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[[Image:MageLogo.png|500px|center|Mage Revised logo]]
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[[Image:MageLogo.png|250px|center|Mage Revised logo]]
   
 
== The Main Idea ==
 
== The Main Idea ==
  +
[[Image:MageCard.png|thumb]]
Reality is not fixed, but rather a set of agreed upon assumptions enforced by the collective will of humanity AKA [[Mage: The Ascension#Sleepers|Sleepers]]. Mages are those people who recognize that reality is not static, and realize that through the application of their will, usually channeled through rituals or other similar "mystical" or "scientific" practices, reality can be changed.
+
Reality is not fixed, but rather a set of agreed upon assumptions enforced by the collective will of humanity, the [[Sleeper (MTAs)|Sleepers]]. Mages are those people who recognize that reality is not static, and realize that through the application of their will, usually channeled through rituals or other similar "mystical" or "scientific" practices, reality can be changed.
   
The specifics of their own belief, called a [[Paradigm]], guides them into joining either one of the nine mystical [[Mage: The Ascension#The_Traditions|Traditions]] (an ancient fellowship of mages of varying points of view), one of the five conventions of the [[Mage: The Ascension#The_Technocracy|Technocracy]] (an organization founded at the beginning of the age of reason to bring science and truth to humanity), or to strike out on their own as [[Mage: The Ascension#Orphans|Orphans]] (unaffiliated mages), [[Mage: The Ascension#Marauders|Marauders]] (mages whose paradigm has overwhelmed their sense of reality), or [[Mage: The Ascension#Nephandi|Nephandi]] (mages seeking to destroy or corrupt the world).
+
The specifics of their own belief, called a [[Paradigm]], guides them into joining either one of the nine mystical [[Traditions (MTAs)|Traditions]] (an ancient fellowship of mages of varying points of view), one of the five conventions of the [[Technocracy]] (an organization founded at the beginning of the age of reason to bring science and truth to humanity), or to strike out on their own as [[Disparates]] (unaffiliated mages), [[Marauders]] (mages whose paradigm has overwhelmed their sense of reality), or [[Nephandi]] (mages seeking to destroy or corrupt the world).
   
The central theme of Mage is the search for Ascension, not only for the individual but for all of mankind. What Ascension is, and how it is achieved is purposely left undefined.
+
The central theme of Mage is the search for [[Ascension (MTAs)|Ascension]], not only for the individual but for all of mankind. What Ascension is, and how it is achieved is purposely left undefined.
   
 
== Cosmology ==
 
== Cosmology ==
Mage is built upon the basic concept of [[Werewolf: The Apocalypse#Cosmology|Werewolf's cosmology]]. The Penumbra overlaps the physical world, and is reached upon passing through the Gauntlet. The Penumbra mirrors the Earthly reality but it is not possible to see reality in the Penumbra. The Near Umbra is the next closest to earth, and it is expanded into four subtypes: the High, Middle and Low [[Umbra|Umbral realms]], and the Near Universe. The [[High Umbra]] (Astral Plane, Heavens) being a place of the mind where concepts taken form. The [[Middle Umbra]] (Living Umbra, Yang World, Spirit world, perhaps "the Dreaming") being a place of spirits and spiritual importance, its the spirit world used by werewolves. The [[Low Umbra]] (Dark Umbra, Yin World, Shadowlands) was a place of decay and darkness. The Near Universe is akin to deep space, and is home to locations reminiscent of science fiction.
+
Mage is built upon the basic concept of [[Werewolf: The Apocalypse#Cosmology|Werewolf's cosmology]]. The [[Penumbra]] overlaps the physical world, and is reached upon passing through the [[Gauntlet]]. The Penumbra mirrors the Earthly reality but it is not possible to see reality in the Penumbra. The Near Umbra is the next closest to earth, and it is expanded into four subtypes: the High, Middle and Low [[Umbra|Umbral realms]], and the Near Universe. The [[High Umbra]] (Astral Plane, Heavens) is a place of the mind where concepts take physical form. The [[Middle Umbra]] (Living Umbra, Yang World, Spirit world, perhaps "the Dreaming") is a place of spirits and spiritual importance, and is the spirit world used by werewolves. The [[Low Umbra]] (Dark Umbra, Yin World, Shadowlands) is a place of decay and darkness. The Near Universe is akin to deep space, and is home to locations reminiscent of science fiction.
  +
Strictly speaking, the Deep Umbra is the in-between that spans the space between planets. Difficult to survive in and home to beings entirely alien to human conception, this region is largely devoid of noteworthy locales.
+
Strictly speaking, the [[Deep Umbra]] is the in-between that spans the space between planets. Difficult to survive in and home to beings entirely alien to human conception, this region is largely devoid of noteworthy locales.
Each planet seems tied to a particular aspect of reality, and manifests this association through a Shard Realm, an incomprehensible realm composed of a single aspect of reality (for example, The Shard Realm of Time, associated with the planet Saturn, is composed entirely of time). These create the almost-survivable Shade Realms along the Horizon, which are diluted forms the Shard Realms that can be survived with considerable skill and luck. Though spacially within the Near Umbra, the Shard Realms of the Sun, Mercury, Venus, and Mars remain beyond the Horizon.
 
