Mage: The Ascension
Mage: The Ascension | ||
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Role-playing game published by White Wolf |
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Rule System | Storyteller System | |
Authors | Stuart Wieck, Chris Early, Stephan Wieck, Phil Brucato | |
First Publication | 1993 | |
Essential Books | Mage: The Ascension |
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Mage: The Ascension is an outdated "Gothic-Punk" roleplaying game published by White Wolf. Unlike other *-Punk genre works, machines powered by Goths are not a common element in the setting.
Magic is an awesome thing you can do...
...when no one is watching. Like all awesome things, the moment you try to show off to impress your friends, it backfires on you. Since reality is "consensual" in MtA, that means everybody does their part, and everyone who can't do cool magic does boring magic. And just to rub your face in it, boring magic trumps awesome magic. So the moment an "awakened" Mage tries to throws a fireball in front of "sleeping" Mage, bad things happen. Backlash happens. Backlash allows your GM to work out their sadistic streak and protect their special NPC at the same time, turning a fireball of plot derailment into an exploding lighter that sets your character on fire. On a good day. On a bad day, all of your character's futuristic prosthetic organs fail when an NPC so much as glances at them. Then they explode and set your character on fire.
Another example of how magic sucks is in the rules that you have to deal with directly: namely finding another game's magic rules to use in place of the ones provided in any of the three editions of MtA. The GURPS version of MtA is a common pick as it's the same fluff and the back-port of nWoD Mage: The Awakening rules via the Mage Translation Guide is another.
Herding Cats: Organizations
The Traditions are a loose association of even looser organizations, led represented by the Council of Nine who are doing what they've always done: pursuing independent agendas. Their meetings take place every nine years and only three Masters even bothered to show up in 1988, it's unknown if any were there for 59th and last planned council of 1997.
The alternative is the Technocratic Union, who are currently winning due to being much better-organized than the Traditions and generally having something resembling a unified agenda. They are responsible for updating consensual reality with cool technology and lifting humankind out of the Dark Ages, but they've since decided on a much more-conservative course of trying to control the world before guiding it into utopia. This paradigm has pissed off enough people that two member organizations eventually left the Technocracy, and those remaining are starting to split between the ones who want to make a positive difference in the world, and the tubby old white farts who just want to keep their power and make everything the same forever. Unfortuantely, the Old World of Darkness wasn't always that great about inter-gameline continuity, and whether or not they're heavily-corrupted by the Weaver from Werewolf: The Apocalypse is difficult. At the very least, though they're still aligned against Pentex and its Captain Planet-villain shtick.
The Nine Traditions
- Akashic Brotherhood
- Kung fu Buddhist wizards. They can flip over cars with flying kicks and their super-special martial art, which is called Do. (Which is just Japanese for "the Way," and is already the suffix of every martial art ever. Derp.) They specialize in Mind, which can be used to either supercharge themselves to Einstein-levels of intellect, or to do various jedi mind tricks on others. There are many, many ways this sphere can be abused.
- Celestial Chorus
- The religious, "miracle worker" class, mostly comprised of various Abrahamic religions and their followers. Unfortunatly, given the largely-paganist bent of White Wolf's design team, this also meant they didn't get a ton of focus or cool stuff. Their sphere, Prime is one of the most powerful and versatile in the game, and can do almost anything up-to-and-including removing people from existence altogether.
- Cult of Ecstasy
- Sex, drugs, and rock and roll, man. But, like, not for their own sakes, man, but so that they can, like, free themselves from the concerns of the material, temporal world, and, like, achieve a higher state of pure... like... I dunno, pass me some more of that ganja goodness, man.
- ...Yeah, can you tell that the development team was full of hippies yet? It will be a running theme in this article. There are ways to do the Ecstacists right (the ones who hunt down child pornographers to make pleasure as a whole more clean were welcomed for being an extension of the concept that wasn't just more of the same), but a lot of people just played them in very boring, "more of the same" ways. Have mastery of the sphere of Time, either as a play on "living from the moment," or because all the various substances inside of them make them lose track of it all the time, and they needed some way to get it back.
