ErisianDialects
The Purple Sage
New Orleans. The Big Easy.
A place of life, love and hope. A city of magic, superstition and mystery. Since Katrina, it's been a beacon of hope and rebirth, a force of overcoming tragedy. A beacon of light in a World of Darkness.
Of course, that is just the surface. Thanks to memories, lives, deaths and history, stories have been reshaping the city since its very beginning. The fact that so many supernaturals seem to flock there, to live out their existence should come as a surprise. Of course, this is just a veneer.
Predators walk the streets by night, tasting of the life in their own ways. Bonfire ceremonies clash with modern day parties of drunken fratboys. What draws the light, also brings the darkness. The veil parts more easily, and it's almost as if the city is abuzz with places of power. Werewolves, Vampires, Fae, Wraiths and Mages all squabble for a slice of the pie. It's a powderkeg, just waiting for the one match that will end the uneasy peace that will spark a conflagration.
This is a test run of an idea of a tabletop Mage: the Ascension campaign, to test the dice system, to have a bit of fun, and to see whether the idea is plausible.
--
Rules and Regs
--
Experience points. Typically, you get between one and four XP a session. One automatic, One point for your character learning something new and opening new vistas, One point for roleplaying, and one point for heroism.
Since, in this format, it's hard to define session, I will give out XP for exceptional roleplaying, performing acts of heroism, and one if you send me a pm or post in the OOC thread something extremely new to your character that opens new vistas. Each time I give out XP for that, I'll give you two points, which should roughly equal it all out. Of course, the XP will be given out according to my levels of judgement.
Additional end of the story XP will be awarded based on survival, success of achieved goals, level of danger, and wisdom of the characters.
Trait Cost
New Ability 3
New Sphere 10
Willpower new rating
Ability new rating x2
Attribute new rating x4
Specialty Sphere old rating x7
Other Sphere old rating x8
Arete old rating x8
Background new rating x3
To get a new background, it will be 3xp, and the option will be available during rp.
--
Ok. I am not making you roll for anything unless there is a decent chance of failure to keep some kind of flow going on. That being said, sometimes I will make you roll dice. If you're in a high speed chase using Mardi Gras floats, for instance. Mostly because I am now going to get you in a high speed Mardi Gras float chase if it kills me.
Basically, outside of combat and magic, if you have the dice pool (Trait+Attribute) that I think can get away with it, I won't make you roll. Magic because it effects the strength and length of the effect, combat because some order is needed, and there is a health system. The dice used are ten sided dice (d10).
Combat
Adding Up Damage
When a mage suffers multiple types of damage, the most dangerous types go on the top of the health track, while the rest "moves down" and fills up the mage's Health chart. I will be keeping track of this, since it effects dice pools. I strongly suggest keeping a running tally somewhere.
Soak
Characters can resist a certain amount of physical trauma; doing so is called soaking damage. Your character's soak dice pool is equal to her Stamina. Mages and other physically normal humans can only attempt to soak bashing damage (reflecting the body's resilience to such attacks). Mages cannot normally soak slashes, punctures, bums and other forms of lethal or aggravated damage. Life Effects (or various armoring Effects using Matter) are required to allow a mage to attempt to soak lethal damage. Vampires, werewolves and other supernatural monsters may soak both bashing and lethal damage, which is one of the many reasons such creatures are considered highly dangerous.
After an attack has hit and inflicted damage, the defender's player may make a soak roll to resist. This action is considered reflexive; characters need not take a turn or take a multiple action to soak. Unless otherwise stated, all soak rolls are made versus difficulty 6.
Each success on the soak roll subtracts one level of damage from the attack. Like damage rolls, soak rolls may fail, but they cannot normally botch.
Example: Mioshi the Shinto Dreamspeaker has a Stamina of 4. A mugger wielding a club attacks her and scores three levels of bashing damage. Mioshi may soak this attack with four dice (one for each point of her Stamina). She rolls 1, 7, 9, 8. The 1 cancels out one success, leaving two successes. She avoids two of the three health levels inflicted by the club, taking only a single level of damage. If the mugger had used a knife instead, she would not have been able to soak this damage, and she would have taken the full three health levels of damage.
Armor
Armor absorbs damage, so it adds to your character's soak. The armor's rating adds to your charact er's base soak for purposes of reducing damage. Even better, armor also provides protection against all forms of lethal damage and most purely physical forms of aggravated damage. A character with a Stamina of 3 who is also wearing (two dots of) armor has five soak dice versus bashing damage and two dice versus lethal and (physical) aggravated damage.
Light armor offers a small (but often essential) degree of protection but does not hinder mobility. Heavy armor provides a lot of protection, but it slows your character down significantly. Unfortunately, armor is not indestructible. If the damage rolled from a single attack equals twice the armor's rating, the armor is destroyed.
Bruised 0 Character is bruised a bit, but he suffers no penalties from damage.
Hurt -1 Character is hurt superficially, and he suffers no movement hindrance.
Injured -1 Character suffers minor injuries, and his movement is inhibited mildly (halve maximum running speed).
Wounded -2 Character suffers significant damage, and he may not run (though she may still walk).
Mauled -2 Character is injured badly, and he may only hobble about (three yards/turn).
Crippled -5 Character is catastrophically injured, and he may only crawl (one yard/turn).
Incapacitated n/a Character loses consciousness from the pain and trauma. No actions are possible.
Dead Tag'im, bag'im, notify his next of kin.
Let me know weapons and armor in advance or on your character sheet, and I'll let you know their ratings.
Recovery
Minor wounds simply require time to heal. However, medical attention or magic is required to recover from bashing damage worse than Wounded or lethal damage greater than Hurt. The accompanying chart lists the time required to heal various levels of damage. In all cases, the times listed are cumulative. A character who has taken three levels of lethal damage requires 11 days to recover fully (one day + three days + one week). A character who has taken two levels of lethal damage and one level of bashing damage would require one hour of rest to recover the bashing level, and four days to recover the two levels of lethal damage.
The recovery times listed in the healing charts assume that the character receives only rest and basic first aid. These times can be reduced significantly if the character is treated with modern medicine. If the character is treated by a fully trained physician (two dots in Medicine) using the full range of normal modern drugs and treatments, the character heals each health level at one category faster on the Health chart. For long-term recovery of lethal damage, the character must see a physician at least once a week. Crippled and Incapacitated characters must instead see a physician once a day. If the character interrupts this treatment at any point, future healing occurs at the normal rate until treatment resumes. If a highly skilled physician (four or more dots in Medicine) treats the character with access to the best modern medicinal techniques he recovers each health level at two categories faster on the health chart. If this treatment is interrupted, normal healing rates apply. Also, without magical assistance, each level of bashing damage still takes at least one hour to heal, and each level of lethal damage takes at least one full day to heal. Of course, the proper use of Life Effects can speed healing time greatly.
