cannot be changed through these pocket instances.

"Additionally, there are instances of "Dream Worlds" – movies, books, anything that a human might have created. There are also "Memory Worlds", which are specific memories of individual people that those people wished to record." 

Ah, this makes a little more sense now.  This seems like interactions with Astral Space, specifically the Tenemos.  It would make perfect sense that both the Omega Worlds and Dream Worlds you explore bodily are created through interaction with the Tenemos.  The Memory Worlds could be Onerios or very very individualized and isolated Temenic Realms.

And finally, as far as we know, there is one "Key World" – the city I believe to be Atlantis.

"Woah woah!  Pump the breaks!  What!?"

"I've visited the Key World before, however briefly.  I entered something much like a trainstation of sorts, full of gateways to different places, other Omega Worlds, presumably.  I do remember actually seeing a name in English, 'Lud.'  There was also a gateway for Keystone Earth, but I have no idea what that would be other than maybe the actual and current Earth.  The terminology and some of the instructions on locations and usage of these gateways was also in English (ie. Key World and Keystone Earth). The city is vast, underground, and empty.  There does not appear to be on single resident in this place.  I never stayed long because I didn't know how to operate any of the technology safely and the empty streets were... unsettling.  Custodian automatons wander around.  The place is spotless and pretty well lit despite the perpetual night of this infinite... space cave?  Bubble?"

Alright, now things are getting interesting.  This abandoned city could be related to the Time Before and the first Awakened City.  Considering everyone and their mom has been looking for True Atlantis for the last ten thousand years at least.  It's been written out of the world.  We no longer exist in a world where that place existed, if it existed at all.  It could be an outpost.  I also have no ruled out the possibility of a larger Angelic facility, part of a vast network of Infrastructures, some of which are folded into other planes of existence or empty dimensions. 


As for the mention of Keystone Earth, it doesn't exactly make sense with my parallel dimension theory.  Why would there be an ultimately truest version of reality different than Atlantis or the Supernal World?  Then again, if the precursor peoples that built this place didn't have knowledge of the Supernal they may not know its the Trueist Reality.  Iki isn't qualified or equipped to determine or recognize Supernal Magic or Artifacts from the Time Before.

"The ancient city of Atlantis on Earth, although populated with mages, was highly technologically advanced, and remains so. Their technology was supported with undercurrents of magic and they undoubtedly laid the foundations of the global Dragon Lines (leylines) deep underground that crisscross the Earth. I believe they developed the Omega Clock system to access those infrastructures so that individual mages or academics could use them to record memories that they might want to keep – important events, records of conversations or decisions and so forth. Various Clocks had various settings that allowed the users differing levels of access to capabilities." 

Let's not get out hand here... this could be a Wending or some other network of Irises.  Alternatively, these bubble worlds could have been legitimately created physically and isolated from the rest of reality.  The more she talks, and if any of what she says is true... we have a treasure trove of mysteries to explore.  The Omega Clock could be the key to dozens of extra-dimensional locales and endless Mystery... tapping into a vast system of travel. 

"Additionally, it appears that they deliberately recorded time frames throughout the history of Earth well into the future. In total, the Omega Clock system was essentially a giant record of human culture and memories that Atlantis had the whims to record. Clearly, this means that at one time, there were numerous Omega Clocks. These appear to have been lost to time and the Sundering of the Worlds, and only one (as far as we know) appears to have survived in the records of human history."

Fascinating... this definitely warrants further study.

"I've set myself outside of all these worlds to see Omega Space itself.  All these bubble worlds appear to be represented as very odd-looking constellations. Each world is its own entity with its own look, the closest appearing as bubbles with a flat plane or entire planet inside.  You may even catch a glimpse a city floating out in the space, dark and dimly lit, futuristic and lit with lights.  That is what Atlantis looks like from the outside.  Also, unless there are stars in the backdrop of this perspective it looks like the bubble worlds are vast... and possibly infinite in number."

Which version or dream of Atlantis are you referring to?  There are at least seven versions the Mysterium knows about and all of them are as true as the other.  In Astral space there are even more and odd versions as well.

Fun Fact: That futuristic floating city in space thing.  It sounds a lot like some visions Mysterium mages have recorded during initiations as matching the description of what they call "The Lost City of the Ancients."  Most of the time, scholars have automatically assumed it was the First Awakened City... but maybe not...hmmm

Omega Worlds: 
"Time periods (short or long) of Earth’s history. Each Omega World has its own constant time and place. Could be a general time of day, ex. Tea time in London, in the Victorian era. Could be a several year historical period; ex the warring states era of Japan. Whatever the location or time on Earth, in this world, it is perpetually that location and time on Earth. One can freely interact with the ‘people’ in these worlds, and while they are all ‘real’, ‘historical’ people, none of them are actually real."