- Dreamspeakers
- The Dreamspeakers represent old-tyme tribal magic from indigenous peoples throughout the world. Which part of the world? All of it. Wait, so like, the Africans, the Pacific Islanders, and the Native Americans get lumped together because they're all "primitive?" That's racist as shit! Yes. Yes it is. Welcome to early White Wolf, you poor sap. We've got support groups.
- Their mastery is of the sphere of Spirit, which mostly focuses on summoning and binding magic. Every sphere has its powerful, broken-ass exploits, and for Dreamspeakers, this means making like a D&D mage and abusing the fuck out of your ability to conjure things with their own powers to do whatever you like whenever you like it.
- Euthanatos
- Crazy Hindu/Buddhist assassin wizards, who serve the Wheel of rebirth by killing "bad" people so they can reincarnate into better people. They attracted their share of emo roleplayers and Vampire: The Masquerade immigrants, but there were always some good bits thrown in too. Their sphere, Entropy is all about influencing luck, fate, and decay, which is good because "luck" doesn't necessarily ding the oppressive system of Consensus quite as overtly as some of the others.
- Order of Hermes
- The old-tyme wizards, with the beards, staffs, and so on. Used to be the top dogs and run the world, but they were such dickheads that they more-or-less forced the modern Technocracy into being to keep them in check. Their upper guard are extremely bitter about this, and while they're more-united than most Traditions their hidebound ways prevent them from actually getting anywhere. Just as well: they didn't do a great job ruling the world the first time around.
- They use hermetic magic, which involves old Medieval stuff like Decanic Trappings, Sepiroth, and the Seal of Solomon. They master the sphere of Forces, which is all about controlling energy. Fireballs, electricity, gravity, kinetic energy... You can do crazy shit with it like turning your Mage into a radio, trolling people by crippling them with radiation, and the ever-standard fireball. Tend to be pretty fun, but Hermetics also tend to explode into giblets due to Paradox pretty easily if they stick to tradition, and the politics of the Order demands that they do.
- Sons of Ether
- By general consensus of the playerbase, the coolest tradition. They are mad scientist wizards, each following a vision of Science! that hasn't been current for at least half a decade. But it still works, because they will it so. Formerly aligned with the Technocracy, but they defected in a huff once their brother Technocrats approved letting the Michelson-Morley experiment go forward. (The joke is that it disproved the Luminiferous Ether.) Now they're not very united, and they constantly fight over which outdated bit of mad science is right, usually through intellectual sniping in underground scholarly journals, sometimes through actual sniping via lightning guns and disintegration beams.
- They have the Matter sphere, which means doing cool stuff with all inanimate matter. From telekinesis to summoning rocks in midair like an angry DM, the possibilities are endless... so long as, in a bit of Technocratic heritage, it remains internally consistent with your gobbledegook non-science technobabble.
- Verbena
- Think a D&D druid and you'll be in the ballpark, since their progenitors were the original article. Full of Wiccans and treehuggers, but they also cling to the less-savory side of the druid game in blood-sacrifices and a general discomfort towards the modern world. They aren't all crazy eco-terrorists, but enough are that one hopes they don't end up on top. And because White Wolf is full of hippies, neo-pagans, and New Age-types, we are supposed to find them sympathetic anyway.
- They have the sphere of Life, which is about influencing the physical parts of living beings. (Whether this lets you control the chemicals in a living thing's brain to usurp part of Mind's shtick is a question for your DM/Storyteller.) Traditionally, this means the standard druid suite of turning into animals, summoning insect swarms, animating wood elementals, all that jazz. But there's ALSO strengthening the body, super-speed, and punching enemies over the horizon. It also lets you instantly force a cyborg's implants to fail, because of course the Wiccans in a White Wolf game need an "I win!" button when fighting the Technocracy.
- Virtual Adepts
- Very literal computer wizards, and the other Tradition that emigrated from the Technocracy. In their case, it was a one-two punch of finding out they'd had Alan Turing chemically castrated and murdered, and learning that the Internet was being released to the Masses. The philosophy on why this was a bad thing had its good points ("They aren't equipped to handle it yet! It'll turn them all into lazy basement-dwelling trolls obsessed with trivialities!" which was pretty fucking prescient for the time) and its bad points ("Waaaaah! Newbs on mah Internets! I'm not special anymore!").
