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General Information - Mage

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General Information - Mage Empty General Information - Mage

Post  Fireseed Thu Jan 10, 2013 12:58 am

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Mage: The Awakening. A game of Modern Sorcery.

We're going back to roots people. The strange hybrid tabletop/written format of the Vampire game wasn't meshing well with people so we're going to try another game set in the World of Darkness using a more pure Written form that we're all used to. I chose Mage because it both has a magic system that's inherently free-form enough to conform with the Written style of roleplay and also because I've been reading a lot of Mage recently.

To accommodate this transition to the familiar style we're used to while retaining the flavor of the setting I will not be doing away with all the rules and stats, but there won't be any dice rolls or character sheets required. You will also be able to play characters of differing power scales to facilitate the narrative and make more interesting characters from the get go. The only stats you will need to be aware of really has to do with your magic, which is for the most part free form as stated before.

Doing away with the rules also means more trust between the storyteller and the players. One of the central themes of Mage comes from the realization that perhaps you are your own worst enemy. You're mortals given god-like powers people, act appropriately (read: ha).

Welcome to Mage everyone.
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General Information - Mage Empty Some Backstory

Post  Fireseed Thu Jan 10, 2013 2:39 am

Unlike Vampire, Mage has a proposed origin mythos that plays a much more prominent role in the day to day life of its cast.
We'll just go ahead and get the biggest bombshell out of the way so people can get over it.

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Atlantis
The Awakened City. The nation-state from pre-history that codified the Ars Mysteriorum. The mythology surrounding Atlantis cannot be understated in its importance.

The stories passed on to initiates about the origins of the mystical island are perhaps the most vague and potentially metaphorical of Atlantean Lore.
They say that in the time Before it was the island of the Dragons rooted at a nexus where all Leylines intersected and magic flowed freely into the World. One by one over the epochs the dragons left their roosts for the Supernal Realms until the very last Dragon departed from its ancient island homeland. Were they really Dragons? Nobody is sure, no living mage anyway.

The stories of the Dragons of Atlantis were sublimated from dreams by those primitives who were sensitive to the invisible world. They say the Island called to them upon being abandoned by its former masters, reaching out to beckon Mankind as if they were moths to a flame. Those who listened sailed unknown waters guided only by the siren song in their dreams; those who survived the journey landed upon the shores of the Island. What they found was a mystery. There were no great cities on Atlantis when they arrived, only caves and a growing community of wayward souls; hardly the most illustrious of origins.

But the dreams did not stop. It showed them visions of what they might become and how they might attain it, providing the first guiding steps on a long journey to the Truth. Those who listened practiced, secluding themselves from the others to incubate or perhaps meditate on the matter; the exact translation isn't exactly clear. These budding attempts at Astral journey yielded fruit though. As one delved deeper into the World Soul they were confronted by Daimons summoned from their own souls to judge them, asking them what right they had to walk the roads to the Realms Supernal. Trials were given, not many passed, but those who did Awoke and became the first Magi.

Curiosity led those adventurous enough to brave the dark tunnels down to the Dragon's Tomb. Accounts differ on what this terminology actually means; some believe that they found a literal dragon grave yard whilst others believe it was some form of fabulous crystalline formation. Still there are others who believe that the dragons themselves left memories there for the new masters to find, though this particularly fanciful rendition is not widely respected these days. It matters not exactly what they found so much as what it led to; the erection of the Awakened City upon the Dragon's Tomb.

The loose confederation of immigrants organized themselves into a proper City-State. They called it Atlantis, which according to legend translated in their polyglot tongue literally to "the ocean spire," and from this ramshackle origin arose the greatest nation to grace the World. Some mages returned to their home shores with their new celestial light, searching for more knowledge and power; perhaps these were the first stories of wizards and shamans and witches from the ancient world as we know it...

As the ages passed the magi of Atlantis grew in power and understanding of their wonders. They categorized them into the ten commonly described Threads that compose the Tapestry of creation and generated vast libraries on theorem and philosophy behind each and ever eldritch secret they could wring from the world.

But the power to warp the very fabric of reality to one's whim outstripped the ancient magi's wisdom; their hubris grew unchecked. Mage turned on Mage over ideologies, politics, and power in a tale not wholly unfamiliar to those who are acquainted with Mankind's general history. The victors claimed Atlantis as their own and drove out the rest to the dark corners of the Earth. Left to their own devices the victors combined their power and erected the Celestial Ladder, spurning the traditional Astral journies to the Supernal Realms with the desire to walk the Heavens with their own bodies. The gates of the High Heavens were stormed and the cosmos trembled for the first time at the hands of the Exarchs.