  +
 
Each planet seems tied to a particular aspect of reality, and manifests this association through a [[Shard Realm]], an incomprehensible realm composed of a single aspect of reality (for example, The Shard Realm of Time, associated with the planet Saturn, is composed entirely of time). These create the almost-survivable Shade Realms along the Horizon, which are diluted forms the Shard Realms that can be survived with considerable skill and luck. Though spatially within the Near Umbra, the Shard Realms of the Sun, Mercury, Venus, and Mars remain beyond the Horizon. There are no [[Cabal (MTAs)|cabals]] on the planets of Sun-system.
  +
 
These Umbral Realms, together with the Physical World (Skinlands, WoD?) create the [[Tellurian]], which comprises all of reality.
 
These Umbral Realms, together with the Physical World (Skinlands, WoD?) create the [[Tellurian]], which comprises all of reality.
   
Countless aeons ago, the Umbra and the [[Skinlands]] were one. The Tellurian was a whole and complete singular universe. The Tellurian was since divided in half by "[[The Gauntlet]]", with the spirit world on one side, and the physical world on the other.
+
Countless aeons ago, the Umbra and the [[Skinlands]] were one. The Tellurian was a whole and complete singular universe. The Tellurian was since divided in half by the [[Gauntlet]], with the spirit world on one side, and the physical world on the other.
   
 
== Factions ==
 
== Factions ==
   
 
=== Sleepers ===
 
=== Sleepers ===
  +
Generally not a group that Mage players use as characters, these are the non-magical majority whose magical selves have not [[Awakened (MTAs)|Awakened]]. Sleepers are a special concern for mages when performing an effect, because witnessing Sleepers increase the severity of Paradox. The exception is sleepers who are members of a cult with beliefs sympathetic to the Mage's paradigm, in which case their participation can reduce the difficulty of rituals.
   
 
=== The Traditions ===
 
=== The Traditions ===
 
[[Council of Nine Mystic Traditions]]
 
 
 
* [[Akashic Brotherhood]]
 
* [[Akashic Brotherhood]]
 
* [[Celestial Chorus]]
 
* [[Celestial Chorus]]
 
* [[Cult of Ecstasy]]
 
* [[Cult of Ecstasy]]
* [[Dreamspeakers]]
+
* [[Dreamspeakers (MTAs)|Dreamspeakers]]
 
* [[Euthanatos]]
 
* [[Euthanatos]]
 
* [[Order of Hermes]]
 
* [[Order of Hermes]]
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=== The Technocracy ===
 
=== The Technocracy ===
 
[[Technocratic Union]]
 
 
 
* [[Iteration X]]
 
* [[Iteration X]]
 
* [[New World Order]]
 
* [[New World Order]]
* [[Progenitors]]
+
* [[Progenitors (MTAs)|Progenitors]]
 