--
Nothing defines a mage so readily as his ability to wield the reality - bending power of magic. It is this power to impose his own view of reality onto consensual reality that forever sets the mage apart from the ruck and run of Sleeper society. By concentrating his Awakened will, a mage can alter the nature of reality as easily as the average Sleeper might alter her home's temperature by adjusting the thermostat. Still, the modern mage is very unlikely to transform his enemies into swine, divide the sea or blot out the noonday sun. The time of such extravagant displays of wizardry is long past.
Today's mage depends on subtlety, even more so since recent supernatural events have made the blatant use of magic much harder to perform. The wise willworker cloaks his magical Effects in coincidence and happenstance. The timely arrival of a taxi to whisk the mage away from trouble, the sudden collapse of a street into a sinkhole just before a nondescript black sedan rounds the comer and other similar occurrences are in no way implausible to the Sleepers who may view them. By avoiding alerting Sleepers with vulgar displays of magic, the mage lowers the risk of incurring Paradox substantially. By blending quietly into the world around him, the mage avoids the attention of suspicious mortals, hunters, other supernatural creatures and even the conflicting forces of the Tellurian itself.
A modern mage is not any less effective than his predecessors, however. The power to alter reality is an awesome one, even limited as that power has always been by the need to avoid Paradox. The feats performed by contemporary mages are of no less legendary stature than those achieved by the magi of the Mythic Ages merely because they are done surreptitiously. The fact that modern magicians are successful at all, given their countless enemies and hostile reality, makes their feats even more impressive. In a world overrun with science and technology, the existence of a subtle magic is a potent feat in itself.
A place of life, love and hope. A city of magic, superstition and mystery. Since Katrina, it's been a beacon of hope and rebirth, a force of overcoming tragedy. A beacon of light in a World of Darkness.
Of course, that is just the surface. Thanks to memories, lives, deaths and history, stories have been reshaping the city since its very beginning. The fact that so many supernaturals seem to flock there, to live out their existence should come as a surprise. Of course, this is just a veneer.
Predators walk the streets by night, tasting of the life in their own ways. Bonfire ceremonies clash with modern day parties of drunken fratboys. What draws the light, also brings the darkness. The veil parts more easily, and it's almost as if the city is abuzz with places of power. Werewolves, Vampires, Fae, Wraiths and Mages all squabble for a slice of the pie. It's a powderkeg, just waiting for the one match that will end the uneasy peace that will spark a conflagration.
This is a test run of an idea of a tabletop Mage: the Ascension campaign, to test the dice system, to have a bit of fun, and to see whether the idea is plausible.
--
Rules and Regs
- All of RpN's Rules are in effect.
- I reserve the right to accept or deny characters without giving reason.
- Table talk and plotting as a group, suggesting other ideas when not with the group goes in the OOC thread, as does questions or clarifications.
- Do your best. I don't expect constant massive posts.
- Since I will be using standard character creation from Mage: the Ascension, I require all characters have at least one point of mentor.
- Do not make a native to New Orleans.
- I will not take reservations. If you can't make the effort to at least WIP a character sheet, I can't make the effort to have you in the rp.
--
Experience points. Typically, you get between one and four XP a session. One automatic, One point for your character learning something new and opening new vistas, One point for roleplaying, and one point for heroism.
Since, in this format, it's hard to define session, I will give out XP for exceptional roleplaying, performing acts of heroism, and one if you send me a pm or post in the OOC thread something extremely new to your character that opens new vistas. Each time I give out XP for that, I'll give you two points, which should roughly equal it all out. Of course, the XP will be given out according to my levels of judgement.
Additional end of the story XP will be awarded based on survival, success of achieved goals, level of danger, and wisdom of the characters.
Trait Cost
New Ability 3
New Sphere 10
Willpower new rating
Ability new rating x2
Attribute new rating x4
Specialty Sphere old rating x7
Other Sphere old rating x8
Arete old rating x8
Background new rating x3
To get a new background, it will be 3xp, and the option will be available during rp.
--
Ok. I am not making you roll for anything unless there is a decent chance of failure to keep some kind of flow going on. That being said, sometimes I will make you roll dice. If you're in a high speed chase using Mardi Gras floats, for instance. Mostly because I am now going to get you in a high speed Mardi Gras float chase if it kills me.
Basically, outside of combat and magic, if you have the dice pool (Trait+Attribute) that I think can get away with it, I won't make you roll. Magic because it effects the strength and length of the effect, combat because some order is needed, and there is a health system. The dice used are ten sided dice (d10).
Combat
This step determines what order characters are acting in, and it is the point at which you decide what your character is doing. First, every player rolls one die for her character, and the Storyteller rolls one die for each other characters. The result of this roll is then added to the character's initiative rating [Dexterity + Wits]. The character with the highest total acts first, and the remaining characters act in decreasing order. If two characters have the same initiative total, the one with the highest initiative rating goes first. If this number is also the same, the two characters act simultaneously.
Note that wound penalties do take away from a character's initiative rating.
Once initiative rolls have been made, each player (and the Storyteller) must declare what her character(s) are doing for the turn. At this time, it is also necessary to state if your character will perform multiple actions, cast magical Effects, use Willpower or Quintessence or perform any other strangeness. Players must declare their characters' actions in the reverse order of initiative, so the character with the lowest (last) initiative number declares first, and the character with the highest (first) initiative declares last. Faster characters are thus allowed the opportunity to anticipate and react to the actions of slower characters.
All characters' actions occur at their rank in the order of initiative. There are only three exceptions to this rule. Characters can delay their actions and act at any time after their normal initiative. This delay normally allows characters to prepare for aborted actions or other surprises.
Characters who delay their actions can go before a character with a slower initiative automatically. If two characters who have both delayed their actions wish to act simultaneously, the one with the higher initiative score for the turn always acts first.
Finally, all multiple actions (including extra actions gained through the use of magical Effects) occur at the end of the turn. If several characters all take multiple actions, these actions occur in order of the characters' initiative ratings. As always, defensive actions that are part of any multiple actions occur whenever they are needed to avert an attack. (It might be more realistic to "phase" multiple actions through the turn, but that would also be unnecessarily complex.)