Unwilling to sit idly by whilst all of Creation quivered at the unnatural touch of the Exarchs. Five Atlantean Kings roused their fellows to action, called the Oracles in modern myth. We have much to thank them for, assuming the legends are true anyway. They say that the Oracles climbed the Celestial Ladder to wrestle with the Exarchs for the throne of Creation itself in their celestial palaces. Then the worst thing imaginable occurred: the Celestial Ladder shattered.

Poof! Gone. It crumbled to dust and in its place was a crack in Creation. A tear in the Weave that grew and grew until it spanned like an ocean between the newly Fallen World below and the Supernal Realms above. The survivors had all the luck in the world to watch the rise of the Abyss. Some might recognize this next part as the Fall of Atlantis; whatever happened to the Celestial Ladder caused the whole island to start breaking apart. The surviving mages on both sides of the conflict were once again cast to the corners of the world, only to discover that their magic no longer worked in front of other mortals.

This dark decline is called the Quiescence, the Sleeping Curse. The Lie.

Cut off from the celestial light of the Supernal the souls of mankind fell into a sleep and made easy prey for the Abyss. Mankind could no longer tolerate to look at glimpses of the Truth and turned their eyes away, opening the gate for the Abyss to flood in when a magi dared to defy the Lie. Magic waned, sorcerers died, and the light of knowledge dwindled to obscurity...

Then, one by one, the Watchtowers appeared, their flames sending beacons from the Supernal Realms across the Vast Night to the souls of Humanity. They say that the Oracles continued their war with the Exarchs in the High Heavens, but broke off upon seeing the havoc wrought by the Abyss to construct the Watchtowers using lore that only Atlantean nobility were privy to. Personally this part sounds a little self-indulgent, but if you're willing to believe in dragons why not Mage Kings?

Five towers from five kings upon the five Supernal Realms, invested with the virtues of their own souls and the sum of their arcane knowledge imbued into the very stones. The Watchtowers sent visions to mankind as the Island had their ancestors long ago, sending new magi on journeys across the gulf of the Abyss. Through harrowing trials they found their way to one of these great towers and there they carved their names into their foundations. When they returned to their bodies they found themselves Awakened.








Last edited by Fireseed on Sat Jan 12, 2013 4:44 am; edited 1 time in total
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General Information - Mage Empty The Orders

Post  Fireseed Thu Jan 10, 2013 3:10 am

When the loyalists were scattered following the fall of Atlantis they integrated into human society, rebuilding themselves into the shadow of civilization. So long as the Lie remained in place over Sleeper's eyes, they could not afford to act openly as they once did. Four branches of the original Atlantean government survived its destruction and reunited under an uneasy truce, banded together by a common enemy and survival instinct more so than a real sense of solidarity. For millennium these four, called the Diamond, kept the legacies of Atlantis alive, but in the year 1900 they were joined by a fifth Order and became the Pentacle.

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The Adamantine Arrow:
Pics:

The Guardians of the Veil:
Pics:


The Mysterium:
Pics:

The Silver Ladder:
Pics:



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The Free Council:
Pics:





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General Information - Mage Empty The Paths

Post  Fireseed Thu Jan 10, 2013 3:31 am

Each Mage upon Awakening engraves their name into one of the five Watchtowers, binding their soul to one of the five Supernal Realms and becoming a channel for their Truths.

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Acanthus:
Inspirational Pictures:
Mastigos:
Inspirational Pictures:
Moros:
Inspirational Pictures:


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Obrimos:
Inspirational Pictures:
Thyrsus:
Inspirational Pictures:



---

Legacies! (Coming Soon)


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General Information - Mage Empty Magic

Post  Fireseed Thu Jan 10, 2013 3:38 am

Magic in Mage: the Awakening is essentially a form of a Platonic Heaven expressed through Sympathetic Thaumaturgy.

If you're unfamiliar with the concept of the Platonic Heaven then settle in for a brief explanation. You can look it up on wikipedia, but essentially it is a way to explain abstract or otherwise immaterial concepts that either are derived to exist or are simply too fundamentally important to not exist. Such famous and often unanswerable questions that can be explained via the Platonic heaven in day to day life are things like "What is Love?" and "Why does math even work if it's an abstraction of the human mind?"