- Since they cast spells with programs and the Internet, they're great for nerds who want to play nerds and don't want to stretch. Masters of the Correspondence sphere, which lets them work with space and distance. From bags of holding, and other shit that's [[Doctor Who|bigger on the inside, to quantum teleportation to multiplying and stacking a dozen copies of themselves in the same space, Correspondence has you covered. Their shit works because the Internet is just the upper layers of a great Web of information that connects all things, which is how they can hack your wallpaper and make it change color to send messages. And we don't mean your computer background.
The Technocratic Conventions
Back in the olden days, otherwise known as the Mage: the Dark Ages spin-off, the Daedalans of the Order of Reason formed out of the Awakened mages who weren't total asshats. Seeing that their fellow wizards were grinding the common people under heel, and, on behalf of God and the greater good, they began to create a new form of magic that anyone could use, otherwise known as SCIENCE! It was a roaring success, and it quickly became so popular that other mages' shit stopped working right via the "consensual reality" mechanics of the setting.
Unfortunately, that was the olden days. Since then, they've become known as the Technocracy, and they've gone from being the man to being the Man. There were a lot of factors involved, but the biggest one is that they started to shift away from trying to make life better for everyone with clever inventions to trying to control everyone for their own good. Nowadays, the Technocracy is basically a hybrid of a boring government agency and a greedy, money-grubbing business, less actively malicious than sullenly satisfied with the status quo and opposed to change for reasons of sheer inertia. They've even lost two of their old Conventions to the Traditions, the Sons of Ether and the Virtual Adepts.
Their original draft made them out to be, in keeping with the heavy Romanticism of the original World of Darkness, villainous curs out to crush all wonder and joy out of the world to make room for more boring urban developments and soulless industrial complexes, but over time they gathered more and more fans who pointed out that anyone who invented public schools, democracy, and toilet paper couldn't be all bad. And, after all, with Traditions like the Verbena wanting to knock us back to the Stone Ages or the Order of Hermes trying to take over the world and rule over the muggles with an iron fist, they clearly weren't the worst game in town.
Eventually, White Wolf got out of their hippie granola-and-4/20-scented cave and, blinking in the sun, agreed, making them playable and implicitly retconning their earlier portrayal as Tradition propaganda. It was a smart move that improved the game immensely. Nowadays, they're pretty much a alternative playable set of factions, with their own "reforming a corrupt, stagnant monolith from within" game feel compared to yet another "scrappy rebels fighting against the modern world" plot you can get anywhere else in the World of Darkness. After all, even in their original portrayals, they were the front-line fighters to keep ordinary people safe from supernatural threats, and they still have their share of people who genuinely want to make the world a better place.
A long time ago, they tried to wipe out the Traditions by force in a program of attack called the Pogrom. It was largely successful, but for a number of reasons they dropped it a while ago, and only splinter elements want a return to it. Nowadays, the Technocracy is largely committed to "winning the argument," and only intervening when local mages are getting out of hand. The Traditions and the Technocracy hate each other, but since they ultimately both want humanity to "ascend," no matter how sharply they disagree on what that means, their hearts are both in the right-ish place, and they both regularly declare truces and cooperate to fight Nephandi, Marauders, and regular-old human evils like child pornographers.
- Iteration X
- Talking about the It X'ers inevitably means talking about the biggest divide between them. On the one hand, you have the old guard of master craftsmen and inventors, the cool ones. On the other, you have the crazy transhumanists worshipping the "Xth Iteration" of the Master Computer they've built with their own hands. Naturally, there's a lot of friction there. As a whole, they are the Technocracy's R&D division, focusing on cybernetics and robotics, and they focus on the spheres of Forces and Matter.
- New World Order
- If the Technocracy is the Man, then the NWO (no relation to the professional wrestling stable of the same name) is the Man's Man. They are the leaders of the Technocracy, acting as advisers around the world to governments and industries, trying to steer humanity in what they think is the right direction. Their leaders are the Men in White, and their foot soldiers are the Men in Black, the iconic uniforms using the organization's mastery of the Mind sphere to tap into the Masses' brains to make them hard to spot. They also handle the basic indoctrination every Technocrat goes through, and they're the foremost Technocrats in terms of trying to "recruit" mages. Not initially as sinister as it sounds (they were the biggest advocates of dropping the Pogrom, and their leader is a former Ecstacist who swapped sides during the Second World War), since convincing mages to turn peacefully is preferable, but they'll break out the dystopian equipment if they have to.