For now, I'm thinking discuss combat actions in the OOC thread, and roll for them on there, so you can see your effect for your post. If you think of a better solution, or just want me to roll dice IRL, I can do that, and will do it fairly.
Attacks are the central part of combat. Now players and the Storyteller roll to attempt to harm, kill or otherwise affect each others' characters.
Here, the success or failures of these various efforts are determined as well as their potential effects on their targets. During this stage, you'll roll various Attribute + Ability combinations depending on the type of combat.
• Close Combat: Use Dexterity + Brawl for unarmed combat and Dexterity + Melee for combat involving handheld weapons.
• Ranged Combat: Use Dexterity + Firearms for gun fights and Dexterity + Athletics for thrown weapons.
Remember that you simply default to the base for non-magical combat (usually Dexterity) if your character does not have points in the necessary Ability.
For melee and ranged combat, the weapon your character uses influences the damage, and possibly the attack rolls. Let me know what weapons you have, and I will send you their stats for damage and whatnot.
While various modifiers change this number, most attack rolls are made versus a difficulty of 6. In all cases, a lack of successes on a resisted attack roll means that the attack simply fails to hit. A botch creates some major or minor catastrophe perhaps involving unintentional damage to your character, or to one of her comrades or weapons.
Once an attack occurs, the Storyteller must figure out and describe what happened. In the simplest terms, resolution is merely the Storyteller describing how many levels of damage your character took or how the magic affected her. Of course, saying, "Your shot hits him squarely in the head; he falls down, instantly dead with his brains splattered all over the pavement," is considerably more gripping and dramatic than, "Your bullet does eight health levels of lethal damage, and he goes down." Even in combat, the emphasis should be on drama and story, not merely on rules and numbers!
However, rules and numbers are nonetheless vital to combat. Every success above the first on an attack roll equals an additional die you can add to your damage dice pool. While a knife may do only a base of two levels of damage in the hands of a weak character, this same knife does eight dice of damage — easily killing an unarmored opponent — if the player rolls six successes on the attack roll. Thus, a skillful opponent can be just as dangerous as a strong one, or one with a powerful weapon.
Adding Up Damage
When a mage suffers multiple types of damage, the most dangerous types go on the top of the health track, while the rest "moves down" and fills up the mage's Health chart. I will be keeping track of this, since it effects dice pools. I strongly suggest keeping a running tally somewhere.
Soak
Characters can resist a certain amount of physical trauma; doing so is called soaking damage. Your character's soak dice pool is equal to her Stamina. Mages and other physically normal humans can only attempt to soak bashing damage (reflecting the body's resilience to such attacks). Mages cannot normally soak slashes, punctures, bums and other forms of lethal or aggravated damage. Life Effects (or various armoring Effects using Matter) are required to allow a mage to attempt to soak lethal damage. Vampires, werewolves and other supernatural monsters may soak both bashing and lethal damage, which is one of the many reasons such creatures are considered highly dangerous.
After an attack has hit and inflicted damage, the defender's player may make a soak roll to resist. This action is considered reflexive; characters need not take a turn or take a multiple action to soak. Unless otherwise stated, all soak rolls are made versus difficulty 6.
Each success on the soak roll subtracts one level of damage from the attack. Like damage rolls, soak rolls may fail, but they cannot normally botch.
Example: Mioshi the Shinto Dreamspeaker has a Stamina of 4. A mugger wielding a club attacks her and scores three levels of bashing damage. Mioshi may soak this attack with four dice (one for each point of her Stamina). She rolls 1, 7, 9, 8. The 1 cancels out one success, leaving two successes. She avoids two of the three health levels inflicted by the club, taking only a single level of damage. If the mugger had used a knife instead, she would not have been able to soak this damage, and she would have taken the full three health levels of damage.
Armor
Armor absorbs damage, so it adds to your character's soak. The armor's rating adds to your charact er's base soak for purposes of reducing damage. Even better, armor also provides protection against all forms of lethal damage and most purely physical forms of aggravated damage. A character with a Stamina of 3 who is also wearing (two dots of) armor has five soak dice versus bashing damage and two dice versus lethal and (physical) aggravated damage.
Light armor offers a small (but often essential) degree of protection but does not hinder mobility. Heavy armor provides a lot of protection, but it slows your character down significantly. Unfortunately, armor is not indestructible. If the damage rolled from a single attack equals twice the armor's rating, the armor is destroyed.
Bruised 0 Character is bruised a bit, but he suffers no penalties from damage.
Hurt -1 Character is hurt superficially, and he suffers no movement hindrance.
Injured -1 Character suffers minor injuries, and his movement is inhibited mildly (halve maximum running speed).
Wounded -2 Character suffers significant damage, and he may not run (though she may still walk).
Mauled -2 Character is injured badly, and he may only hobble about (three yards/turn).
Crippled -5 Character is catastrophically injured, and he may only crawl (one yard/turn).
Incapacitated n/a Character loses consciousness from the pain and trauma. No actions are possible.
Dead Tag'im, bag'im, notify his next of kin.
Let me know weapons and armor in advance or on your character sheet, and I'll let you know their ratings.
Recovery
Minor wounds simply require time to heal. However, medical attention or magic is required to recover from bashing damage worse than Wounded or lethal damage greater than Hurt. The accompanying chart lists the time required to heal various levels of damage. In all cases, the times listed are cumulative. A character who has taken three levels of lethal damage requires 11 days to recover fully (one day + three days + one week). A character who has taken two levels of lethal damage and one level of bashing damage would require one hour of rest to recover the bashing level, and four days to recover the two levels of lethal damage.
The recovery times listed in the healing charts assume that the character receives only rest and basic first aid. These times can be reduced significantly if the character is treated with modern medicine. If the character is treated by a fully trained physician (two dots in Medicine) using the full range of normal modern drugs and treatments, the character heals each health level at one category faster on the Health chart. For long-term recovery of lethal damage, the character must see a physician at least once a week. Crippled and Incapacitated characters must instead see a physician once a day. If the character interrupts this treatment at any point, future healing occurs at the normal rate until treatment resumes. If a highly skilled physician (four or more dots in Medicine) treats the character with access to the best modern medicinal techniques he recovers each health level at two categories faster on the health chart. If this treatment is interrupted, normal healing rates apply. Also, without magical assistance, each level of bashing damage still takes at least one hour to heal, and each level of lethal damage takes at least one full day to heal. Of course, the proper use of Life Effects can speed healing time greatly.