* [[Syndicate]]
 
* [[Syndicate]]
 
* [[Void Engineers]]
 
* [[Void Engineers]]
   
=== Others ===
+
=== Crafts ===
  +
* [[Ahl-i-Batin]]
  +
* [[Bata'a]]
  +
* [[Solificati|Children of Knowledge]]
  +
* [[Go Kamisori Gama]]
 
* [[Hem-ka Sobk]]
  +
* [[Hollow Ones]]
  +
* [[Kopa Loei]]
  +
* [[Templars (MTAs)|Knights Templar]]
  +
* [[Sisters of Hippolyta]]
  +
* [[Sons of Tengri]]
  +
* [[Taftâni]]
  +
* [[Tai Hoi Li]]
  +
* [[Toc Faan]]
  +
* [[Wu-Keng]]
  +
* [[Wu Lung]]
   
  +
=== Nephandi ===
 
* [[Nephandi]]
 
* [[Nephandi]]
  +
  +
=== Marauders ===
 
* [[Marauders]]
 
* [[Marauders]]
* [[Disparates]]
 
* [[Hollow Ones]]
 
   
 
=== Specific Sects and Locations ===
 
=== Specific Sects and Locations ===
  +
(...)
   
 
== Abilities ==
 
== Abilities ==
  +
(...)
   
 
=== The Spheres ===
 
=== The Spheres ===
  +
The 9 Spheres describe the 9 facets of reality that a mage can control, each one is broad and together, they attempt to describe the sum of reality.
   
  +
They are:
[[Pattern]]:
 
 
*[[Correspondence]]
* [[Matter]] / [[Forces]]
 
  +
*[[Entropy (MTAs)|Entropy]]
[[Questing]]:
 
* [[Life]] / [[Mind]]
+
*[[Forces (MTAs)|Forces]]
  +
*[[Life (MTAs)|Life]]
[[Primordialism]]:
 
 
*[[Matter (MTAs)|Matter]]
* [[Correspondence]] / [[Spirit]]
 
  +
*[[Mind (MTAs)|Mind]]
[[Dynamism]]:
 
* [[Time]] / [[Entropy]]
+
*[[Prime (MTAs)|Prime]]
  +
*[[Spirit (MTAs)|Spirit]]
Connection:
 
* [[Prime]] / [[Telos]]
+
*[[Time (MTAs)|Time]]
  +
  +
The 9 Spheres are related by the following:
  +
;[[Prime (MTAs)|Prime]]:
  +
:which creates a conception in the
  +
;[[Mind (MTAs)|Mind]]:
  +
:which gives focus to create
  +
;[[Spirit (MTAs)|Spirit]]:
  +
:which is given form by
  +
;[[Forces (MTAs)|Forces]]/[[Matter (MTAs)|Matter]]/[[Life (MTAs)|Life]]:
  +
:which is perceived by
  +
;[[Correspondence]]/[[Time (MTAs)|Time]]:
  +
:which gives way to decay to
  +
;[[Entropy (MTAs)|Entropy]]:
  +
:which causes everything to return to [[Prime (MTAs)|Prime]]
  +
  +
Most of the traditions believe that there is a 10th sphere, and that it represents [[Unity (MTAs)|Unity]], one of the few concepts not represented in the other 9 spheres. According to ''[[Ascension (book)|Ascension]]'', the 10th sphere is [[Telos (MTAs)|Telos]] or judgement, a sphere which helps ease the world into the next age.
   
 
== Game Mechanics ==
 
== Game Mechanics ==
  +
=== Magic ===
  +
(...)
   