"Although, they will remember interactions with visitors and form friendships with them, and they can actually be killed. But because the Omega Worlds keep a status quo, the Worlds eventually reset once they reach the end of their recorded time, and people killed by visitors will come back to ‘life’. For example, tea time in London will somehow, always stay teatime, regardless of time itself seeming to always progress forward, and residents remembering interactions with visitors. And springtime in the Warring States period of Japan will always stay springtime."

I agree, if these places even interact with timelines or the real world at all the Temporal Principles of the Conservation of History would be in full effect.  I also image that some of these timespan locations are on a constant loop, without intervention they carry out the same interactions and events every single cycle.  If this is maintained gets feedback from outside the Omega Worlds there could be aspects of randomization.  The description above seems to support my theory that this connects to the Tenemos in some areas and or is some sort of massive "holographic" simulator.  Recording history is not an implied reason it was created though.  It might have been used as a simulator first, maybe even an entertainment tool for someone.

Memory Worlds: 
"Specific memories that actual people recorded of actual events or incidents. Could be a wedding or a meeting. Generally, these time periods tend to be shorter in duration, and the areas tend to be more localized than those of Omega Worlds, which can span cities or countries."

Further supports either memory extraction or analysis methods or interaction with Oneroi.

Created Worlds: 
"These are worlds based off of media created by mankind. Books, anime, movies…the size of these worlds can be limited to the setting of the movie or can encompass the entire world as it would exist in said media."

Gotta be Tenemos... or the most elaborate procedurally created universe for fans, nerds and super super super bored supernatural beings.

Real Worlds: 
"Keystone Earth (2:00 position on the Clock), and Key World (Atlantis.)"


Storage

"There is evidence that through the centuries various peoples and organizations throughout time have gained (and or lost) access to the Omega Worlds have used them as a repositories of magical items, weapons, and the like. Unlike living visitors, items will remain wherever they are put in the various worlds and will not be messed with by the actors in the worlds.  There are useful stockpiles and caches to raid, if one knows where they are… I have personally verified that this persistent stockpile system works in both Created and Dream Worlds."

Just... like a video game where the NPCs never take the stuff you leave lying around and it persists forever.  This adds credence to the holodeck theory I've been fleshing out.

"Living visitors, without exception, if they are left behind or separated too far from the Omega Clock user that brought them there, will be shunted back to where they originated on Earth after 3 days."

Well that is good I guess...

Omega Clock Gears

"Among the various worlds are certain areas that contain large Gear mechanisms. These Gears are roughly the size of what one would expect in a clock the size of Big Ben. They may be hidden in a warehouse in London, in a Buddhist temple in Japan, in the far side of a hill…There are over a hundred of these mechanisms, and they appear to be randomly scattered throughout the worlds, where they may or may not look out of place."


"Changing settings on specific Gear mechanisms (almost always more than one mechanism, which means visiting more than one world) will affect the settings and abilities of the Omega Clock as a device for controlling this vast continium. Finding which settings on which Gear mechanisms on which worlds to change the abilities of the Omega Clock is not easy…And enabling powerful abilities of the Omega Clock almost always entails a trip to Atlantis to affect the Mainspring that is located there."

That... sounds remarkably like God-Machine Infrastructure we've encountered so far... Just how much time has she spent messing with this?  Why does the dog-demon who never finished High School have access to cosmic technology?

"There are mentions as I traveled to these different worlds, of an extremely powerful weapon ability that concentrates all the quantum energy that powers the bubble universes into a single output with the purpose of destroying an intended target."

O.o  Wat?

Through inspecting some of these larger gears that enable special commands and options on the Omega Clock device I have determined the following options exist:

  • Whether Omega residents (the ‘fake’ people) remember visitors
  • Whether worlds retain a status quo and ‘reset’
  • Whether Omega residents come back from the ‘dead’
  • How many travelers can be transported with the Omega Clock
  • Whether travelers need to hold onto the user to be transported (mass transportation)
  • Whether items can be stored in any worlds inside Omega Space
  • How long an abandoned visitor will stay inside Omega Space until shunted back to Earth at the same spot he came from
  • Where someone abandoned will be shunted back to Earth
  • Deletion of worlds
  • "Weaponry"
  • Adjustment to home dimension, Keystone Earth or Key World (speculated, unconfirmed).

Recommendation:

I implore you to investigate master!  At the very least we need to eliminate the possibly that she is holding an Artifact of incredible power... I'm just a little worried the doggy has a fucking TARDIS

The Omega Clock device is definitely is worth further investigation, if only to disprove the outlandish claims this demon hunter claims about its capabilities.  Maybe it IS a control device to access key God-Machine Infrastructure to manipulate the entire space/time continuum.  It could be the tip of the iceberg, the fingernail of a larger distributed machine in sub-space facilities... the fingernail of the God-Machine.




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