Bruised to Wounded One hour
Mauled Three hours
Crippled Six hours
Incapacitated 12 hours
Bruised One day
Hurt Three days
Injured One week
Wounded One month
Mauled Two months
Crippled Three months
Incapacitated Five months
--
Nothing defines a mage so readily as his ability to wield the reality - bending power of magic. It is this power to impose his own view of reality onto consensual reality that forever sets the mage apart from the ruck and run of Sleeper society. By concentrating his Awakened will, a mage can alter the nature of reality as easily as the average Sleeper might alter her home's temperature by adjusting the thermostat. Still, the modern mage is very unlikely to transform his enemies into swine, divide the sea or blot out the noonday sun. The time of such extravagant displays of wizardry is long past.
Today's mage depends on subtlety, even more so since recent supernatural events have made the blatant use of magic much harder to perform. The wise willworker cloaks his magical Effects in coincidence and happenstance. The timely arrival of a taxi to whisk the mage away from trouble, the sudden collapse of a street into a sinkhole just before a nondescript black sedan rounds the comer and other similar occurrences are in no way implausible to the Sleepers who may view them. By avoiding alerting Sleepers with vulgar displays of magic, the mage lowers the risk of incurring Paradox substantially. By blending quietly into the world around him, the mage avoids the attention of suspicious mortals, hunters, other supernatural creatures and even the conflicting forces of the Tellurian itself.
A modern mage is not any less effective than his predecessors, however. The power to alter reality is an awesome one, even limited as that power has always been by the need to avoid Paradox. The feats performed by contemporary mages are of no less legendary stature than those achieved by the magi of the Mythic Ages merely because they are done surreptitiously. The fact that modern magicians are successful at all, given their countless enemies and hostile reality, makes their feats even more impressive. In a world overrun with science and technology, the existence of a subtle magic is a potent feat in itself.
Magic cannot exist without the mundane. As counterpart to that which is common, magic gains definition through its touch of the strange. Such mysterious powers and supernatural phenomena exist outside the everyday world of the common man, the perception of "normal," consensual reality. Using magic, the Awakened impose their desires onto reality, changing the world to match their whims. Yet were there not a rigidly defined static reality, there would be no subject on which to work the magician's will. There can be no Awakening unless someone first slumbers.
Most people accept the limitations of static reality. Feeling that they exert no control over their destiny, these folk take what is handed to them by the cosmos. These, then, are the Sleepers who make up the vast majority of humankind. Of these, a small number realize that reality's laws are not as binding as most believe. They find that it is possible for them to exert certain magical powers within reality's restrictions through elaborate ritual and perseverance. Through ancient practices and rites, they draw out natural power inherent to the Tellurian and shape it in small, stealthy forms. These people can stretch reality's dictates through their castings, but they have no control over that reality itself. They have mastered what is sometimes termed static magic.
It is a deeper understanding of the relationship between himself and the cosmos that distinguishes the Awakened mage from a skilled, but un-Awakened, sorcerer. Mages are those few people who realize that they are not defined by reality, but rather, they define reality. These people are the ones who have Awakened fully to magic's potential and may, through enlightened will and belief in their vision, work changes on reality itself.
Awakened Magic
Put simply, Awakened magic is the ability to reshape reality through force of will. There are theoretically no limits to what may be accomplished magically, beyond those limits that exist within the mage himself. Theoretically, a practitioner could make the seas boil, raise mountains and cause a barren desert to erupt with foliage, but in practice, the high cost in Paradox and the major investment in time and effort would almost certainly preclude any such thing. The power of the Awakened mage does not require that any specific rite or ritual be performed, though most mages still use and believe in the efficacy of such trappings. All that is truly required is a combination of sufficient knowledge and determination to forge reality into the mage's desire. With the proper understanding of reality's diverse elements (which are divided by mages into nine Spheres of knowledge) combined with a sufficient strength of will and belief in his own ability to do so, very little lies beyond the willworker's power.
Several schools of though exist concerning the origin of this ability to produce and wield Awakened magic. Some mages maintain that they are merely a conduit for a power greater than themselves. They maintain that, through their Avatars, they connect directly to Prime, the Pure Ones or some other higher power. Through their Avatars' connection, the mages channel the energies of Awakened magic and remake reality.
Others believe that the power of Awakened magic is inherent to all Awakened beings. They contend that each Avatar is composed of a shard of Prime given form by the Pure Ones and anchored to the flesh-and-blood mage. Proponents of this theory believe that all one needs to work Awakened magic is the faith to believe that it exists, the bravery to embrace the divine within oneself and the will necessary to force one's own paradigm onto static reality.
A number of other theories exist, but whichever of these beliefs is the correct one (assuming that there is one single answer) is of little practical consequence. What matters is that the mage may alter reality at will, forever setting him apart from his Sleeper brethren.
Static Magic
Unlike the blatant displays of Awakened magic, static magic or sorcery conforms to the consensual reality of the World of Darkness. This is not to say that static magic in any way corresponds to scientifically accepted dogma, of course. Still, the collective unconscious of humankind accepts at some level that certain unexplainable phenomena are possible. The proliferation of 1-900 psychic lines and strip-mall soothsayers shows that many Sleepers put their faith in abilities that are best defined as "magic." Even young children's make-believe relates to both the protective rituals and curses of static magic ("Hide under the covers and the monsters can't get you." "Step on a crack, break your mother's back."), instinctively recognizing its powers. History supports
the rituals handed down for thousands of years, and in the ancient legends told by grandparents to awed children, a simple magic survives.
The psychics, mediums and sorcerers (called "hedge wizards" in times past) who use static magic must follow very strict rules to achieve very specific results. What they can and cannot do with their abilities conform to clearly delineated paths. While nowhere near as powerful and versatile as the Awakened mages' command of the Spheres, the sorcerers' Paths work without recourse to actually twisting the Tellurian through an Awakened Avatar. Thus, sorcerers avoid the worst of Paradox. Some mages theorize that the powers exhibited by other supernatural beings (like werewolves and vampires) are merely further examples of static magic at work.