 
=== Paradox ===
 
=== Paradox ===
[[Paradox]] is accrued when a Mage activates a Sphere-Ability under the direct observation of a [[Sleeper]], and that ability cannot be explained through normal means. This violates the Sleeper's idea of what Reality is and what laws govern it. If you just happened to have put a lighter in your pocket earlier in the day (a point or three in Matter), then you can most likely get away with that being a "[[coincidental effect]]". If you pull an aircraft carrier out of your pocket(five points in Matter), however, that is undeniably considered a "[[vulgar effect]]". If the offensive mage has acquired a significant amount (6 or more points) of Paradox, they may experience what is known as [[Backlash]].
+
[[Paradox (MTAs)|Paradox]] is accrued when a Mage uses [[vulgar effect|vulgar magic]] that cannot be explained by Sleeper's idea of what Reality is and what laws govern it. Effects such as crushing a car with your bare hands are vulgar and will gain you paradox.
  +
  +
However, it is possible to bypass paradox through the use of coincidental magic by aligning the Effect with the rules of consensual reality (the overall beliefs of the sleepers). The same effect of destroying the car could be coincidentally performed by manipulating a street light to fall on the car. If the offending mage has acquired a significant amount (6 or more points) of Paradox, they may experience what is known as [[Backlash (MTAs)|Backlash]].
  +
 
Backlash can occur in one of four ways; Either the mage acquires direct damage (amount and type depends on the amount of Paradox accrued), the mage becomes the target of a malicious [[Paradox Spirit]], the mage may acquire [[Paradox Flaws]] (explained below), or the mage and those nearby can be sucked into a [[Paradox Realm]] in the same vein as the magic in question. (Correspondence could create a spatial loop, Time could create the repetition of certain hours or days.) Some certain objective would have to be achieved in order to escape from the infinite loop.
   
 
'''Paradox Flaws''' are very curious events that may occur for a limited or permanent duration in the presence of a mage who has suffered Paradox Backlash. They can be as trivial as a watch running in reverse or shadows falling in the wrong direction, right handed people becoming left handed, images in mirrors doing different things than their counterparts in the real world, hearing things before they are said, needing dark instead of light to see, or perhaps missing or altered memories. They can be ''trivial'' (the mage's watch running backward at high speed for a few turns or flowers wilting nearby), ''minor'' (the mage's feet sticking to the ground for a turn or an uncontrollable sneezing attack), ''moderate'' (suddenly exuding waves of heat or cold, losing the ability to speak coherently), ''severe'' (facial features vanish but senses remain, all cloth items within five feet start writhing), or ''drastic'' (skin turns to wood and starts sprouting, unintentionally firing off attacks at friends, a permanent minor flaw).
Backlash can occur in one of four ways; Either the mage acquires direct damage (amount and type depends on the amount of Paradox accrued), the mage becomes the target of a malicious [[Paradox Spirit]], the mage may acquire [[Paradox Flaws]](explained below), or the mage and those nearby can be sucked into a [[Paradox Realm]] in the same vein as the magic in question. (Correspondence could create a spatial loop, Time could create the repetition of certain hours or days.) Some certain objective would have to be achieved in order to escape from the infinite loop.
 
   
 
{{Quote|Paradox is a fickle force. Sometimes it backlashes; sometimes it waits. Sometimes it's a hammer and sometimes it's like sandpaper against your skin.
''' Paradox Flaws''' are very curious events that may occur for a limited or permanent duration in the presence of a mage who has suffered Paradox Backlash. They can be as trivial as a watch running in reverse or shadows falling in the wrong direction, right handed people becoming left handed, images in mirrors doing different things than their counterparts in the real world, hearing things before they are said, needing dark instead of light to see, or perhaps missing or altered memories. They can be ''' trivial''' (the mage's watch running backward at high speed for a few turns or flowers wilting nearby), ''' minor''' (the mage's feet sticking to the ground for a turn or an uncontrollable sneezing attack), ''' moderate''' (suddenly exuding waves of heat or cold, losing the ability to speak coherantly), ''' severe''' (facial features vanish but senses remain, all cloth items within five feet start writhing), or ''' drastic''' (skin turns to wood and starts sprouting, unintentionally firing off attacks at friends, a permanent minor flaw).
 
