Thursday, April 19, 2018

[Beast: The Primordial] Beast and Mage (Crossover)

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



Of Beasts & Mages:
Crossover Guidelines

The following are rules and descriptions of how Mages from Mage: The Awakening 2nd Edition interact with Beasts from Beast: The Primordial.  Some things are extrapolated,  others are stated from the books.

Sources:
- Beast: The Primordial corebook
- Beast Players Guide sourcebook for Beast: The Primordial
- Night Horrors: Conquering Heroes sourcebook for Beast: The Primordial
- Astral Realms sourcebook for Mage: The Awakening 1st Edition


“My Mastigos buddy told me a real doozy the other day. There he is, traversing the Temenos, minding his own business, when he runs across what he thinks is your run of the mill nightmare goetia. He figures he can handle it. Boy is he wrong! It traps him in its web and scares the shit out of him, ‘til he spills all his secrets. Stuff he’s never told anyone. He said he’s never seen anything like that monstrosity, and he thinks it’s still following him around even now. He thinks it’s an acamoth and the Abyss is seeping into the Astral, but the way he said it…it sounded kind of familiar. Like I’ve had that dream before, you know? Maybe we all have.”

The mage who originally told this story was either confused or he lied. Horrors do not normally enter the Temenos. The story itself, though, is true: The Mastigos somehow found his way from the Temenos to the Primordial Dream in his Astral travels and encountered the Unfettered Horror on its home turf. His assumption that it was an Astral native cost him the victory, as his magic didn’t function like he thought it would. The Horror didn’t like what it learned from him there and stalks him from Twilight afterward.  His body was never found.

Under the gaze of a Mage, the Begotten may initially resemble another mage (using Passing Resemblance if they have Kinship with a Mage) but this won't hold up to prolonged scrutiny.  Maybe Mind Sight reveals their strong attunement to the Astral Plane and Nightmares, or Space Sight shows the lingering resonance of their bizarre home and how they tear physical holes into the Primordial Dream.  Death magic used to peer at their very soul reveals something even more bizarre: a powerful nightmare body of a Horror has replaced the soul of a normal Sleeper.

At that point, many of the more ethical mages would want to exercise and destroy the monster-part, maybe trying to save the body and mind of the person who used to be.  This of course is folly, and potentially fatal for a mage to try to accomplish.  Closer inspection reveals the monstrous soul of the person is perfectly fused with the body, Time spells reveal that the potential for this was in the Sleeper's soul before this one, and that it was always going to happen.

If they get that far, a wise mage would be hard pressed to imagine an Awakened immoral enough to befriend such a creature.  Many things about their nature force the mage to question their thoroughly cultivated cosmological model.  And, without detailed conversation and observation, the Begotten appear completely devoid of relatable human values or moral codes.  But, for better or worse, their are those among the Awakened who claim Kinship with the Begotten.

A Hunger for Secrets:
Mages are more human than many other kin, but they Hunger just the same. The Awakened hunger for secrets and they are as much kin as any other supernatural creature (despite the distress of the mages suspecting they are somehow more monster than they thought). The Collectors in particular understand that once a secret becomes knowledge, it isn’t a secret anymore. Mages and Beasts often play a cautious, protracted, and even (depending on the personalities of those involved) flirtatious game of cat-and-mouse as they decide how much to reveal to each other.  Since Beasts often find themselves involved in deeper mysteries of the World of Darkness, though, they have enticing bait with which to lure a mage.

Lair Diving:
At any given time, some visitors to a Beast’s Lair may be physically present or in a dream state, depending on exactly how they gained access.  Visitors or intruders using Primordial Pathways from anything other than the Primordial Dream are physically present in the Lair.  Mages, naturally, can find their way in a Beast's Lair through the Tenemos in their Dream Forms.  While characters whose nightmares touch the Primordial Dream (Beasts who have yet to undergo the Devouring, for
example) are present in a dream state. Beasts exploiting Kinship with mages or changelings sometimes find themselves wandering the greater dream-realms beyond their Lairs, as well.

Being able to bodily enter the Astral Realms is a novel and rare thing for a mage.  Conventional wisdom say such a thing is virtually impossible short of the works of the Seven Endless Rulers of the Tenemos.  But here it is, Beasts can open the doorway and allow others to step right in.  The reverse is also theoretically true, a dreamer in dream form may be able to step into the physical plane as a Twilight entity far divorced from the body of the dreamer back in their bed.

Out of the beings Beasts claim kinship with, mages have a natural ability to enter the Primordial Dream. To mages, the land of Lairs is a rarely-explored deep region of the Temenos, reached by arriving at the Astral Realm of language (The Omphalos) and then journeying back into the universal subconscious, animal instincts of humanity. Once a mage in astral form finds her way into a Lair, she can follow the Burrows like any other connection between Astral Realms.

Some mages have means of entering the Oneiros of others, and a few stumble into Lairs during these Astral journeys. Such warlock explorers run the gamut from largely-harmless tourists and unwelcome guests to over-curious investigators and dangerous invaders. Mages capable of entering a Lair through the Primordial Dream likewise possess powers that can ward off or even destroy a Horror — especially if the Beast underestimates them.

Kinship with Mages:
Beasts who explore Kinship with other supernatural beings quickly learn that the Begotten experience of the Primordial Dream is not universal. Mages (perhaps the most likely kin found exploring the dreamscape) navigate the Primordial Dream almost as well as Beasts.

It’s in mages’ natures to seek answers to questions the other supernatural creatures wouldn’t think of asking, and if the Begotten aren't careful, conversation with a Mage can end up dominating the exchange by weight of exposition, reducing more practical topics until they fit everything into their large, complicated cosmology.  Because of this prying nature, to many supernatural creatures view mages as annoyances at best and total existential terrors at worst.

From a Beast’s perspective, mages are the one child in a family who went to college; she comes to family gatherings with her mind on experiences she can’t share and vocabulary her kin can’t understand. Her family feels threatened, and she feels alienated by their reaction.  But a Beast who takes the time to explore his Kinship with the Awakened finds they have more in common than they think — a shared fascination with primal symbolism, the human soul, and a burning ever-present hunger.  A mage’s addiction to Mystery is just as potent as a Beast’s own Hunger, and both Beast and mage grow more powerful by experiencing the strange and uncanny — the Beast incorporating it into his Lair and the mage adding it to the symbolic knowledge making up her Gnosis.

Mages also have an innate sense for the supernatural, and can be attracted to any stage in a Beast’s activities from Devouring (which mages might even mistake for a Thyrsus Awakening at first) to Inheritance, which puts many mages in mind of Ascension.

Psychonauts & the Begotten
Despite the name “Beast” and the symbolism of great monsters being shared by the Supernal entities linked to the Thyrsus Path, iconic symbol-creatures of Life and Spirit, it’s Mastigos mages who have the closest affinity for the Begotten.

Mastigos Awaken to a nightmarish “Pandemonium,” in which the inner fears and limitations of the soul are reflected, and they often have an interest in primal terrors. They’re also the mages most often found exploring the Astral and getting caught up in Mysteries of the mind (such as the wave of nightmares caused by a rampaging Horror) so are the most likely to come looking for a Beast.

However, because of their affinity with fear Mastigos mages are often more resistant to a Beast’s Nightmares.  Their high Resolve, Composure and use of Mental Walls give them a distinct edge.  Barring that an ST may grant +2 to rolls to resist a Beast's Nightmares.

Friend or Foe
Peaceful contact between Beast and mage often hinges on how far the Beast goes in sating its Hunger, and how the mage takes the story of the Dark Mother and an explanation of the Lair and soul.  Friendly Mages use baffling terms like “Pandemonic Emanation Realm,” tell the Children stories of the great primal “Aeons” in the far reaches of Astral Space — some of whom match certain descriptions of the Dark Mother — and make theories about the Dragon-like beings who supposedly helped the first mages to Awaken.

Mastigos and Thyrsus can even use the presence of a Beast with a kinship bond as a symbol or “Yantra” in their spells.

Hostile mages decide that Beasts are a reflection of the World’s Fallen state, or claim that the Dark Mother is the Raptor, the Supernal personification or “Exarch” of humanity’s fear of nature. They become terrible enemies, able to slip into the Lair and wreak havoc with their magic.

Worst of all are mages who steal the souls of victims for use in experiments or fuel for strange powers; a Beast’s soul is a difficult but prestigious prize for so-called “Reapers.” Due to Beast’s connection to their Lair mages can’t steal the soul of a Begotten just by casting a spell in the physical world. It requires as much ability with the Arcana as taking the soul of a mage, and can only be cast inside the Lair. Despite the risks, some Reapers who learn the existence of Beasts go on twisted safaris into the Primordial Pathways, convinced that they can reduce the Children of the Dark Mother to big game.