The type of ritual used to create the magical Effect doesn't matter as long as it's a ritual that has real power. A psychic's reading of the tarot and a vitki's casting of runes may both give insight on the future, but no sorcerer could simply throw together a random collection of occult mumbo-jumbo and hope to achieve a result. It is the user's belief in his ritual, his consistent use of it and the adherence to the still-viable forms that matters. Similarly, individual rituals must be used to perform each separate magical function. A houngan, for instance, will not use the same spell to bless one individual and to curse another.
There is an upper limit to what may be done using static magic. A hedge wizard may make minor alterations to reality, but he cannot approach the fundamental restructuring possible to the Awakened mage. Even the strongest-willed, most driven sorceress is unable to circumvent this limitation. Only by Awakening may she ever experience such power. Still, sorcery and psychic powers are nothing at which to scoff. Many sorcerers can achieve potent Effects as long as they're careful to conceal their workings from unbelieving eyes. Since they work with rituals that don't rely on recasting the universe in their own image, such sorcerers even avoid the dread bane of Paradox.
Interestingly enough, Awakened mages never use petty sorcery (despite the fact that some Traditions, most notably the Order of Hermes, groom prospective apprentices by schooling them in such magic). The Awakened mage reshapes reality on a fundamental level, while the static magician operates without actually tearing and twisting the Tapestry's threads. Once a mage Awakens, his power flows from his ability to reshape himself and his Avatar to bend the cosmos in turn. Although the Awakened mage can perform some quiet, static Effects that mimic sorcery, his power is far greater, and the consequences are concomitantly severe. Similarly, the hedge magician cannot begin to comprehend, much less wield, the reality-altering magic of the Awakened willworker.
It's interesting to note that the forms of magic handed down by sorcerers often mimic the rituals used by the Awakened. Indeed, Awakened mages still hold dear their own history and cultures, using the beliefs of their people to form their magic. The magician adheres to the proper forms and speaks the secret words, and magic results — who can tell the difference between Awakened and Sleeper mage? Although the Awakened mage refolds the universe in his image, the sorcerer's quietly inherent powers are just as magical.
The Limits of Awakened Magic
Since the close of die Mythic Ages, the restrictions Imposed by material reality have come to hamper the castings of the willworker greatly. It has been said wistfully that the first mages had no fear of Paradox, as no single consensual reality yet existed. Whether such a beatific age ever truly existed is unknown, though certainly such an open and free world of magic is a dream for many mages. In the ages since, the unchecked population growth of humankind conspired with the advent of mass communication to unite the planet, creating a truly global society and, thereby, a global reality too. Whereas humanity first existed in only isolated pockets whose mercurial belief systems allowed for great displays of magical power, today's worldwide sharing of beliefs in what is and is not possible serve to shackle modern workings of the Art.
Vulgar Magic
Vulgar magic, also known as dynamic magic, occurs as the result of a mage forcing reality to conform to his preconceived expectations. Using dynamic magic, a mage may let lightning fly from his fingertips or transform his enemies into glass. During the time of the Renaissance, such magic was referred to as "vain," an accurate description even today, as only a mage of monumental hubris would dare such Effects except under the greatest duress. Such reckless castings rend the Tapestry of reality and invite the not-so-tender consequences of such changes.
No logical explanation exists for vulgar magic. To Sleepers who may view it, its Effects are patently impossible. Truly amazing results are possible, but only at terrible risk to the mage employing dynamic magic. Static reality abhors vulgar magic and any mage who uses it. The mage who uses such magic will pay the price, in Resonance if not in Paradox.
The smart mage uses vulgar magic only when the stakes are life and death. Think of dynamic magic as the tactical nuke of Awakened society. It is dangerous and messy, and it has far-reaching consequences. Those mages who use such power frivolously don't remain a problem for long.
Coincidental Magic
Coincidental magic is the only choice for mages planning on sticking around for any length of time. By couching magical Effects in chance occurrences, the mage operates in plain sight with potential Sleeper witnesses none the wiser. Such castings are referred to as static magic, as they, like the powers of the sorcerer, work within the confines of static reality. If, for example, a mage experiences financial problems (a common problem for magicians who draw the attention of the Syndicate), it might be possible for her to conjure the money she needs from thin air. Of course, there is no way that static reality will accept such an occurrence as natural. However, a much less dangerous and equally expedient solution might be to return that Publisher's Clearing House Sweepstakes letter that's on the kitchen table... and guess who the Prize Patrol pays a visit to just before the IRS seizes her assets! Static reality, and the Sleepers responsible for it, would find such a turn of events extraordinarily lucky — but in no way magical.
Think of coincidental magic like water flowing downhill; it will flow around obstacles to reach bottom. In much the same way, magic follows the path of least resistance to reach an appropriate resolution if it is not forced to conform to specific shapes and results. The mage shapes a particular desire and empowers it, but he lets the cosmos determine the specific Effect. Confronted with an enemy, a mage might focus his will and hatred, manipulating the flow of Forces around him to await a convenient trigger event like the eruption of a faulty gas pipeline.
Less believable coincidences make magic more difficult, as reality can stretch only so much to accommodate a mage's whims. Also, the more "accidents" that occur, the more their overall probability is strained, which can lead to what's referred to as the "Domino Effect." When an inventive mage uses static magic sparingly, however, she can find a way to perform her Effects coincidentally, and she will find that static reality is much less
likely to rebel against these subtle alterations. By shrouding magic in incidents that Sleepers find believable, if lucky, the mage finds that her casting is accepted by humanity's collective unconscious.
Awakening
It is the act of Awakening that opens the doors of perception through which the new mage peers at the magical world. The mage looks at the world with new eyes — eyes no longer clouded by sleep- New truths about the nature of reality are revealed to her, while long-held preconceptions shatter. The newly Awakened mage struggles to make sense of this barrage of new sensations. Those without a strong sense of self and a powerful will sometimes remain overwhelmed by these impressions, unable to decipher or control them. In a world where reality is shaped by perception, who can determine whether an individual is insane or simply seeing a different cosmos?
Awakenings can happen at any time in life. There's no single moment of crisis where every individual goes through a question of magic; the eye-opening may strike in childhood, youth, adulthood or elder age. The majority of mages trace their first moments to the experiences of their early adult life. Awakenings seldom occur in childhood, though it does happen occasionally. Parents satisfy the needs of most children abundantly, leaving them so comfortable with the status quo that they don't have the impetus necessary to Awaken. Awakenings are similarly uncommon among the elderly. Older people, unlike some of the more youthful members of society, have usually discovered something in life on which to focus their attention. Whether it is building a career, raising a family or even drinking themselves numb, they have found some function in life that makes them feel complete and binds them forever to static reality's comforting familiarity in the process. Even those without such sense of purpose have already discovered a comfortable, familiar niche from which they have little reason to explore. Young adulthood, however, is the time in a person's life where he begins searching for the purpose and meaning to his life. In rare instances, this search leads the seeker to Awaken.