   
 
Paradox usually ignites as it's garnered, but not always. Figure about a one-in-ten chance that Paradox will hang on a mage instead of backlashing immediately. And, of course, the player can always spend Willpower to prevent the Paradox from going off all at once. Ultimately it's up to the Storyteller to decide whether the Paradox explodes as gathered or whether it hangs in the balance.|From [http://www.white-wolf.com/Games/Pages/MageFAQ.html White Wolf's Mage-FAQ]}}
"Paradox is a fickle force. Sometimes it backlashes; sometimes it waits. Sometimes it's a hammer and sometimes it's like sandpaper against your skin.
 
   
  +
== Links ==
Paradox usually ignites as it's garnered, but not always. Figure about a one-in-ten chance that Paradox will hang on a mage instead of backlashing immediately. And, of course, the player can always spend Willpower to prevent the Paradox from going off all at once. Ultimately it's up to the Storyteller to decide whether the Paradox explodes as gathered or whether it hangs in the balance." (from [http://www.white-wolf.com/Games/Pages/MageFAQ.html WW's Mage-FAQ])
 
  +
* [https://github.com/locke8/weaponmark An Open Source Weapon Comparison Utility for Mage (all new 8/15/2017) Mage]
   
  +
==References==
[[Category:Games]] [[Category:World of Darkness (old)]] [[Category:Mage: The Ascension]]
 
  +
* {{b|MTAs|Mage: The Ascension Rulebook}}
  +
* {{b|MTAs|Mage: The Ascension Second Edition}}
  +
* {{b|MTAs|Mage: The Ascension Revised Edition}}
  +
* {{b|M20|Mage: The Ascension 20th Anniversary Edition}}
  +
* {{b|DAM|Dark Ages: Mage Rulebook}}
  +
[[Category:Games]]
  +
[[Category:World of Darkness]]
  +
[[Category:Mage: The Ascension]]

Revision as of 21:22, 6 September 2018

Mage Revised logo

The Main Idea

MageCard

Reality is not fixed, but rather a set of agreed upon assumptions enforced by the collective will of humanity, the Sleepers. Mages are those people who recognize that reality is not static, and realize that through the application of their will, usually channeled through rituals or other similar "mystical" or "scientific" practices, reality can be changed.

The specifics of their own belief, called a Paradigm, guides them into joining either one of the nine mystical Traditions (an ancient fellowship of mages of varying points of view), one of the five conventions of the Technocracy (an organization founded at the beginning of the age of reason to bring science and truth to humanity), or to strike out on their own as Disparates (unaffiliated mages), Marauders (mages whose paradigm has overwhelmed their sense of reality), or Nephandi (mages seeking to destroy or corrupt the world).

The central theme of Mage is the search for Ascension, not only for the individual but for all of mankind. What Ascension is, and how it is achieved is purposely left undefined.

Cosmology

Mage is built upon the basic concept of Werewolf's cosmology. The Penumbra overlaps the physical world, and is reached upon passing through the Gauntlet. The Penumbra mirrors the Earthly reality but it is not possible to see reality in the Penumbra. The Near Umbra is the next closest to earth, and it is expanded into four subtypes: the High, Middle and Low Umbral realms, and the Near Universe. The High Umbra (Astral Plane, Heavens) is a place of the mind where concepts take physical form. The Middle Umbra (Living Umbra, Yang World, Spirit world, perhaps "the Dreaming") is a place of spirits and spiritual importance, and is the spirit world used by werewolves. The Low Umbra (Dark Umbra, Yin World, Shadowlands) is a place of decay and darkness. The Near Universe is akin to deep space, and is home to locations reminiscent of science fiction.

Strictly speaking, the Deep Umbra is the in-between that spans the space between planets. Difficult to survive in and home to beings entirely alien to human conception, this region is largely devoid of noteworthy locales.

Each planet seems tied to a particular aspect of reality, and manifests this association through a Shard Realm, an incomprehensible realm composed of a single aspect of reality (for example, The Shard Realm of Time, associated with the planet Saturn, is composed entirely of time). These create the almost-survivable Shade Realms along the Horizon, which are diluted forms the Shard Realms that can be survived with considerable skill and luck. Though spatially within the Near Umbra, the Shard Realms of the Sun, Mercury, Venus, and Mars remain beyond the Horizon. There are no cabals on the planets of Sun-system.

