Mage: The Awakening: Difference between revisions

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[[Image:Magician.jpg|thumb|Mage: The Awakening Cover Art]]
[[Image:Magician.jpg|thumb|Mage: The Awakening Cover Art]]
The New [[World of Darkness]] version of Mage: The Ascension. They basically removed all the cool diverse traditions and organizations from the old one and substituted vague, indeterminate, inscrutable new ones. Much more emphasis on the the fate of the real world, now that mages no longer have their own special spirit world to care about. Mages Awaken and find that (according to some of the earlier fluff- this gets pushed by the wayside later) they're the inheritors to Atlantis. The Seers on the Throne (a version of the mage: the Ascension Technocracy) are out to get them. Have fun eating Paradox like a chump!
The New [[World of Darkness]] version of Mage: The Ascension. They basically removed all the cool diverse traditions and organizations from the old one and substituted vague, indeterminate, inscrutable new ones. Much more emphasis on the the fate of the real world, now that Mages no longer have their own special spirit world to care about. Mages Awaken and find that (according to some of the earlier fluff- this gets pushed by the wayside later) they're the inheritors to Atlantis. The Seers of the Throne (a version of the Mage: the Ascension Technocracy) are out to get them. Have fun eating Paradox like a chump!


Neckbeards hate it '''so much''' that they play it more than they did the old one, and people who barely ever played the old one but felt entitled to en endless, non-playing discussion circle jerk feel sad that the expertise they developed arguing about a particular imaginary world has been reduced to its actual, marginal social value.
Neckbeards hate it '''so much''' that they play it more than they did the old one, and people who barely ever played the old one but felt entitled to an endless, non-playing discussion circle jerk feel sad that the expertise they developed arguing about a particular imaginary world has been reduced to its actual, marginal social value.




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Mages come to be when an ordinary person going about their business suddenly undergoes an Awakening, in which their soul goes a-walking among the Supernal Realms and inscribes their name on a Watchtower located there. It's not unlike Plato's Cave metaphor, except where leaving graffit outside of the Cave give you hax magical powers.  After having done so, your the person is forever Awakened to an  understanding of the truth of the world, al;lowing them to reshape the world as they please.
Mages come to be when an ordinary person going about their business suddenly undergoes an Awakening, in which their soul goes a-walking among the Supernal Realms and inscribes their name on a Watchtower located there. It's not unlike Plato's Cave metaphor, except where leaving graffiti outside of the Cave give you hax magical powers.  After having done so, your the person is forever Awakened to an  understanding of the truth of the world, allowing them to reshape the world as they please.


There are five Paths which one normally wakens to
There are five Paths which one normally Awakens to


*Acanthus, those who walk Arcadia. You tour fairyland. Possibly the same one [[Changeling: The Lost|these poor bastards]] escaped from (the writers are deliberately vague).  Acanthus Mages have the primary arcana of Fate & Time, with the Inferior Arcana of Forces. Acanthus are sterotyped to be flexible and fickle artsy types.
*Acanthus, those who walk Arcadia. You tour fairyland. Possibly the same one [[Changeling: The Lost|these poor bastards]] escaped from (the writers are deliberately vague).  Acanthus Mages have the primary Arcana of Fate & Time, with the inferior Arcana of Forces. Acanthus are stereotyped to be flexible and fickle artsy types.


*Mastigos, those who walk Hell.  Your awakening was hell, literally. YOu face demons, and either outwitted, out gambled, or just outmuscled the hellish pricks. Mastigos have the primary arcana of Mind & Space, with the inferior arcana of Matter. Matigos are sterotyped to be diabolical and suave maipulators
*Mastigos, those who walk Hell.  Your awakening was hell, literally. You faced demons, and either outwitted, out gambled, or just out-muscled the hellish pricks. Mastigos have the primary Arcana of Mind & Space, with the inferior Arcana of Matter. Matigos are stereotyped to be diabolical and suave manipulators


*Moros, those who walk Stygia. You walked through the platonic ideal of death (contrasted to the incredibly shitty Underworld). Moros have the primary arcana of Matter & Death, with the inferior arcana of Spirit. Moros are sterotyped to be dour and resolute down-to-earth types
*Moros, those who walk Stygia. You walked through the platonic ideal of death (contrasted to the incredibly shitty Underworld). Moros have the primary Arcana of Matter & Death, with the inferior Arcana of Spirit. Moros are stereotyped to be dour and resolute down-to-earth types


*Obrimos, those who walk Heaven. YOur awakening was all Old Testament Ezekiel- Tongues of Fire, Wheels studded with Eyes, the works. Obrimos have the primary arcana of Forces & Prime and the inferior arcana of Death.  Obrimos sterotypes paint them as zealous and devoted champions of ideals.
*Obrimos, those who walk Heaven. Your Awakening was all Old Testament Ezekiel- Tongues of Fire, Wheels studded with Eyes, the works. Obrimos have the primary Arcana of Forces & Prime and the inferior Arcana of Death.  Obrimos stereotypes paint them as zealous and devoted champions of ideals.


*Thrysus, those who walk the Primal Wild.  You took a walk on the wild side, and are basically the walking manifestation of the Circle of Life song from the Lion King. Thrysus have the primary arcana of Life & Spirit, with the minor arcana of Mind. Thrysus sterotypes are those of down-to-earth and hippie back-to-the-landers.
*Thrysus, those who walk the Primal Wild.  You took a walk on the wild side, and are basically the walking manifestation of the Circle of Life song from the Lion King. Thrysus have the primary Arcana of Life & Spirit, with the inferior Arcana of Mind. Thrysus stereotypes are those of down-to-earth and hippie back-to-the-landers.