Awakenings are typically triggered by traumatic, life-altering events, although there are exceptions. The Awakening often coincides with a need on the mage’s part, often a drive to overcome some problem insurmountable through conventional means. When the chips are down and there is nowhere else to run, the mage rises to the challenge, stirring his fitfully slumbering Avatar to wakefulness and empowering himself. Even if the nascent mage denies this power, her new awareness shapes the universe to her will, sometimes with drastic and unpredictable effects.
Of course, many mages would dearly love to discover a means of reliably Awakening others, but no such method is known. Would-be mentors keep a close watch on people with strong wills and unusual lives, while erudite magicians try to teach their ways to hopeful novices. None are guaranteed this Awakening. Enlightenment strikes where it will.
Once a mage Awakens, there is no going back to sleep. The truth of reality's subjectivity is laid bare, and the neophyte mage has no choice but to struggle forward in an attempt to understand what's happened. Although he may want to return to his old way of life, events conspire to make that course of action impossible. Family and friends both will notice a change in the budding mage. These people may well slumber, but they are far from dead. The mage's newfound Avatar and awareness positively radiate "otherness" to those most familiar with the Sleeper he once was, as the two conspire subtly to alter reality at the mage's subconscious urging. Though he may be able to salvage some of these relationships, Awakening will invariably cost the mage most human contact, as even old friends find it disturbing and dangerous to be associated with him. Even complete strangers tend to give this "weirdo" a wide berth. The caress of magic, even when not readily visible, leaves its distinct mark on the magician.
Humans instinctively notice and fear this aura, so a mage must either be careful to hide his magic very well or turn to other mages for companionship.
While daunting, the problems of alienation and uncontrolled power are merely the tip of the proverbial iceberg. He soon comes to realize that there is much more to the world than he ever imagined. Spirits, werewolves, vampires, sorcerers and more become not only things whose existence he must acknowledge but, often, things with which he must talk, fight and, on occasion, ally with. His very existence leads to him being courted by a myriad of Tradition factions, all starved for allies. The Technocracy will want to either assimilate the mage or eliminate him. The responsibilities intrinsic to being one of those on the front lines, protecting an unknowing world from dangerous reality deviants, leaves room for no other options.
Everybody wants a piece of the magic, and the novice mage may not even know what it is. The only option is to change or die. If he's going to survive, a new mage must learn what he is and what he is capable of. Others, a mentor or cabal perhaps, may show the newly Awakened mage the path that he must take, but it's up to him to take the first step. Only by accepting his new state will the mage be able to progress toward enlightenment and Ascension.
Avatar
Within every Awakened mage dwell two distinct spirits or sides: her Avatar and her mortal self. The two parts interact with one another in many ways, developing a complex dynamic that may be akin to that occuring between teacher and student, boon companions or even adversaries. Whatever form this relationship takes, its eventual goal is to bring about the mage’s Ascension. It is the Avatar’s function to cajole, coerce or drag the mage kicking and screaming into enlightenment. Mages with more powerful Avatars will be prodded into action more often than their less mystically endowed compatriots. Though few of their fellows would envy the constant goading these mages must endure from their pushy Avatars, they do, in fact, enjoy an advantage over their colleagues. The constant hounding serves to push such mages to excel. They are more prepared to endure the trials and tests demanded of them during Seekings, and consequently, they often find enlightenment more easily than their more relaxed brethren, becoming wise beyond their years quickly.
Another property of the Avatar is the ability to grant its possessor insight into her past lives. The Avatar is the part of the willworker that is eternal. Within its depths lie the experiences of all of its former earthly incarnations. Some mages learn to access this wellspring of knowledge and apply its teachings to their advantage in the present.
In times past, a large number of Avatars appeared to their mages as distinct, tangible entit ies. Whether it appeared as an angel or djinn, god or hero, the mage was capable of conversing with the Avatar, coming to blows with it or treating it as material friend or foe. In more modern times, it's become much more rare for an Avatar to manifest itself physically to a mage. In fact, in the aftermath of the Reckoning, such an event has become downright unusual. Nowadays, the Avatar communicates through more subtle means, such as in dreams or flashes of intuition. The time of corporeal materialization is past.
As they do about most issues, mages disagree about whether it is the Avatar that allows one to wield magic or whether it is one's own innate magic that allows one to sense the presence of the Avatar. Whatever the truth of the matter, the Sleeper's higher self must Awaken before she becomes capable of exploiting the full potential of magic.
Arete
Arete is a measure of a mage's enlightened will. Some amount of Arete is required to perform any Awakened Magic. A mage's Avatar is a measure other understanding of the cosmos on an intuitive level. This intuitive awareness may come to a mage slowly or in a sudden burst of insight. Often, a great deal of Arete is acquired during a mages Awakening. Thereafter, progression becomes much more laborious, commonly involving Seekings. A mage with more Arete may plumb the mysteries of the cosmos (be they magical or mundane) with greater ease.
The Metaphysics of Magic
Quintessence
Literally translating as the "fifth essence," Quintessence is the fundamental unit of all magic. All energy, matter, spirit and life, literally all things in the universe, are formed from Quintessence at the most basic level. This Prime Energy is neither material nor ephemeral and can never actually be grasped or sundered.
While it is accepted by mages universally that reality is formed of Quintessence, not even they can say with any degree of certainty exactly what it is. Most see it as an ever-changing pool of raw potential from which all things in the universe arise and return. This basic "bio-energy" often gathers at incidents of strong emotion and becomes colored by them thereafter. Mages were quick to grasp that their own Avatars were natural conduits of Quintessence and were, as a result, the easiest means by which to access this Prime force.
As each new thing comes into existence, it draws Quintessence from the endless pool. Similarly, when an old thing fades away, its Quintessence reenters the pool, where it may find use again. It is an understanding of this Great Cycle that is central to the beliefs of the Euthanatos. Some of the death-mages (and a number of Nephandi) believe that if reality were ever to attain a state of pure entropy, the artificial frameworks
imposed on it by humanity would cease to exist, revealing the unadulterated glory of raw Quintessence. Such talk does little to win them friends outside their own Tradition.