These Umbral Realms, together with the Physical World (Skinlands, WoD?) create the Tellurian, which comprises all of reality.

Countless aeons ago, the Umbra and the Skinlands were one. The Tellurian was a whole and complete singular universe. The Tellurian was since divided in half by the Gauntlet, with the spirit world on one side, and the physical world on the other.

Factions

Sleepers

Generally not a group that Mage players use as characters, these are the non-magical majority whose magical selves have not Awakened. Sleepers are a special concern for mages when performing an effect, because witnessing Sleepers increase the severity of Paradox. The exception is sleepers who are members of a cult with beliefs sympathetic to the Mage's paradigm, in which case their participation can reduce the difficulty of rituals.

The Traditions

The Technocracy

Crafts

Nephandi

Marauders

Specific Sects and Locations

(...)

Abilities

(...)

The Spheres

The 9 Spheres describe the 9 facets of reality that a mage can control, each one is broad and together, they attempt to describe the sum of reality.

They are:

The 9 Spheres are related by the following:

Prime
which creates a conception in the
Mind
which gives focus to create
Spirit
which is given form by
Forces/Matter/Life
which is perceived by
Correspondence/Time
which gives way to decay to
Entropy
which causes everything to return to Prime

Most of the traditions believe that there is a 10th sphere, and that it represents Unity, one of the few concepts not represented in the other 9 spheres. According to Ascension, the 10th sphere is Telos or judgement, a sphere which helps ease the world into the next age.

Game Mechanics

Magic

(...)

Paradox

Paradox is accrued when a Mage uses vulgar magic that cannot be explained by Sleeper's idea of what Reality is and what laws govern it. Effects such as crushing a car with your bare hands are vulgar and will gain you paradox.

However, it is possible to bypass paradox through the use of coincidental magic by aligning the Effect with the rules of consensual reality (the overall beliefs of the sleepers). The same effect of destroying the car could be coincidentally performed by manipulating a street light to fall on the car. If the offending mage has acquired a significant amount (6 or more points) of Paradox, they may experience what is known as Backlash.

Backlash can occur in one of four ways; Either the mage acquires direct damage (amount and type depends on the amount of Paradox accrued), the mage becomes the target of a malicious Paradox Spirit, the mage may acquire Paradox Flaws (explained below), or the mage and those nearby can be sucked into a Paradox Realm in the same vein as the magic in question. (Correspondence could create a spatial loop, Time could create the repetition of certain hours or days.) Some certain objective would have to be achieved in order to escape from the infinite loop.

Paradox Flaws are very curious events that may occur for a limited or permanent duration in the presence of a mage who has suffered Paradox Backlash. They can be as trivial as a watch running in reverse or shadows falling in the wrong direction, right handed people becoming left handed, images in mirrors doing different things than their counterparts in the real world, hearing things before they are said, needing dark instead of light to see, or perhaps missing or altered memories. They can be trivial (the mage's watch running backward at high speed for a few turns or flowers wilting nearby), minor (the mage's feet sticking to the ground for a turn or an uncontrollable sneezing attack), moderate (suddenly exuding waves of heat or cold, losing the ability to speak coherently), severe (facial features vanish but senses remain, all cloth items within five feet start writhing), or drastic (skin turns to wood and starts sprouting, unintentionally firing off attacks at friends, a permanent minor flaw).

Paradox is a fickle force. Sometimes it backlashes; sometimes it waits. Sometimes it's a hammer and sometimes it's like sandpaper against your skin.

Paradox usually ignites as it's garnered, but not always. Figure about a one-in-ten chance that Paradox will hang on a mage instead of backlashing immediately. And, of course, the player can always spend Willpower to prevent the Paradox from going off all at once. Ultimately it's up to the Storyteller to decide whether the Paradox explodes as gathered or whether it hangs in the balance.

  — From White Wolf's Mage-FAQ

Links

References