In the Platonic Heaven are Symbols that represent fundamental truths such as Pi or Love or anything else you can really imagine. From this higher plane of existence these symbols are used almost like a source code to create the universe that we ourselves live in. The Supernal Realms work in a very similar way. Within the five Realms Supernal there are a nigh infinite series of Symbols that represent anything and everything that we could conceive of in the world around us. The Supernal is the Source Code, the Truth that makes Creation even possible in the first place according to Atlantean Lore.

When a Mage wishes to bend the world to his will, what he is actually doing is calling down the Supernal Truths to overrule the common laws of reality as we know them. To accomplish this a Mage must resonate strongly with these Truths and thereby tap into their supreme Symbolism. By writing their name into one of the five Watchtowers every Mage already resonates with one of the realms enough to cast magic in a primitive form, but by exploring this symbolism and exploiting it a truly learned Mage can work Wonders.

In theory anyway, the Abyss sort of gets in the way a lot of the time.

Mages have struggled for ages to truly explain what the Abyss is. An amusingly futile gesture if there ever was one, as the Abyss is by definition without definition. Those who explain it as a void are grasping for simplistic terminology since it is far from empty. Those who explain it as a foreign reality are closer to the mark, but their explanation implies that it simply runs on its own set of Truths that are alien to our own, which is once again over simplifying for the sake of having an answer. Those who explain it as Untruth once again edge the line of explanation, as the Abyss is just as tangible and real as anything else in the World of Darkness.

Instead one must explain that the Abyss is a paradox. There is one theory that beautifully describes things, but makes so many assumptions as to be impossible to prove.

The theory goes that in the beginning, as much of a beginning as there could be before Time was properly formed, all that existed were Concepts that bubbled up and out of the Void to clash and unmake themselves. Speaking with terms such as Before, During, and After this time is meaningless as described previously, but the theory goes on to say that certain concepts did not clash; certain concepts resonated with one another, harmonized, accentuated, and even provide context to one another. Over 'time' these harmonizing concepts formed an oasis of sorts where Truths gathered and brought Definition to the budding Reality as we might know it.

According to this theory the Abyss is either that original soup of conflicting concepts or perhaps what was left over and did not fit in with the Truth. It's impossible to determine if this theory is true or not and there are certainly enough holes in the concept to label it at least not entirely true, but it does well to explain what the Abyss could be. The Abyss are those concepts that do not harmonize with reality, that conflict with the Truth, and that resist Definition at a very fundamental level. The Abyss is not without substance, instead it lacks meaning.

When the Celestial Ladder was shattered and the Abyss was created (or summoned?), it filled in the gap between the Supernal and the Fallen. The Fallen World operates on 'programming' that's self-sufficient enough to keep itself operating, but without the light of Truth it will slowly dwindle and fall into decay. When a Mage draws down the Supernal he pulls magic back into the world, but by doing so he also exposes it to the Abyss and risks causing a Paradox.

If you take anything away from this section, simply remember that the Supernal Realms represent an Objective Truth about Reality. As vast and strange as they might be to our experience, they are True. Or so the theory goes anyway.

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Practices
While there are a near infinite variety of spells that a Mage can perform by mixing and match Arcanum and applying them in strange, innovative ways, there are patterns that can be divined to exist. In Atlantis they codified the 13 Practices and described them as tiers of understanding; so whilst magic is not limited to them, they do provide an excellent framework within which the complexities of magic become easier to digest and utilize.

The 13 Practices:



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Death:

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Fate:

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Forces:

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Life:

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Matter:

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Mind:

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Prime:

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Space:

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Spirit:

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Time:


Combining Arcanum
The previous examples are not anywhere close to the true breadth of options available to a Mage, even within a single Arcanum, much less when a Mage deigns to mix up their various arcanum to produce some truly spectacular effects.
Examples!:


Covert vs Vulgar
Magic, regardless of arcanum or practice, can be described as either Covert or Vulgar.
The Difference:


Sympathy
Sympathy is an important concept in Mage. Under normal use, the word Sympathy means an extension of empathic concern, or the perception, understanding, and reaction to the distress or need of another human being. In Mage, however, it is often used in a much broader context by simply meaning In Reaction To or Significant To.

The classic example that we all know but might not realize is the Voodoo Doll. By constructing a crude likeness of a person and giving it something connected to that person, say some strands of their hair or some cloth of their favorite shirt, a malevolent witch can cause physical harm upon a person by performing it on the doll. Exact same principle is used here.