Tass
Tass is the concrete, physical expression of Quintessence. These bits of pure Prime can often be used to fuel a mage's magical undertakings.
However, as it has already been mentioned, Quintessence is indivisible. This begs the question, "How then can raw Quintessence be captured in a base material form?" In the past, the Traditions' Masters might have spent hours haranguing their less experienced comrades with their own philosophical take on this conundrum. But, since recent events have placed the Masters' wisdom beyond the reach of younger mages, a simple illustration must suffice. If one is accustomed to thinking of the raw Quintessence as a pool, then think of Tass as Quintessence temporarily frozen like ice, floating on the surface of this larger sea. In time, this Tass will "melt," eventually flowing back into the infinite pool of Quintessence that first spawned it. Until it does however, Tass may be used by mages to lend power to their magic and to fuel their mystical Talismans.
Tass infuses the bodies of magical creatures — werewolves, faeries and the like — and it may be harvested from them. Needless to say, such creatures are less than happy to sacrifice themselves for a mage's convenience. More than a few mages have paid the ultimate price for such presumption.
It also collects in certain Nodes where energies gather in physical objects. Tass is sometimes affected by the form in which it manifests, unlike the pure Quintessence from which it springs. Quintessence stored in the waters of a holy spring may lend itself to healing, while that stored in the mushrooms of a faerie ring may cause the magic powered by them to have unpredictable side effects. A mage should be aware of this Resonance and use this resource accordingly.
For all intents and purposes, Tass is a finite resource. As a mage uses up the Tass that exists within a particular place or object, it disappears, returning to the pool of Quintessence from which it arose originally. Magical objects spent of the Tass that powered them are effectively useless until they are recharged at a Node or through another influx of Tass.
Belief...
Belief is central to all magic. Most mages realize theoretically that the limitations they ascribe to body, spirit and mind are untrue. They only exist because it is believed that they do. Mages impose their own boundaries on themselves. For years, static reality held that an unbreakable barrier prevented planes from flying faster than the speed of sound. Then, on October 14, 1947, pilot Chuck Yeager broke the sound barrier in a Bell X-1 rocket plane. Once Yeager had broken the sound barrier, other pilots soon succeeded in matching and then surpassing his mark. Captain Yeager himself set a second record on December 12, 1953 when he flew two and a half times the speed of sound. Now there are commercial airplanes that fly faster than sound routinely. Chuck Yeager's belief and talent overcame a principle of static reality, thereby changing the world.
Willworkers accept that people's personal beliefs serve to mold their actions in many ways. Cases of hysterical blindness and psychosomatic illness are both examples of this concept. The power of belief goes much deeper, however. Belief often becomes reality. If a person truly believes in a specific concept, he is not likely to question that belief.
The majority of Sleepers cling to deeply ingrained beliefs as a source of comfort in the face of the unknown. Many times, even beliefs that prove harmful will become precious in their familiarity. If enough people come to believe in something, it will become part of static reality's established paradigm.
Consensual reality suffuses all human beings, Awakened and Sleeper alike. Beliefs structure this static reality, but static reality structures beliefs, also. Every participant in this vicious cycle affects all the others and, in the end, themselves as well. Mages, though, are able to ignore, or even fracture, static reality's paradigm outright.
Despite long-standing arguments to the contrary, most mages agree that a person's belief forms not only her particular paradigm but that of the larger Tapestry of consensual reality.
...and Paradigm
More than a mere style, paradigm is the defined essence of the mage's beliefs, and it has been described by some as the language through which the mage communicates his Art. The only things any mage absolutely needs to practice magic are the will to enforce his desire on reality, the knowledge of the appropriate Spheres and the paradigm through which to focus that desire and make it real.
Before any magical Effect can happen, it must first jibe with the casting mage's paradigm. A Verbena witch cannot just want her enemy to be struck down with ill fortune. She must cause this to happen in a way that is appropriate to her paradigm. Perhaps she performs a blood sacrifice and invokes the goddess Hecate to curse her foe. Because it is both within her knowledge of Entropy and appropriate to her paradigm, chances are the
effects of the hex will come to pass. The same Verbena would be unable to transform a rampaging werewolf into a garden gnome because such an absurd belief is completely alien to her paradigm, regardless of Spheres.
One of the problems that has always frustrated attempts to foster cooperation between mages is that magical concepts are hard to translate between conflicting paradigms. In the past, Tradition mages have suggested that an artificial paradigm encompassing all the Traditions be established, but the idea has been met with a combination of angry words and howls of derisive laughter each time. Given that each mage's paradigm is tied so closely to his beliefs, it seems unlikely that such a "mystical Esperanto" would become any more popular than its linguistic counterpart.
Additional Rules
Detecting Magic
With a successful reflexive Perception + Awareness roll (difficulty 6), a character can feel magic in use within her immediate vicinity. Really powerful Effects (10 or more successes) might lower the difficulty as low as 4, while unusually subtle ones (where the mage spends successes to wipe out magical traces) could raise it as high as 10.
The Prime 1 Effect Sense Quintessence can detect the remaining resonance of magical acts after they occur. A feat is generally detectable for an amount of time equal to the duration table, for every two successes scored on the finished Effect. Thus, a simple one-success Effect leaves a whiff of magic for a turn, but a huge 10-success spell may leave traces of magic for months. The longer it's been since the spell casting, the harder it will be to detect the change.
Abilities and Magic
Since magic comes from a mage's formative beliefs and practices, the mage's learning affects the magic's outcome. A mage who's firmly convinced that a specific ritual like Tarot-reading or dancing is necessary for magic had better learn how to do those things well. Conversely, using magic can make otherwise mundane tasks much easier.
As with all modifiers to magic, Abilities should be used to help the story and flow of the casting, not as an excuse for another set of modifiers. Ability modifiers cannot change the difficulty by more than three points, as usual.
Abilities Enhancing Magic
If a mage uses an Ability appropriate to her Sphere — perhaps as a focus, or as a process of using a focus — she can cast her Effects more reliably. Having the right Ability might also help the mage to target the Effect better or to have a better idea of what to do to get good results, as well. Just about any Ability can have some impact on magic, though of course the exact combinations will vary with the mage's paradigm.