Befriending the Families

Anakim (Giants) - Mages, with their quest for power and mastery, may seem like a good fit with the Anakim at first, but many willworkers prefer to pursue mastery of self rather than mastery of others, making them an uneasy match for Giants. Even with the Obrimos and the Silver Ladder exerting their power in ways that make Anakim Horrors lick their collective chops, Giants prefer far more outwardly ambitious Kin. As a result, they adopt a disproportionate number of Seers of the Throne.

Inguma (Outsiders) - Mages all provide smooth and easy Kinship for the Inguma, due to their inherently human nature. The magic and miracles they perform are all mostly rooted in that distinctly human experience, and the Inguma cling to that, feeding off it with relish. However, they still keep their distance, especially with these beings’ endless curiosity and powerful methods of tracking the Outsider. These inquisitive types simply cannot help themselves from trying to solve the inherent mystery the Outsiders provide. Very rarely do the Inguma try to Hold the Door for these beings, as their Lairs provoke questions they do not wish to answer.

Makara (Leviathan) - Mages, with their endless adaptability and elevated methods of thought, intrigue the Makara to almost no end. The possibilities their magic can invoke are endless, and their discussions of the Abyss immediately catch the Leviathan’s attention. Their curiosity makes it easy for the Makara to lure them in, and the additional power only spurs them both on. However, too much curiosity can strain relations.

Ugallu (Raptors) - Mages intrigue Ugallu. They can understand the constant search for knowledge, and the power that knowledge brings. Raptors find a natural equilibrium in their Kinship with the Awakened; a Mage needs a grounding presence to temper her growing power, and an Ugallu needs a link to the earth to keep him from slipping away from the realities of life on the dirt before he’s ready.  They meet one another on the ground, share the odd human moments that remind them of the people they used to be before they woke up, or fell too deeply asleep.


Shared Hungers

Collectors - Apart from Beasts, few supernatural beings hoard as mages do. Their libraries hold objects of incredible power, so Collectors wanting an in with the Wise need to bring a special offer to the table. Beasts have a natural rapport with supernatural creatures that some mages struggle to  develop, and social Collectors might use that Kinship as a means to access Mysteries. A mage may have trouble getting close to a vampire’s mandragora garden, but a Beast can pose as a friendly Kindred with little effort. In cases where both sides are willing to work in the long term, Collectors and mages form true partnerships. One Guardians of the Veil caucus uses a Beast to retrieve artifacts
from unwitting Sleepers, spreading Nightmares to ensure people never dig into the occult again.

Enablers - More cerebral Enablers are drawn to mages. The Awakened have tools to break ascetics, turning lead to gold, rewriting emotion, and raining hellfire on whoever displeases them. Kinship with the Wise offers whole toolboxes of transgression. Mages are also rather given to crossing lines themselves, and an Enabler with a good puzzle can lead a mage into all kinds of hubris, or portray herself as a Mystery to solve. Perhaps the mage learns more than he bargained for, but comes out better for it...or maybe he doesn’t, and falls for the Enabler’s own plans for his magic.

Tyrants - Tenuous as relations with vampires may be, tensions rise even higher with mages. Tyrants either adore or despise beingin the presence of the Awakened, as they have the power to shape the world according to their will. While this might mean they can aid the Beast in reaching her goal, a mage can also easily hinder a Beast using the same power. Additionally, if a Beast is enlisting the help of a mage, she is tacitly handing over some of her own power and relying on the mage to aid her in the exact way she requests. As such, most Tyrants won’t trust another with any crucial tasks. Hinging their machinations on the actions of another goes directly against their habits, but working alongside someone with such versatile talent as mages is sometimes worth the discomfort.

THE VIEW FROM WITHOUT: DREAMING DEEP
"Over time, I’ve come across people — Sleepers, by the way — who claim that their dreams are meaningful. That part isn’t uncommon, of course; check the self-help section of any bookstore and you’ll see countless piles of crap dedicated to telling you that if you dream of crabs you’ll come into money, or whatever. Every so often, though, I find a person whose dreams really do connect to something. Whether or not their dreams grant them any helpful insight isn’t my place to gauge, what with confirmation bias, recall bias, and narrative bias being what they are. Skimming their subconscious minds, though, these “dreamers” are doing something that few other people can. They’re reaching an Astral space that we can’t reach without effort. Are their minds just more open? Are they on the cusp of the Awakening? From what I can tell, no. It looks like the connection was there from birth. Spiritual genetics aren’t really my area of expertise, though." 
- Arborghast, Mastigos of the Mysterium


Kinship Nightmares

You Are Better Than Them (Mage)
They’re insects. Beneath you. They can barely even see the world for what it is. If the one-eyed man is king of the land of the blind, you are its God-Emperor. Who can dare gainsay you?

Dice Pool: Manipulation + Satiety vs. Resolve + Supernatural Tolerance

Normal: The effects of the victim’s Virtue and Vice are swapped for the duration of the Nightmare: He may regain one Willpower point per scene by fulfilling his Virtue without having to risk himself, and regains full Willpower once per chapter by fulfilling his Vice in a way that poses a threat to himself.

High Satiety: For the duration of the Nightmare, the victim does not (and cannot) suffer from breaking points due to his own actions. Things that would normally prompt breaking points (such as murder, theft, or assault, or even nonviolent acts that are nevertheless fundamentally opposed to the character’s self-image) seem as reasonable and as appropriate as having a polite discussion. In addition to making the victim potentially act wildly out of character, this Nightmare negates any penalties to Social maneuvers or similar actions that might arise due to breaking points. It’s as easy to convince the victim to murder his boss as it is to convince him to loan you his car. Once the Nightmare’s duration ends, the victim must immediately roll for any and all actions undertaken during the Nightmare that would call for breaking points.

Satiety Expenditure: The victim sees his own desires as paramount, and anyone who would gainsay him as an enemy who must be crushed. As long as his actions are directed toward the fulfillment of his Aspirations, the victim earns an exceptional success on any roll that yields three or more successes. If, however, anyone stands between him and his Aspiration (whether deliberately or not), the victim gains “Destroy that person” as an Aspiration as long as the Nightmare lasts. “Destroy” doesn’t have to mean “kill:” depending on the victim’s Virtue, Vice, and Integrity he might try to ruin the character socially or financially, get her fired, or the like.

Exceptional Success: Each time the victim suffers (or would suffer, for the High Satiety effect) a breaking point in the Beast’s presence, it counts as fulfilling the Beast’s Hunger (base Satiety potential of 3).

The Void Is Waiting (Low-Wisdom Mage)
A book that is a universe. A set of mathematical formulae that graph nonexistence. A million chittering, hungry things desperate to be. They’re all out there. And they’re all waiting for you.

Dice Pool: Intelligence + Satiety vs. Resolve + Supernatural Tolerance

Normal: The victim’s mind is plunged into a vision of the Abyss, the toxic anti-reality that lurks between the world as Beasts know it and the pure realm of abstract symbolism from which mages draw their power. This vision calls to the tiny sliver of the Abyss that lurks in every human soul, drawing that realm’s attention. The Abyss seeks to draw magic into itself in order to fuel its own existence; any time a supernatural power is used in the victim’s vicinity (including by the victim himself if he has such abilities) provokes a Clash of Wills. The victim rolls Resolve + Composure if human, or Resolve + Supernatural Tolerance if not. Success for the victim means the power targets the victim rather than its intended target.

High Satiety: When the victim succeeds on a Clash of Wills triggered by this Nightmare, the user of the supernatural power takes lethal damage equal to the number of successes rolled.

Satiety Expenditure: The player may spend multiple Satiety on this effect. For every Satiety spent, the Beast may cause one attempt at activating a supernatural power in the victim’s presence to automatically fail.

Exceptional Success: Each time the victim absorbs a supernatural effect in the Beast’s presence, it counts as fulfilling the Beast’s Hunger. See Satiety, p.107, for more information on fulfilling Hunger.

Everything You Know Is A Lie (Mage)
Your eyes have been opened to the profound truth. Nothing you have ever experienced is true. This world is a simulation and others are just pawns in some cosmic play. How can you love if you don’t
know what love truly is? How can you eat if you’ve never felt true hunger?