By gaining items that resonate Sympathetically to places or people or other items, a Mage can effect those things through that item. Doing so requires the Mage to know Space2, but in reality all Magic is Sympathetic in one way or another. Specifically all magic is Sympathetic to the Supernal Realms, when a Mage wishes to cast a spell what they're doing is invoking their own sympathy with their Watchtower and drawing down the Higher Truths to the Fallen World. By adding items, symbols, and language that is Sympathetically resonant with the Supernal Realms (such as wearing clothes of a particular color or using weapons of a particular material) they can increase the potency and stability of their own magic.
Examples:


Arcane Tools
An Arcane Tool is the generic term for any item a Mage has attuned to their Soul and can then utilize as a Symbol in their magic. If you've ever wondered why wizards and witches are classically depicted wielding wands and staffs whilst wearing robes and funny hats, in Mage this is often explained as examples of Arcane Tools. Essentially they are focusing the Mage's magic by acting as a Symbol that increases their Sympathy with the Supernal Realms.
Examples of Arcane Tools:
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General Information - Mage Empty Antagonists

Post  Fireseed Thu Jan 10, 2013 4:17 am





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The Seers of the Throne:
Traitors:


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Scelesti, the Accursed:
The Accursed:
The Abyss:


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The Tremere, "Liches":
Spoiler:
Banishers
Spoiler:


Mad Ones






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General Information - Mage Empty The State of the Awakened

Post  Fireseed Tue Jan 15, 2013 11:25 am

For all their power, Mages are still human. In theory.

This section deals with the unusual properties of Mages and the things in the World of Darkness that they interact with beyond the usual experiences of normal people. It is a work in progress.

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Gnosis:

Unseen Sense:

Nimbus:

Soul Loss:

Soul Stones:

Demesne:
---



Paradox
Paradox:



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General Information - Mage Empty Potential Characters

Post  Fireseed Fri Jan 18, 2013 3:41 pm

So while the players are free to come up with their own characters, here are some suggestions that I think are particularly interesting that might not occur to someone.

Sleepwalker
Sleepwalkers are oddities in the World of Darkness, neither Awake nor Asleep, they cannot cast magic but they do not carry the Abyss in their souls. Nobody is sure about how the Soul enters this strange state of being or exactly what it means, but it is incredibly useful for Mages. Sleepwalkers are valuable companions, servants, and friends for a Mage; someone who can share the burden of their quest without posing a mystical threat to the Mage themselves. Additionally it is believed that Sleepwalkers make that final push into Awakening more often than normal Sleepers, giving the Orders even more impetus to find and collect them.

Not all Sleepwalkers take kindly to this kind of treatment, feeling that they are somewhere between favored pets and valuable slaves...

Additionally Sleepwalkers come with their own flavor of Unseen Senses that is attuned to Awakened Magic.


Lictor
One part Judge Dredd, one part lawyer, and one part investigator the Lictor is a traveling enforcer of the Lex Magica in Mage Society endowed with the ability to ascertain the guilt of and immediately pass judgement upon any Mage suspected of committing a crime against Consilium Law. Most Consilium only have one Lictor at a time, but large cities with particularly large numbers of Mages might have several. Their job is pretty simple: travel around and seek out those who would break the Lex Magica as passed down from Atlantis through the Silver Ladder.

Should they come across somebody in the act they can immediately pass judgement upon them and even commit the proper punishment should it be possible. If not the word of a Lictor is trusted by the Consilium to be honest enough to hold great weight of evidence against a person. When a crime is committed but no Lictor was there in person it is generally brought before the Consilium where a Lictor acts as the equivalent of a defense attorney or prosecutor depending on the crime. Should there be enough Lictors in the city, both sides of the argument can be employed to ascertain the guild/innocence of the convicted. When doing neither they are usually either hunting for evidence for a trial that's in the process or merely acting as an advisor or a roaming dealer of Mage Justice.

To counterbalance the immense power of a Lictor, some restrictions are levied upon the position. As the original Judges of Atlantis, only members of the Silver Ladder can become Lictors. They are not permitted to hold a proper sanctum during their time as a Lictor, prompting them to keep an almost nomadic lifestyle as they live in hotels one week and take up quarters with a local cabal on the other side of town the next. Similarly they are not allowed to take on apprentices except for the necessary 1-year apprenticeship they spend with their prospective replacement. Corruption of the office is not accepted and levies the most harsh punishment in the Mage Judicial Code: Soul Destruction.

---
More to come

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