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There are also five Orders, which are Mage political parties
There are also five Orders, which are Mage political parties


*The Adamantine Arrows - The Mage army.They teach magical kung fu n shit. ZAP MUTHAFUCKA!
*The Adamantine Arrows - The Mage army. They teach magical kung-fu n shit. ZAP MUTHAFUCKA!
*The Free COuncil - the "(Ordinary) Humanity, Fuck Yeah!" faction. They believe that the mortal world isn't quite as worthy of dismassal as the other Orders would have it be, and that Mage can learn a lot from things like mortal technology
*The Free Council - the "(Ordinary) Humanity, Fuck Yeah!" faction. They believe that the mortal world isn't quite as worthy of dismissal as the other Orders believe it to be, and that Mages can learn a lot from things like mortal technology.
*The Guardians of the Veil - The folks who are Mage Government.  Boring old farts who keep shit running
*The Guardians of the Veil - They're the Mage secret service. They keep shit that should stay hidden, hidden. Particularly from Sleepers.
*The Mysterium - They're the Mage secret service. They keep shit that should stay hidden, hidden.
*The Mysterium - The Mage equivalent of Indiana Jones or wise old sages. They collect and study magical secrets.
*The Silver Ladder - The "let's take back what's ours" faction, who want to encourage more & more Awakenings until tehre are enough mages to take back creation from the Seer on the Throne
*The Silver Ladder - The leadership caste of Mage society. They play politics and think Mages are superior to mortals.





Revision as of 04:21, 3 January 2012

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Mage: The Awakening Cover Art

The New World of Darkness version of Mage: The Ascension. They basically removed all the cool diverse traditions and organizations from the old one and substituted vague, indeterminate, inscrutable new ones. Much more emphasis on the the fate of the real world, now that Mages no longer have their own special spirit world to care about. Mages Awaken and find that (according to some of the earlier fluff- this gets pushed by the wayside later) they're the inheritors to Atlantis. The Seers of the Throne (a version of the Mage: the Ascension Technocracy) are out to get them. Have fun eating Paradox like a chump!

Neckbeards hate it so much that they play it more than they did the old one, and people who barely ever played the old one but felt entitled to an endless, non-playing discussion circle jerk feel sad that the expertise they developed arguing about a particular imaginary world has been reduced to its actual, marginal social value.



Mages come to be when an ordinary person going about their business suddenly undergoes an Awakening, in which their soul goes a-walking among the Supernal Realms and inscribes their name on a Watchtower located there. It's not unlike Plato's Cave metaphor, except where leaving graffiti outside of the Cave give you hax magical powers. After having done so, your the person is forever Awakened to an understanding of the truth of the world, allowing them to reshape the world as they please.

There are five Paths which one normally Awakens to

  • Acanthus, those who walk Arcadia. You tour fairyland. Possibly the same one these poor bastards escaped from (the writers are deliberately vague). Acanthus Mages have the primary Arcana of Fate & Time, with the inferior Arcana of Forces. Acanthus are stereotyped to be flexible and fickle artsy types.
  • Mastigos, those who walk Hell. Your awakening was hell, literally. You faced demons, and either outwitted, out gambled, or just out-muscled the hellish pricks. Mastigos have the primary Arcana of Mind & Space, with the inferior Arcana of Matter. Matigos are stereotyped to be diabolical and suave manipulators
  • Moros, those who walk Stygia. You walked through the platonic ideal of death (contrasted to the incredibly shitty Underworld). Moros have the primary Arcana of Matter & Death, with the inferior Arcana of Spirit. Moros are stereotyped to be dour and resolute down-to-earth types
  • Obrimos, those who walk Heaven. Your Awakening was all Old Testament Ezekiel- Tongues of Fire, Wheels studded with Eyes, the works. Obrimos have the primary Arcana of Forces & Prime and the inferior Arcana of Death. Obrimos stereotypes paint them as zealous and devoted champions of ideals.
  • Thrysus, those who walk the Primal Wild. You took a walk on the wild side, and are basically the walking manifestation of the Circle of Life song from the Lion King. Thrysus have the primary Arcana of Life & Spirit, with the inferior Arcana of Mind. Thrysus stereotypes are those of down-to-earth and hippie back-to-the-landers.



There are ten Arcana, which are different domains magic has control over. Similar to the Mage: the Ascension Spheres, except with easier crunch.

  • Fate
  • Time
  • Mind
  • Space
  • Death
  • Matter
  • Prime
  • Forces
  • Spirit
  • Life

There are also five Orders, which are Mage political parties

  • The Adamantine Arrows - The Mage army. They teach magical kung-fu n shit. ZAP MUTHAFUCKA!
  • The Free Council - the "(Ordinary) Humanity, Fuck Yeah!" faction. They believe that the mortal world isn't quite as worthy of dismissal as the other Orders believe it to be, and that Mages can learn a lot from things like mortal technology.
  • The Guardians of the Veil - They're the Mage secret service. They keep shit that should stay hidden, hidden. Particularly from Sleepers.
  • The Mysterium - The Mage equivalent of Indiana Jones or wise old sages. They collect and study magical secrets.
  • The Silver Ladder - The leadership caste of Mage society. They play politics and think Mages are superior to mortals.



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