Dice Pool: Intelligence + Satiety vs. Resolve + Supernatural Tolerance

Normal: The victim comes to the terrible realization that his life experience is based off a false paradigm or incorrect assumptions. The victim loses access to Specialties and 10-again for the duration of the Nightmare.

High Satiety: The character is plagued by doubt — every action feels false and guided by some principle that simply doesn’t apply to the situation. While the Nightmare is active, the victim’s player must reroll any dice that come up successes when using any Skill in which the victim has a Specialty. The victim keeps the results of this reroll.

Satiety Expenditure: The Beast chooses a Skill category (Mental, Social, or Physical). Within that category, the victim treats all Skills as untrained (meaning the character loses access to any dots in that Skill and suffers a –1 or –3 penalty as appropriate). If this would affect a supernatural being using a power or ability, it provokes a Clash of Wills.

Exceptional Success: The victim’s threshold for exceptional success in any Skill that lost a Specialty is raised to seven successes. For Storyteller characters, who might not have Specialties, the player can specify one Skill that suffers from this effect.

You Have Foreseen This (Acanthus Mage)
There’s no chance they’re going to stop it in time. You already know exactly how it’s going to happen and how much they’re going to suffer, but nobody will believe you. So all you can do is watch it play
out exactly as you saw it coming.

Dice Pool: Intelligence + Satiety vs. Resolve + Supernatural Tolerance

Normal: The victim falls under the delusion they are in some way able to foresee or plan for all future outcomes. The victim gains the Delusional Condition (the Beast outlines the delusion in general terms), and any attempt to stray from the vision of the future the Beast left in their head requires a reflexive Resolve + Composure roll. The Beast may resolve the Delusional Condition prematurely by touching the victim of the Nightmare.

High Satiety: The player may select a number of rolls equal to the successes rolled on the Nightmare activation roll that the victim knows are destined to fail. No matter how many successes the victim’s player achieves, these rolls are treated as though they only show one success.

Satiety Expenditure: The victim walks through the world a helpless tool of capricious destiny. As long as the victim has the Delusional Condition, her threshold for exceptional successes is three successes instead of five — as long as she follows the vision’s narrative. When the Delusional Condition is resolved, the Beast regains one Willpower for each exceptional success that the victim achieved. After the Delusional Condition is resolved, the victim loses 10-again for the scene.

Exceptional Success: If the Delusional Condition is resolved by the victim during the duration of the Nightmare, it counts as fulfilling the Beast’s Hunger.


Mage Kinship Merit: Scour your Body (••)
Prerequisite: Family Ties with a mage
Effect: You may damage your physical form in order to power your abilities. As a reflexive action, you may reduce one of your Physical Attributes by 1 and take one lethal damage. This damage cannot be avoided by any means, nor can it be healed except naturally. The loss of the Attribute dot lasts for 24 hours. If you use an Atavism or Nightmare in the same turn, it takes effect as though you had spent a point of Satiety (or an extra point, should you wish to spend multiple points) along with the activation.



DEATH OF THE DARK MOTHER

Doug: What stories do you tell about the time before your Atlantis?

Chimera: Darkness, monsters, and general misery. Those things being more part of the inciting incident for seeking out Atlantis than the crux of the stories we tell, in my experience.

Doug: Right. Darkness, monsters, and general misery. I am a dream, a memory of ancient monsters that once hunted men in flesh.  Before the shining city, the world was a terrible and wondrous place. Because of the Dark Mother.

Doug: She gave rise to the giants and titans and lurkers and dragons and chimerae of the world. In her shadow, man was but prey. And according to some of our stories, the monsters she begat were treated no better.

Doug: The Dark Mother is real. She is not a myth, not an analogy, not some metaphor for preliterate hunter-gatherer societies. She is a legitimate force, a god, a cosmic entity, and more. Personally I think the is also Gaia, her dark alter ego, but I can't prove that.

Doug: When mages talk of the time before Atlantis, they are trying to remember something that the world is trying to forget. Does that make sense so far?

Chimera: Mostly, yeah; it’s still a struggle not to parse parts as a metaphor though. When you say you’re a memory of something that was... were you always that way? I know that Iki claims to have been just human at one point.

Doug: Yeah, I was. And still am, in many ways. But my Horror, my soul, most definitely is not, and never was. I was eaten by it, you see. Devoured, we call it. In a dream that lasted my whole life, until I realized I was the one devouring myself. Weird, right?

Doug: But my Horror, the giant that lives inside of me, that I live inside of, is a dream echo of the oldest of the Dark Mothers children.  Now it needs a man-suit to walk in the world. But once upon a time, it would stand before you as large as Donato's Tower. And eat you without thinking about it.

Doug: Have you heard the stories if Father Wolf? Do you know about the betrayal of Iron? The Myth of Cain and Lilith?

Chimera: And is that why you navigate Astral Space with so little trouble? You are, in a sense, an idea? I did... see that, the really nightmarish stuff, when you used that door trick on me.

Chimera: Anyway, yes - I don't deal with werewolves often, but I've heard some about Father Wolf. Not so much the others.

Doug: With so little trouble? You bounce from dream to dream like everything is burrowed together, and I'm the one who makes it look easy? Hahaha!

Doug: But yes, because I'm an idea, a nightmare, primal and universal, I can navigate the Primordial Dream and the 'scapes beyond with relative ease.

Doug: But I had a point... where was I?

Doug: Right! The Betrayal!

Doug: Most kinfolk have legends of some ancient betrayal, from werewolves to the lost. Even the Awakened, but they don't tell the whole story.

Chimera: Heh. I learned that uh, unconventionally. But point. What parts are we leaving out of our stories, then?

Doug: That the first mages were used. Used for a terrible purpose.

Doug: The dragons were the most prideful of the Dark Mother's children, and they had had enough of her abusive dominance.  So the came together, and called out to men. Men they were meant to terrify and ravage, they instead inspired.

Doug: And so the tribes if men came to a foreboding island, and entered its darkest caves, and stole a bit of the Dark Mother's power for themselves.

Chimera: I have this friend telling me his also heretical stories about magic. Really should introduce you at some point. Thinking aloud. Just... give me a sec.

Chimera: Honestly, I have a lot of questions for you and I’m not sure where to start in asking them. You include us in kin, which is not a title I would expect, for prey turned thieves – but I assume that does play a part in your concerns.

Chimera: And you claim a similar relationship with vampires, werewolves, and so on; a connection through the Dark Mother? What purpose do you view us as serving now?

Doug: The same as any of us. To teach mankind to be afraid.  Just because you stole the Dark Mother's birthright doesn't mean you aren't now her children. Adopted or not, welcome to the family.

Doug: But here's where my concerns start to come in... You see, those newly awakened to the power of the Dragons, the power of the Dark Mother, didn't just use their new magics to make life better for people.

Doug: They built a city. You've seen it.

Doug: And what a city! Hundreds of thousands of people flocked to it from around the world! The built their homes, raised their young, walked the streets under the protection of the Dragons. Never knowing the full extent of their sacrifice until it was too late.

Doug: Because, as the city grew in size, it grew in power. Dream and flesh were drawn together. And the Dark Mother's traitorous spawn and adopted bastards moved on to the next part of their plan.

Doug: They built a ladder.

Chimera: The Dragons... intended for the Ladder to be built from the beginning? Why?

Chimera: Was the Fall part of their plan too?

Doug: Yes. Kind of. I mean, you can call it a ladder. You could ascend the heavens with it, so, I guess...?

Doug: But really, it was a weapon. A spear. Gungnir, Gáe Buide and Gáe Derg, the Spear of Longinus... Your Celestial Ladder was the first god-slayer, and it worked.

Doug: The dragons showed a few of your kind how to wield it against the Dark Mother, and seize her immortality for themselves. And they did. They plunged it deep into the Dark Mother's heart, and bathed in her blood, and became gods.

Doug: Some of your kind tried to stop them, of course. These you revere as heroes, the mighty Oracles who built their towers to call out to you over the ages.

Doug: And then there was the one, the regretful one, the Eleventh Gate. He is a wretched remnant that heralds the end of all things, and should be avoided...

Doug: So, the Magi of Atlantis slew the Dark Mother, and rid the world of the worst of her influence. But an unforeseen problem arose... Where do you put the undying body of the mother of all monsters?

Chimera: I... remember hearing a similar story once. That there was a dragon, Oroboros, who was supposed to keep the material and the supernal separate. But the Ladder pierced its heart (like a spear, some would say), and its body was swallowed up by an ocean of his own blood, which became the Ocean Oroboros. A sea filtering into the Abyss, where people now go to cast away their possessions forever...