- Progenitors
- The biological sciences division, specializing in everything from medicine to genetic engineering under the umbrella of the Life sphere. Used to have bunch of horrible eugenics and transhuman types, but after discovering them collaborating with Nazis and Nephandi during the Second World War, they purged that division, and are today some of the chillest, most bro-tier Technocrats... mostly. They really, really, homicidally hate homeopathy, healing crystals, reiki, and all that other New Age pseudo-medicine. Like, they think of it as a honest-to-God war crime.
- For those of you at home wondering how this is supposed to make them less likable and sympathetic, keep in mind that this was the late-90s early-00s, and roughly 80% of White Wolf's staff were some combination of back-to-nature hippies and neopagan/Wiccan types. Naturally, the rest of us subscribe to the "by definition, alternative medicine has not been proved to work or has been proved not to work" mantra, and the Progenitors have furiously pointed out that even if a mage is there making it work, it encourages people to entrust their lives and bodies to frauds and hucksters who can't.
- The Syndicate
- Probably the Convention that hews closest to its stereotype, the Syndicate are the Technocracy's business and marketing division. Naturally, this means they're a bunch of cut-throat Gordon Gekko-types who love destructive, Darwininan competition, and so conservative that they think the biggest problem with the Technocracy today is that their fellow Conventions are rocking the boat too much and need to focus less on what could be. (Yes, this is the same organization we called a "corrupt, stagnant monolith" several paragraphs up.) The closest thing to something sympathetic about them is that they honestly believe in being the Masses' partners rather than their rulers, and that they just can't or won't see how flawed and cruel their philosophy really is. They focus on the spheres of Entrophy and Prime for their hyper-economics, but they have a lot of cross-training in other areas to look into marketing the other Conventions' stuff.
- Void Engineers
- Regarded by mages as "the good ones" and their fellow Technocrats as the loose cannons, the Void Engineers are masters of exploration. In the olden days, they searched the bottom of the sea and the furthest reaches of the land, and in modern times they chart the Deep Umbra and run a thriving community of space stations throughout the solar system. They are masters of the spheres of Correspondence and Dimensional Science, a heavily-modified version of the Traditions' Spirit sphere. The Engineers are the most free-spirited of the Technocrats, and the most likely to collaborate with the Conventions, but they're still loyal technocrats. In fact, while they remain informal ties to the Etherites, they were the ones who pushed to remove the Luminiferous Ether from the Consensus to keep their brother Convention in line.
- They had a whole sub-plot in Revised where they recruited Traditions to help fight Threat Null, but it's a long story and M20's probably going to make it obsolete when it finally comes out, so for now we'll skip it.
Others
- Hollow Ones
- The Councilor faction has been trying to join the Traditions since the 1900s, despite not having a Tradition to join with.
- Marauders
- Insane mages that can somehow avoid Paradox by passing it off to other people. When John the Barbarian gallops through New York on the back of his pet t-rex Gundar, blasting cars aside with his magic crystal sword and bellowing war-cries as he rides off to fight an imaginary menace, it's not his problem, it's society's problem. Very powerful due to their Paradox immunity, and while they're tragic figures, they're also dangerous enough that the mages and Technocrats will team up to keep them under control.
- Nephandi
- Infernal mages who regularly deal with demons, and seek to cause not Ascension but Descent, encouraging humanity to transform the world into a literal Hell so that their masters can take possession of it. Part of becoming one involves inverting your avatar through a horrific process that persists through everyone else who inherits it, but unless you inherited the job there's nothing sympathetic about these monsters. Another threat that forces cooperation between the Traditions and the Technocracy, most famously in World War II.
Independant Crafts
- Ahl-i-Batin
- Knights Templar
- Lions of Zion
- Sisters of Hippolyta
- Taftâni
- Wu-Keng
- Wu Nung
See Also
Links
- World of Darkness website
- World of Darkness wiki
- Unmoderated WoD Chat
- Mister Gone's Character Sheets