The Ocean Oroboros
The Last Refuges of the Astral Realms sit on a shoreline of dream-stuff: rusty metal sigils, crumbling idols and bones litter the beach. Oroboros waits beyond. Awakened sagas say that it was once the great dragon responsible for separating the material realm from the Supernal planes. The Celestial Ladder thrust through Oroboros like a spear; it bled forth an ocean that swallowed its body. The depths poured in to the Abyss, and the Abyss welled up inside the sea of dream-blood, leaving the Last Ocean of Oroboros behind.

The shallows of the Ocean are the limits of Fallen being. Oroboros is the Abyss in the form of a dead
dragon’s black blood. Creatures crawl from Oroboros to seek succor in realms of thought, or to engage in some dark mirror of the quest for enlightenment. Some believe that this is why the acamoth seek out powerful souls. After all, the Abyss is a realm of ignorance and twisted wisdom, so its denizens must steal virtue from other domains. The Ocean also congeals into strange shapes: three-legged, scaled things with umbilici that snake back to the water’s edge, or headless birds with fanged mouths on their breasts.

Oroboros has one virtue: a mage can cast almost anything into the Abyssal deep, formally declare
his sacrifice and concentrate to divest himself of it forever. Oroboros’s waters wash over him and claim the abandoned trait. It vanishes from all realms... A mage who casts away his sight can never see through a pair of eyes again. A mage who casts away his body might vanish, while his sleeping material body collapses into dust.  Most visitors are content to use the phenomenon to relinquish curses or dangerous magical objects. Souls cannot cast away anything that is not theirs, and such definitions are based on symbolic truth instead of any form of legalese.  Nobody knows what happens to mages who give their souls, minds or selves to the Last Ocean.

Tradition holds that the Supernal Realms lie on the other side of Oroboros, but no astral barge or sailing ship has ever crossed the gulf. Oroboros is the end of everything.



Sunday, April 8, 2018

[Mage: The Awakening 2nd Ed] Mage Watchlist



Mage: The Awakening 2nd Ed


Video & Television Watchlist

Original submissions by our great team of Storytellers: 

Mathew Hagen, Korri Smith, Jerad Sayler, Alex Van Belkum, Ethen Reed and Hannah Nyland

Our great team of Storytellers put our heads together to try to make a solid list of all the movies and shows that inspire our Mage game within the Chronicles of Darkness (nWoD 2.0). Remember... you are a mage, and all things are true. There are many more shows, but many of them too closely aligned with other CofD venues and games.


In no particular order:



Mage Themes & Moods Movies:

1. Dark City – questioned reality/control/nature of the soul
2. Inception – Symbolism, Astral travel and layers of understanding/consciousness, Cabals
3. After.Life – Obsession, Moros themes, also resonates with Geist
4. What Dreams May Come – Astral, soul,
5. National Treasure (1 & 2) – conspiracies, ancient secret societies, Labyrinths
6. The Matrix – just the first one, Gnostic themes, proto-mythology/metaphor
7. Donnie Darko – mutability of reality, Time magic
8. Atlantis (Animated) – Cabal building, delving into mysteries, lost technologies,
9. El Dorado (Animated) – chasing a mystery, obsession,
10. Cashback – Time magic, temporal paradox, tedium of reality
11. Indiana Jones Trilogy – the fourth one doesn’t exist
12. The Watchmen - Hubris and corruption
13. Odd Thomas
14. John Dies at the End
15. The Void  - Abyssal
16. The Craft
17. Lord of Illusions
18. Mirrormask
19. The Ninth Gate
20. The Cell
21. Eternal Sunshine of the Spotless Mind
22. The Covenant
23. Slight
24. IT (2017/2019)
25. Pi
26. The Net
27. Long Kiss Goodnight
28. Wizards (Animated)
29. Amalie- very Acanthus
30. Chappie – very Promethean, but it’s about the nature of consciousness
31. A Wrinkle in Time
32. Rise of the Guardians - no seriously... look at how magic works, cabal themes
33. The Dark Tower
34. In the Mouth of Madness
35. Existenz



Chronicles of Darkness Themes & Moods Movies/Shows:

1. Se7en (Movie) – questioned reality/control/nature of the soul
2. The Mothman Prophecies (Movie)
3. Silence of the Lambs (Movie)
4. Mindhunter (Show)
5. American Horror Story (Show)
6. Hellraiser I & II (Movies)
7. Alphas (Show)
8. I am not a Serial Killer (Movie)
9. Devil's Advocate (Movie)
10. Myths & Monsters (Show)
11. House on Haunted Hill (Movie)
12. Twin Peaks (Show)
13. Persons of Interest (Show)
14. Criminal Minds (Show)
15. Grimm (Show)
16. Lost Girl (Show)
17. The Chilling Adventures of Sabrina (Show)
18. Black Mirror (Show)
19. Gravedancers (Movie)
20. 13 Ghosts (Movie)
21. Fear and Loathing in Los Vegas (Movie)
22. The Boys (Show)
23. Brightburn (Movie)
24. Fright Night (Movie Remake)
25. Carrie (Movie Remake)
26. Mimic (Movie)
27. Red State
28. Hellboy I & II
29. 




Mage Look & Feel Movies

1. Doctor Strange
2. Wanted
3. Practical Magic
4. Beetlejuice
5. Push
6. Next
7. Jumper
8. The Sorcerer’s Apprentice
9. Constantine – Mastigos themes
10. Star Gate – the Time Before
11. Witches of Eastwick – Chimera you need to read this
12. Visionaries (Animated)
13. Vision Quest – Thyrsus
14. Willow
15. Chronicle





Mage Television Shows
1. The Dresden Files
2. Conan The Adventurer
3. Supernatural
4. The X-Files
5. Constantine
6. Lore
7. Fringe
8. American Gods
9. Legion
10. The Magicians
11. Stranger Things







Mage Anime Movie/Shows

1. Bleach
2. Darker than Black
3. Full Metal Alchemist
4. Magi
5. Seven Deadly Sins
6. Saga of Tanya the Evil
7. The Ancient Magus' Bride
8. Kino's Journey
9. Parasyte: the maxim
10. Puella Magi Madoka Magica
11. Spirited Away
12. Kubo and the Two Strings
13. Perfect Blue
14. Paprika
15. Undone
16. A Scanned Darkly


More Inspirations here.

Did you like our list, was there any that we missed?  Let us know in the comments below.




Tuesday, March 27, 2018

[Mage: The Awakening 2nd Ed] The Arcade Code Duello

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 Three

The following are social considerations 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 Arcane Code Duello
No matter how learned or scholarly a city’s Councilors may be, initiates are known for occasionally finding their own ways to settle disputes. Before they consider forsaking one Consilium for another or turning to an Assembly of the Free Council for guidance, passionate mages resort to more immediate solutions. The Duel Arcane is the most common of these resolutions: a trial by magical combat, usually involving specified parameters of magic.  The Arcane Code Duello is the general set of rules for a one-on-one combat, or duel.  They help regulate dueling and thus help prevent vendettas between families and other social factions.  Each city and Order or faction will have its own specific rules and bi-laws for how a duel can be conducted to maximize resolution of conflict.

While mages can theoretically agree to duel in almost any fashion, the Duel Arcane is the most preeminent form because it does not demand any particular magical skills from the duelists. One mage (typically, but not necessarily a neutral judge or a second) must be able to cast Display of Power.  Mages who want a straightforward fight often prefer it, because the other forms often rely on specialized prowess that can give one participant an edge.

Duels: The Law of the Sword 
Occult knowledge is in finite supply. The Realms Supernal barely touch the Lie and leave Wise, willful prisoners hungry for more. Mages learn, compete and eventually fight for supremacy within a given territorial, ideological or occult domain. Awakened souls are too rare to squander with indiscriminate fighting and murder but too ambitious to easily surrender to external authority. Thus, the Lex Magica recognizes dueling as a legitimate way to resolve disputes.

A Consilium can try and punish wrongdoers, but mages don’t view it as an all-encompassing government in the fashion of Sleeper governments and institutions. Ideally, Consilia guarantee collective security, basic decorum and a court of last resort. Unless the prevailing culture is highly formal, mages who run to the council over every offense are usually thought to be too weak to handle their own affairs. Dueling exists to settle disputes between mages without burdening the Consilium or damaging the common courtesy of Awakened society. Nevertheless, there are those who feel that the whole affair smacks of a primitive, “gunslinging” mentality — and fight duels over delivering such slights. Why do they do it? What are the other advantages of duels?

The Duello

A combination of Western custom and Atlantean lore, the Code Duello (usually shortened to just “duello”) is a set of customs that determine what constitutes proper behavior during any kind of duel. Everything that is against Lex Magica is against the duello, but the reverse is not so; there are many legal ways to violate the duello, from mocking the loser to arriving late to fight. Some Consilia mandate strict adherence to the duello, but most do not. Even though the duello is fairly consistent across the Americas, variations enough exist to prompt travelers to inquire about what customs hold sway. The following describes elements of the duello as it exists in the Americas and most of Europe. Asian and African mages often have far different notions about how to organize ritual combat.

Even in the West, there are enough variations, local traditions and quirky laws to make a full description of the Code Duello impossible. Mages who twist the duello to their own ends are either hated or given a certain amount of grudging respect. Against expectations, the Adamantine Arrow often play fast and loose with the duello. Arrows habitually prepare for unrestricted warfare; by comparison, the average duel is a petty game and treated as such.

Binding Law
First and foremost, mages must do whatever the result of a duel compels them to do. Dueling agreements are legally binding oaths. If a mage promises to gather 10,000 pawns (points) of Mana for the winner in a year or forfeit her life, it has the force of centuries old Lex Magica behind it. If she loses and subsequently breaks her promise, the victor may slay her on a whim. Mages often sanctify dueling conditions with magical oaths (combining  Display of Power with the swearing of Oaths or a Geas), to encourage or ensure the honesty of participants. Consequently, mages should carefully agree upon the dueling conditions in front of sworn seconds. Confusion usually brings in the Consilium, which often rules against both parties to dissuade other dueling fools.

An example Dueling Oath:
I, who am called Zeno, swear this oath without arcane or mysterious compulsion. Should I be victorious according to the common codes of the Duel Arcane, my opponent, called Aurem, will relinquish the apprenticeship of the mage called Arctos to me for 90 days, transferring all solemn bonds and oaths of service. Furthermore, Arctos shall be free to become my apprentice if he wishes it, without interference from Aurem. Finally, Aurem will not entreat me to perform any service by action of thought, word or deed, for a year and a day from the date of the contest.

Should Aurem achieve victory by the Duel Arcane, I vow to pursue the Unclean magus called Angrboda, seeking his irrevocable death and thwarting his desires in all ways, until 90 days have passed, I have died, or I have delivered the head of Angrboda as an assurance of his death. I further vow that I will take the mage called Morvan as my companion and witness in this endeavor. Finally, I will not communicate with the magus Arctos or entertain communications from him for a year and a day from the date of the contest. The contest will be determined according to the common codes of the Duel Arcane, without addendum or alteration.

I acknowledge that the duel is Just, and that I may not seek the Great Right of Nemesis against any participant because of its outcome. Let all know that the oath I swear is law. If I break it, let
the Awakened inflict fair judgment upon me. 

Swift Justice
Any sizeable Consilium is so busy tracking local weirdness, territorial disputes, possible threats and political movements that they welcome duels as a way to offload a great deal of business to the honorable, angry people who want to go about it. Mages who appeal to the council about small matters may have to wait. If Boston suffers under a cannibal cult, why should its mages take time to listen to a petty argument over Mana rights? A duel settles matters then and there, with as much legal force as the Consilium itself can muster.

Privacy
By ancient law, dueling mages are never obligated to tell anyone else the cause of their quarrel. Mages fight over secret love affairs and mystical enigmas that they don’t want anyone else to know about. It’s against the duello to pry, and some Consilia consider using magic to dig up the dirt a minor crime.  Mages who duel for privacy’s sake often stipulate what they may or may not say according to different outcomes from the duel. One Mysterium scholar may silence another’s theories for a month, a year or a lifetime by winning a properly conducted duel.

Reputations
There is no quicker way to gain prestige than a duelist’s career. Most dueling forms rely on magical skill, so continual victory reflects a certain degree of proficiency in the Mysteries. All the same, the Duel Arcane does not require particularly deep knowledge. A duelist can master a few Arcana and hone his will to a fine edge that cuts through enemies without knowing a host of rotes or much about the secret history of the world. Even so, mages glorify duelists because duels are newsworthy, even glamorous. Magical duels are the closest things the Awakened have to a common sport (or less charitably, a Roman circus).

Protection from Reprisal
At the core of dueling law and custom is the idea that a duel is a final settlement. The winner is under no obligation to fight again. Furthermore, no mage may invoke the Right of Nemesis because of any event that proceeded from a properly sworn and witnessed duel. You cannot curse the man who beat your cabal-mate because he defeated her. You  might do so for some other reason, but your enemy can petition the Consilium to investigate your intentions. If the council discovers that you’ve invoked Nemesis under a bogus pretense, it punishes you accordingly. While this rule is taken very seriously, it doesn’t completely protect mages from a cycle of reprisal. Forgetting deception and Consilia corruption for a moment, it’s a fact that many duelists enjoy vendettas. A winner might not be obligated to fight again, but his enemy may insult and cajole him into accepting another duel.

Participants may enjoy protection from Nemesis, but often feel that using it is the coward’s way out. There is a significant subculture of duelists that believe that outside of their oaths, most of the legal protections shield cowards. They do not report infractions and snub mages who do. Subsequently, Consilii controlled by hardcore duelists preside over a highly fractious, violent community.

Law and Custom 
Even though sorcerers are well within their rights to just kill each other, following customs means that a mage claims the Pentacle orders as allies under the law. Cabals mark their emblems with a sword to communicate that they support the duello.

In theory, he challenge is simple: Any mage may approach any other and put forth any demand or insult. If the recipient refuses the demand or refutes the insult, the aggressor may consider it ground for a challenge. Mages who want to get right to a duel typically open with something unreasonable and/or unforgivable: “Give me that library you’ve been using to master soul-eating, you son of a bitch.” This sort of thing will sometimes happen when negotiations break down. Two mages might bargain over mutual aid, argue and end up challenging each other for services. Such duels are more common than those over simple insults, but such affairs of honor were very common at least a century ago.

The challenged party is under no obligation to accept a duel unless the local Ruling Council demands it (as they might to stave off an even more destructive conflict). In a perfect world, this might get rid of duels entirely, but a challenger can do any number of things to drive things to a duel. She could threaten to kill a mage who refuses to duel, intimate that she’ll use theft, blackmail and other forms of skullduggery, or simply ruin his reputation. When an occasion clearly demands a duel, Awakened
society labels those who refuse as cowards.

Conversely, the duello considers a mage who attacks a mage, his allies and his resources someone who has offered a duel. A beleaguered mage can put a stop to such predation by accepting the implied challenge. Of course, the type of sorcerer who simply lets loose with spells and bullets isn’t always honorable enough to move to formal dueling, either.

"When I first was given the position of Interfector in the Concilium of the Cerulean Peace, I went to the first gathering to lay down the law.  The city had dealt with some serious trouble the last couple months and the Guardians were tired of the strain it was putting on the Veil.  With my Iron Mask and concealed identity, I made sure everyone knew that further displays of vulgar magic will be met with swift justice and reprisal.  Stavros was outraged and I, not knowing any better, stood behind my threats.  He challenged me immediately to the Duel Arcane or I had to retract my decree.  Stavros threw the sun at my head.  It was not a great first impression and before the rest of the city's Awakened the Interfector was forced to back down after a crippling loss in the Duel.  I really hate that man." - Agent Jonathan Simmons, The Justicars (cabal)


Cheating:
No Cheating!
Of course, mages can and do sometimes ignore the formal rules of the Duel Arcane. They attempt to cheat in order to gain an advantage in the struggle, or lure an enemy into a duel and then spring a trap.  Cheating in a Duel Arcane essentially involves doing anything other than using magic to attack or defend in the normal fashion. So a mage who casts a spell to harm, weaken or transform an opponent, or to alter the conditions of the battlefield in some way, or who does anything else directly or indirectly to influence the outcome of the struggle forfeits the honor and protection of the duel.

The other mage is entitled to use whatever means to settle the matter from then on. Of course, proving that the other mage cheated can be a somewhat more difficult matter. If cheating can be proven or is evident to onlookers, the offender might be brought up on charges before the Consilium based on the body of law that has accrued around the Duel Arcane. Punishment varies from mild reprimands to incarceration for truly dishonorable acts.

Generally, cheating requires a mage to give up his attack for that turn of the duel in order to cast another spell or to take some other action, but some carefully planned cheats, especially involving
prepared spells or allies, may be done more subtly.

"I've never fought a Duel like the Pit Fights Aja puts on.  It's more like a brutal boxing matching, full contact magic and fists and meanwhile those Aja thugs are climbing all over the wrestling ropes and flinging spells at the two men beating each other to death in the ring.  Bribes, bets, all forms of cheating is highly encouraged and sometimes someone dies.  It's oddly addictive actually..."
The Lamb, Boot (cabal)

Will & Wisdom: Resolution
Duels end for the following reasons:

1. One duelist meets the victory conditions. This is an ideal, unambiguous victory. The mage scores the first “touch” dueling with Space, blasts away her opponent’s Doors in the Duel Arcane and so on.

2. Both duelists meet the victory conditions. A somewhat awkward conclusion, this occurs when both duelists either score victory simultaneously (mutual “touches” in Spatial duels) or (in a poorly designed duel) both accomplish a task that only one of them was supposed to be able to achieve (binding both rulers of a spirit court without knowing that there were actually two of them). This is usually thought of as an honorable conclusion. Both sides receive the customary protection from reprisal and all non-contradictory demands unless they insist on dueling again (at which point they can renegotiate the terms from the beginning, if they wish).

3. One duelist can no longer continue. Unless the objective of the duel is to incapacitate, this is often thought of as a lesser victory — a loss that the opponent inflicted on herself. Unconsciousness, errant Paradoxes, sudden confusion and other circumstances can force a duelist to throw in the towel, so to speak.

4. Both duelists can no longer continue. This is the mark of fumblers except in the case of martial duels. In such cases, combatants often have such expert timing that they can only strike simultaneously. Japanese mages call this by the sword fighting term, aiuchi (“mutual killing”), since it might spell the deaths of both fighters. Otherwise, mages have been known to knock themselves out with clumsiness and botched magic. In this case, the duel is considered to have never happened. The duelists must make new arrangements or give up their dispute.

5. One duelist surrenders. This is an honorable defeat. According to the duello, the victor should make at least one concession to honor the loser’s good sense. One duelist forfeits by failing to attend. Not only does the no-show automatically lose, Lex Magica entitles the victor to use all necessary means to seize his agreed-upon concessions. The loser is not protected from vendetta in the slightest; the winner can use insults, property damage and assassins to harm him at will. Attempting to prevent
an enemy from showing up at a duel is cheating and against the Lex Magica.

6. There is a No Show.  If a duelist has a good excuse for his absence, it is customary (though not legally required) to reschedule the duel for a later date and to forbear from attacking the absent party. Some duelists refuse to accept such excuses, however, and what constitutes a good excuse varies from region to region. In many cities, it is excusable to miss a duel due to attack, disaster, or order from the Ruling Council. Bad scheduling and magical research are usually not valid excuses, nor is violence that the duelist instigated herself.

7. Neither Show.  If neither duelist shows, there is no formal result, but plenty of informal contempt. They have, after all, wasted the time of their seconds and made a mockery of Awakened customs.


8. The duel is halted by the Ruling Council. A Consilium’s Ruling Council can halt a duel and force a settlement, but most only do so during an emergency. Consilia have, in the past, tried to intervene in every duel, but have almost always drawn the ire of their constituents. Overruling a duel is popularly thought of as a tyrannical act.  The law normally lets duelists demand that the Ruling Council settle the conflict for them or compensate them for anything wasted in preparation for the duel.

9. One or both duelists cheat. Whoever didn’t cheat, wins and furthermore, retains right of Nemesis over the loser; she can hunt him down and kill him, if desired. Furthermore, since the cheat is effectively an oathbreaker, the winner can petition the Consilium for assistance. The Ruling Council also levies additional penalties. One common punishment is a magical oath that compels the mage to describe his crime whenever he enters into an agreement with another willworker. This lasts for at least a year and a day. Less forgiving Consilia may use mutilation, banishment and a host of other sanctions, since oathbreakers are almost universally reviled in a society where trust is so tenuous.

If both duelists cheat, then both are punished as above. The Ruling Council often resolves the dispute for the duelists by depriving them of whatever it was they were fighting over.


Ancient Precedence for Duels

One commonly found room in temples of the Time Before is easily recognized by Diamond Order mages: arenas for the Duel Arcane. Disputes and feuds were apparently frequent in the “perfect kingdom,” and Duels were common method of settling disagreements. Far more elaborate than any used today, these chambers provide each Duelist with an equal footing and entertain those watching.

Many archaeomancers speculate that such challenges also served as an art form and as entertainment in addition to their legal function. The most exquisite battles were recorded for posterity on mosaics and memory stones such as Atroxi Crystals some of which have survived to this day.

Duels and the Silver Ladder

The Duel Arcane are dominantly as Silver Ladder established concept in the Concilia where they are used.  They are minders of ancient law and tradition and the Duello was practically invented by them.

The Duel Arcane also has a special place at Convocations (gatherings of Concilia or Silver Ladder leadership) during the Day of Justice.  The Day of Justice is a time for mages to air formal grievances. The Lex Magica resolves most such disputes before they ever get to Convocation, but when Ruling Council officials, rogues and entire cabals are suspected of a crime, the Magisterium provides a higher authority whose deliberations can be scrutinized by all. Some come to a Convocation hoping for a better form of justice than they’d get from their Consilium or the Duel Arcane.

However, the Free Council of Assemblies claims this day as its own whenever its delegates bother to show up. It uses the day’s theme to challenge traditions by arguing that they violate universal principles of justice. Magisters rarely silence them out of hand but won’t tolerate filibustering or insults

Duels and the Adamantine Arrow
Despite their clear ties to the precepts of conflict, a literal embodiment of their Order, the Adamantine Arrow is divided about the worth of the Duel Arcane. Many Arrows think of it as a way for mages to posture without learning anything useful. The Duel Arcane permits combat in a completely contrived environment, bereft of the risks and chaos of real fighting. The method has its defenders, though, who think that it’s a fine arena to test combatants’ will and creativity.

Regardless of opinion, Arrows don’t  use the Duel Arcane very often. They prefer contests that apply to the wider world (see Other Mystic Duels post link above).  It has been used to test the resolve of someone who declares their desire to join their order and as part of recruitment tournaments.  They also use it as part of the Battle Stage of their training.

Adamantine Arrow Hosted Tournaments:
Mages are just as competitive as other people, and so a good match and a cheering crowd are welcome among the Awakened. The Adamantine Arrow sometimes hosts tournaments, in cities where the order has the resources to do so.

These tournaments vary greatly in their form and purpose. Some are underground, full-contact boxing matches, where mages place bets on which combatant will fall unconscious first and Moros cast spells to prevent clothes from getting bloodstained in close quarters. Others are formalized expressions of the Duel Arcane, with complex rules of propriety and challenge. The Arrow shies away from overt duels of magic for public tournaments, because of the risk of Paradox and because the order would rather incorporate some test of martial skill. Sometimes, though, the Arrow hosts contests of pure athletic skill. Races through the city, sometimes over rooftops parkour-style, are also possible.

Whatever the form the tournament takes, the Arrow invites any mage in the city (and sometimes Sleepwalkers) to qualify and compete. The point isn’t winning, at least not in spirit. The point is competition, excellence and challenge. Plus, though the Arrow never admits to it, hosting tournaments like this injects a sense that being a mage conveys benefits, that mages have an identity and a culture that goes beyond magic, and that being a mage can be fun. The Arrow finds that the best time to host such tournaments is when there are mages in the city who haven’t chosen an order but are trying to make a decision.


Monday, March 26, 2018

[Mage: The Awakening 2nd Ed] Mystic Duels

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 Two

The following are consolidated rules for the other mystic duels beyond the traditional 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

Other Mystical Duels
Although the Duel Arcane is the most common means of resolving conflict among mages, it is by no means the only one. Other contests of mystic power and capability exist. Note, however, that many of these combats do not involve the same magic as the Duel Arcane; they can be more direct magical confrontations.  Within the Duel Arcane, there are variations designed to suit various whims and needs. Some mages are not satisfied with merely exhausting a hated enemy, while others want the contest to suit their personal talents and aesthetics.

Sanguine Duels
Mages can fight a Duel Arcane past mere exhaustion of their Doors with the proper configuration of the dueling spell. If a mage chooses to fight on regardless, any additional damage from the duel is real (affecting Health) in the form of Bashing damage.  The contest ends when first blood is seen (Bashing wraps to Lethal) or when one opponent passes out from the damage (failing to remain conscious with all Health boxes filled with Bashing Damage.  A mage may yield to the opponent at any time.


Some matches skip the Doors and go right to physical harm.  Even though mages are perfectly capable of killing each other within a normal dueling circle, there are those who believe that fates are best sealed in blood. Mages fight these duels to first blood (typically, the first lethal or aggravated injury), incapacitation (the first to fall unconscious from injury) or worse.

Only a slight variation of the Sanguine Duel, a the Death Duel continues until one opponent is dead or dying (full Aggravated damage) unless there are pre-arranged conditions to surrender or yield before the final blow is struck.  If the opponent loses consciousness before death occurs, the terms of the duel may call that a win or require the winner to strike the final blow after the circle is dropped.

Duels to the death are relatively rare, but they do happen, usually in cases in which a mage prefers death to surrendering to a bitter enemy. Since Duels are meant to resolve conflict without violence and death, a Duel to the Death almost completely undermines what the Duel Arcane was made for.  Still, many find their courage wanting, breaking off a duel and yielding before the final blow is struck.

Sanguine Variations:
- To First Blood (First Lethal or Aggravated wound)
- To Knock Out (fall unconscious from injury)
- Until Surrender/Submission
- To the Death, or until Dying

Group Duels
It’s possible and known for a group of mages to challenge another of equal number to simultaneous one-on-one duels, but the vast majority of the time the Duel Arcane is fought one on one. Should a group of mages have the audacity to challenge a lesser number of opponents (or even a single mage), the challenged is under no obligation to accept. Still, accepting such a lopsided duel may still be preferable to the alternative of facing a larger number of mages in open combat. There are also legends of powerful mages overcoming multiple opponents in a single Duel Arcane.

It is also possible to have entire cabals square off against each other in a mass duel in which every member of one cabal may attack another's.  There is no obligation to accept the challenge unless there are an equal number of opponents.

Curse Contests:
This is perhaps the crudest of magical “duels,” wherein mages simply hurl baneful spells at each other, testing their spellcasting and defenses. The winner is the mage whose spell disables the other contestant first and most thoroughly. Modern mages disdain curse contests as primitive and childish, the sort of battles early mages fought in antiquity. Still, they do happen from time to time.  Cursing Duels and contests tend to differ from the Sanguine Duels in that the spells are aimed to torment and inhibit the opponent without causing physical harm.  But since they are largely unregulated, anything goes.

Mystic Contests:
The two sides choose a particular Arcanum and a particular extended action task, often with the challenger choosing the Arcanum and the challenged choosing the task. Then each side attempts to complete the task faster and better than the other. The range of possible tasks is virtually endless. It may include shaping a sculpture with Matter, navigating a maze using Space (blindfolded, of
course), or contesting command of an elemental with Spirit. Essentially, each mage casts a series
of spells. The first to attain the required number of successes wins. Particularly simple contests, amounting to “magical arm-wrestling,” can be resolved with a single roll: whoever gets the most successes wins.

Example: Space Fencing - Other contests may involve using the Space Arcanum, each trying to score a “touch” on the other, as they teleport, warp space and otherwise try to evade each other.

Similar contests are played out using mind reading (Mind) or even time warping (Time).  Others fight duels in which the participants shift shape, turning into all manner of beasts, birds and other creatures to fight each other tooth and claw. All other uses of magic are forbidden during the duel; the mages rely on physical prowess, knowledge of different shapes, animal cunning and mastery of Life.

The Adamantine Arrow are the biggest supporters of these contests, using them for training, recruitment and a host of other functions.  Contests such as these are dynamic embodiments of many of their tenants.  Path may also flavor the nature of the competitions by virtue of the personal philosophies of participating magi.

Astral Duels:
A location in the Temenos, where both duelists can meet, is sometimes a popular dueling field
for mages who wish to conduct affairs in private. It also guarantees a measure of safety (assuming
a safe route to get there) and is a popular way for two bitter enemies (from different sects) to meet and fight without the possibility of ambush and death.  The dueling circle functions normally here (if used at all) and its virtually impossible to inflict physical damage on the dreamers. Depending on location, the dueling circle may be dropped entirely and the mages can freely battle to the "death" in relative safety. If a mage’s Dream Corpus zero she drops out of astral space as usual and gains the Soulshocked Condition. Astral duels allow mages to safely settle their differences, even when their physical locations are quite distant and occluded from one another.

Yet this method is not without its flaws. First of all, each combatant, witness or other participant must journey into the Temenos.  Secondly, participants must find each other in the chaotic universal dreamscape without the sympathy that would allow them to find each other in the Phemoral World. Although there are few fixed reference points in the Temenos and beyond. An experienced dream traveler can sometimes guide everyone to one that will serve as the field of honor. Otherwise, mages normally find themselves wherever their psyche takes them. It is therefore quite common for duelists to use magic to seek each other out.

Spirit Battles: 
These sorts of duels are fought largely by proxy. The mages conjure, summon and command various spirits as their soldiers, pitting them against each other. It may be a simple contest of one spirit versus another or a more complex battle of spirit armies, a test of strategy and leadership as much as mastery of the Spirit Arcanum.  A very distinct form of this, using proto-spirits and raw magic, is called Shadow Chess (See Shadow Chess below).

Shadow Battles:
Mages who favor the spirit world sometimes conduct their battles in Shadow itself. The Shadow Realm is a forbidding battlefield. Would-be Shadow duelists need a means to cross over into the Shadow. Even though Display of Power is possible, it in no way shields the area from the resonance of combatants. Mages who fight protracted duels here often attract spirits who wish to feed from the energies of their conflict. Duels in the Shadow are not invisible. In fact, they tend to be even more spectacular than the mind’s eye experience of normal duels, as the substance of the Shadow itself crackles with the manifest resonance of the duelists.  A very distinct form Spirit Battle that can occur in the Shadow is called Shadow Chess (see Shadow Chess below).

Vulgar Duels:
Vulgar duels cannot be properly defined as a mode of the Duel Arcane. Combatants use magic to directly affect the enemy or the victory conditions of the duel, instead of channeling it through Sword and Shield Arcana and most don't use the Dueling Circle at all. This could be done with several kinds of contests such as Cursing Duels and Space Fencing (mentioned above).

Despite the name, Vulgar Duels do not necessarily require vulgar magic. Nor are they consistently regarded as lesser contests. Instead, the title refers to the fact that these are more or less direct magical conflicts. Dueling carelessly can reveal magic to the uninitiated, invoke Paradoxes and inflict collateral damage. On the other hand, Vulgar forms involve magical specialties; mages with those particular talents can use them to win. To prevent accidents, some vulgar duels specify that both parties must use covert magic or combine “Target Exemption” (“everyone except my enemy/the objective”) into all spells that affecting anything besides the caster.

There are some though, that take the term "Vulgar" Duel Arcane very seriously...

"The Knights of the Blackened Denarius had everything they wanted.  The hellmouth, the priest, and they could kill us at their leisure.  We were completely outclassed.  So we tried something crazy, tried to get them to honor the protocols of Awakened kind and challenged them to a Duel Arcane.  Their monstrous demon-possessed Scelesti vs our small group of Nameless Disciples.  I guess ole Nick figured he'd just cheat anyway so he might as well agree to the sport of it."  

"And they did cheat almost immediately.  Nicodemus squared the circle and we found ourselves in a group on group Duel Arcane... a literally Vulgar Duel.  Anything we used caused Paradox.  Anything they did caused Paradox.  They used our fight to worship the Abyss and Paradox pooled and mounted in the circle.  Then they started through the Paradox around, throwing it in our faces, letting it go, it was a fucking mess.  I threw up blood and passed out.  Every since that night I get sick whenever Paradox gets really high.  Somehow we won, Loudon struck the last Denarian out of the circle.  Most of us were too hurt to see it."

"Then they just left.  The priest was already ritually mutilated and would be dead in moments, the hellmouth sung with malice.  Guess they got everything they wanted and left us to live to hunt us down later.  To feed on our dread and despair.  They didn't count on Nergal holding Father Forthill's soul in his body long enough to heal him.  They didn't count on us reversing their elaborate ritual.  They didn't count on us, years later, killing all of them in the mouth of hell itself." - Lorekeeper CasstielBridge of Souls

The Duel Mundane:
Even though willworkers exult in their ability to raise the Mysteries against their enemies, it is perfectly legal and customary to duel without using any magic at all. Many such contests could benefit from magical enhancement, but there is a growing movement (especially in the Free Council of Assemblies) to refrain from this. Guardians of the Veil pride themselves on using little or no magic even when it is permitted and so a good old fashion knife fight sometimes does the trick. When the duel forbids magic, it usually falls on a duelist’s second to ensure that the enemy isn’t sneaking a spell in.  These matches often stride the line between “duel” and “game.” Low stakes are more common. Sorcerers can thus test their ability to master common human tasks and beat the Lie at its own game.

Contests include:  Athletic challenges and bloodshed, footraces, sword fighting, hunting and wrestling test a mage’s physical abilities. Mages who enjoy hurting their enemies often prefer mundane fighting, since it’s easier to hurt people this way, but harder to kill them. The Adamantine Arrow believe that these contests strengthen the militant core from which their magic springs.

Azimuth Duels
Gaining popularity among Sleepwalkers and Proximi, Azimuth Duels are magically assisted combat that even someone with little or no magical ability can do.  A specially imbued statue called the Azimuth Focus stands between two psychicly gifted people in the Azimuth Piste.  While Sleepwalkers and Proximi are the only guaranteed non-Awakened beings that can always participate in an Azimuth Duel, many other supernatural beings and fallen hedge wizards have shown the ability to participate as well.

Each duelist selects a Focus Weapon, specially prepared melee weapons, usually staves, wands, rods and the like.  All Focus Weapons are specially prepared Platonic Exemplars which will react to the Azimuth field generated by the Azimuth Piste.  With some preparation, the duelist can attune themselves to the supernal resonance of their chosen Focus weapons.  From there, they can Duel in a manner similar to a Duel Arcane within the Azimuth Field.  They battle by projecting their psychic energies at each other through their Focus Weapons and score points which are tallied.  

Each participant loses Willpower points any time they are hit and once depleted they can no longer launch attacks and have lost.  Usually the owner of the Azimuth Piste is a third party that keeps score.  Mechanically, both Azimuth duelist roll either their rolling their Willpower pool or Clash of Wills (Power Splat + appropriate Attribute) contested against each other.  Excess successes drain Willpower Points from the losing Duelist.  This is repeated until the prerequisite points are scored or until one opponent is out of Willpower Points.  They can forgo either attack and roll their attack pool as a defense pool.  They can also spend Willpower Points during an attack to gain a +3, but they are weakening themselves by doing so.

There are whispers of Mortal Azimuth Duels in which the Azimuth Focus between two opponents is actually Mordite (Abyssally tainted Apeiron).  Opponents exert their will upon the deadly miasma of the Mordite until the cloud touches one of the opponents.  The victor is the one who is not disintegrated...


Riddles & Lore:
Sorcerers test each other’s wisdom with all kinds of puzzles. Some of these require a flare for logic. Others force mages to travel halfway around the world so that they will be the first to uncover ancient ruins or grimoires. Needless to say, Mysterium mages prefer these “duels” above others, but Guardians of the Veil have been known to choose them as well. They normally add the proviso that, if they win, they can hide whatever they have discovered.

Art & Performance:
Grand initiation rituals and paintings riddled with esoteric symbolism were once a mainstay of Silver Ladder social conflict. Modern times have forced the théarchs to abandon such pursuits because
they can no longer conceal them among the secret societies of rich Sleepers. It is troubling, then, that Free Council mages have taken up artistic competition with a crude flair, using modern music, digital video and performance art to establish their own pecking orders. Participants in these contests must agree on who will judge the “duel.”


Appendix A: Shadow Chess:
By adding a component from the Spirit Arcanum (3 or 5 dots) to the Display of Power spell, imagos in the are focused by the duelists’ magical power into animate forms: proto-spirits that fight for the duelists. Some mages prefer “Shadow Chess” to the standard Duel Arcane.  A Disciple of Spirit that Squares the Circle creates a dueling space that must be cast in the Shadow and creates insubstantial proto-spirits that only have substance in the Shadow Realm.  A Spirit Master that Squares the Circle creates a dueling space that can be in the physical or the Shadow Realm and creates proto-spirits that are in the Twilight State in the material world.

"Anything else in the Dueling Circle, whether in the Shadow Realm or the Material Realm is fair game to the Chessmasters.  Sure you only have Fetches in Twilight, but the spell connects to the Supernal World so strongly that it basically lets you create a limited army of the insubstantial.  And in Shadow, if you phase them into the circle, it can rip creatures apart. I've heard of enemies to the duelists getting caught in the circle and ambushed by swarms of spirits created from the imagos and wills of the duelists.  If you can pull it off, it actually has applications as a real-world killbox.  So make a nice big game board..." -Nergal of the Five Horsemen

Duelists within the “Shadow Chess” dueling circle prepare a dueling sword and shield, just as if they were fighting the standard Duel Arcane. Unlike a duel fought conventionally, participants fight using proto-spirit proxies called Dueling Pawns or Chess Pieces. The Chess Pieces attack each other and the enemy mage.  The summoning mage usually gives a Chess piece designation to its spirit (i.e. Pawn, Knight, King, etc) but these are largely arbitrary.  Some mages take the time to set up entire game boards of spirits before they fight each other.

Each success a mage scores with her dueling sword does not (and cannot) inflict damage to
her enemy. Instead, each success temporarily generates a spirit out of the mage’s raw, emotionally charged magical power. The spirit is similar to a Geotic demon in that it resembles a cross between the mage’s Sword Arcanum, a spirit common to the local Shadow and the mage herself. It is still considered a Shadow Spirit but its life only persists for the duration of the dueling spell.  Dueling Pieces cannot ever leave the dueling circle and disintegrate into resonance and magical energy if the circle drops or they are somehow forced out of the ring.

The Proto-Spirit Chess Piece accumulates traits in the following way.  It has a baseline of a Shadow Spirit with Rank 1; Attributes: Power 2, Finesse 2, Resistance 2; Essence: 10/10; Influence: Creating Arcanum 2,  Size: 5, Ban: Cannot disobey creator, cannot leave the circle, must fight the opposing mage and their minions; Bane: the Inferior Arcanum of the Supernal Realm associated with its Arcanum; Manifestations: Twilight Form (Spirit 5 only).  Their derived traits are calculated as normal.

Each additional success provides one of the following benefits:

+1 Rank - max Rank possible based on Spirit Arcanum dots.  Increasing Rank does not increase other stats mentioned below, but does increase baseline armor (Rank dots in General Armor) and Natural Weapons (Rank dots in Lethal damage, though most spirits only take Bashing damage from anything but their Banes)


+2 dots to a single Attribute and any derived traits increase as well.


+1 dots to all three Attributes and any derived traits increase as well.

+3 to Size (Corpus) or Species Factor (for Speed) and derived traits increase as well.

+1 Influence - The Influences a Chess Piece has is almost universally limited to the Arcana and Arcana dots the mage possesses and act almost like improvised spells within the rules for Influences.


+1 Numen or Manifestation - Usually are in line with the theme of the mage or their Arcana and can be Spell-Like Numina that behave the same a Supernal Spells.


A Dueling Piece serves the mage that created it faithfully as an extension of the creator's will. Each turn, a dueling Chessmaster may use the same Sword Arcanum to stack additional successes upon an existing Dueling Pawn or create a new Pawn.  Orders to attack or defend different entities in the dueling circle can be done as a free action. Commands are telepathic in nature but only convey verbal direction.  How well those commands are received depends on the relative intelligence of the Pawn (Rank is a good guard for relative Intelligence dots the Pawns would have).

Pawns inflict Willpower damage to non-spiritual entities first, then Health. They may injure regular spirits and other ephemeral entities normally within the dueling circle.  Any Numina they might acquire that would allow them to inflict direct physical damage conforms to the above rule (Willpower damage first), instead. A dueling mage use normal combat rules.  In the Shadow they are just as solid as they would be in the Material Realm and in the Material World the proto-spirits must have the ability to attack physical beings to harm a Mage not in Twilight.

As they are inextricably linked to the sorcerer’s will, Dueling Pawns can provide energy to stave
off psychic defeat. As a reflexive action, a mage can divert Willpower damage that he suffered to
the Corpus of a Pawn. If this knocks a Pawn’s Corpus to zero, the mage suffers any excess
Willpower point loss and the Pawn is destroyed. Mages cannot sacrifice Pawns to stave off physical injuries  however, so deadly Shadow duels often end in a quick, lethal “checkmate.”

There are Sanguine and Mortal versions of this spell that allow Chess Pieces to immediately inflict Lethal or Aggravated damage to non-spirits instead of destroying Willpower first. These require Prime 3 (Lethal damage) or Prime 5 (Aggravated damage).



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