If a mage takes a full turn (sometimes more) to exercise the appropriate Ability just before casting her Effect, you can make an Ability roll (with the appropriate Attribute) at the same difficulty and threshold rating as the magic. Each success beyond the threshold then lowers the threshold and difficulty of the subsequent magic roll by one point, up to a modifier of three at best.
Sometimes, an Effect may require a specific Ability. It's nigh impossible to make a working computer without the right knowledge, and influencing someone's emotions may rely on the proper subterfuges first. It requires an Ability roll first, and makes the magic a little harder if failed. A mage might be able to fix a car with
Matter magic, without knowing too much Technology, although it would be difficult. However, trying to fix a nuclear reactor the same way would be a bad idea....
Magic Enhancing Abilities
Just as Abilities can make magic easier, a little judicious magic can certainly make the use of Abilities much simpler. Just the right amount of magic can let you jump a little bit higher, move a little bit faster, see a little bit more... you get the idea.
Using magic to enhance an Ability usually works on little coincidental nudges and insights, so it's easy to do. The magic roll proceeds as normal, but for each success garnered on the result, the subsequent Ability use gets a difficulty modifier of one, up to a limit of three. Adding some successes to area or duration could let the mage share this bonus, or maintain it for a short time.
Magic used to enhance an Ability must be done right before the use of the Ability, or else it needs to be running and maintained while the Ability's used. It's possible to take multiple actions and use one for magic before performing the feat, but doing so is inefficient unless the mage is really pressed for time. After all, if you are using magic to aid the Ability, you're probably not trying to take any other negative modifiers.
Multiple Effects
A mage can cast only one Effect per turn, even if she has used various powers to speed herself up (reality is already "preoccupied" when it's in a different time frame). If you want to do multiple things at once, you'll have to have your mage build an Effect that performs several simultaneous feats.
Simultaneous Effects
Although a mage can cost only one Effect at a time, he can keep various Effects running. The difficulty of doing so often varies with the Effect's type.
A simple Effect that just modifies the mage or surroundings for a time requires only a tiny flow of the mage's attention and magical effort.
Keeping the Effect moving is a constant push from the Avatar and the will, but it's a small one, since the Effect is generally somewhat selfsustaining or static. Such Effects include things like body-enhancement, sensory improvements or even small changes to Patterns that are designed to last for only a short time. Such simple Effects cost you a difficulty penalty of one for every two full Effects in use, whenever your mage tries to cast a new Effect.
More complex Effects like mind-reading, juggling huge Forces or manipulating Life Patterns all require the mage's concentration. These Effects require constant update and manipulation, so the mage must divert a substantial amount of Awakened will to them. Your mage may not be able to concentrate enough to perform other Effects while doing something this delicate. If the Storyteller lets you concentrate on multiple Effects (or if your character has specific Merits or magical Effects that let him maintain multiple areas of concentration),
you'll still take a difficulty penalty of one for every two Effects that your mage has running. That's for simple and complex Effects both.
Instant Effects rewrite Patterns or alter reality and then are done; they require no further maintenance. If you change a material into a different sort permanently, or you create something from nothing and give it Prime energy to make it fully real and permanent, then it's part of the Tapestry. Such manifestations no longer require concentration.
Rotes and Fast-Casting
Most of the Traditions teach sets of common Effects, called rotes. These rotes allow a mage to perform a technique that's tried-and-true over the course of several years or centuries. A rote has already been built with the Tradition's trappings and foci in mind, and it relies upon well understood principles of the Tradition's Sphere knowledge. In brief, it's a spell formula.
Just about any Effect could be cast by rote: anything that's been well-used, tinkered, thought about and used again can eventually pass into common mage use as a rote. Rotes are traded among mages of the same Tradition for favors or information; a good rote can give the mage a slightly easier time casting an Effect, or perhaps open the mage to some idea of Sphere use that he hadn't thought of before.
When a mage builds an Effect on the fly without using a rote, it's called fast-casting; it's a little bit rougher, and gets a +1 penalty to difficulty.
Thus, many mages spend a lot of time honing a few favored Effects, to turn them into well-known rotes. What qualifies as a rote is ultimately up to the Storyteller; however, it can be assumed that any of the base Effects listed for the Spheres (following) can be found in role form for any of the Traditions.
If you want to buy rotes using experience, let me know in pm and we'll discuss them.
The Nine Spheres
Centuries ago, the Tradition and Convention mages settled on the nine Spheres as a way of describing the elements of the universe. Each Sphere covers a wide area of understanding and control. Even though mages describe magic in terms of their own paradigms, the Spheres form a consistent basis from which to work. Together, the Spheres encompass all (or nearly all) of the facets of the Tellurian.
Many mages posit the existence of an additional Sphere or Spheres. Each Tradition has its pet theory as to a " 10th Sphere," and the Technocratic Union seeks a Grand Unification Theory. Still, despite years of study, no one group has been able to find an over-Sphere or a missing element to fill this mythical role. Like some posited Northwest Passage, the "10th Sphere" draws students but never reveals itself.
For now, I am only going to post up to level 3 of each sphere, since that is as high as you can go. When someone's, anyone's Arete reaches 4, I will put up the last two levels for each Sphere.
“PHENOMENAL COSMIC POWER!… itty-bitty living space.”
– the Genie, from Disney’s Aladdin .
Perhaps the single thing that any mage can be said to fear most is Paradox. The very idea, be it is called scourge, Backlash, distortion or any other name, is enough to frighten even some of the most insane Marauders. The force of Paradox itself will cause any mage to think twice before he tosses a fireball down the street. Paradox is perhaps most terrifying because it's unpredictable, it's dangerous, and lies waiting for a mage to make a single misstep.
For storytelling purposes, it's important to understand what Paradox is, as well as what it is not. Paradox is not a sentient force. It is not malicious, and it is not benevolent. It doesn't favor certain individuals, and it isn't out to get others. It simply exists. Paradox's results could be described as analogous to the human immune system: It fights off anything that seeks to disturb the equilibrium of the system it protects.
Paradox occurs in any case when a mage makes enough of an impact on reality to "disturb the waters," so to speak. The disturbance can be a badly failed attempt to alter reality coincidentally or the use of any vulgar magic. In fact, vulgar magic always incurs Paradox. However, it's important to note that Paradox only seems to afflict Awakened mages. The fact that the mage changes the universe through force of will, rather than through some inherent power, seems to draw down powers that lash at the mage in return.
Basically, a mage changes reality in ways that no other force can do. Awakened magic grabs hold of the Tapestry and shoves it into a completely different direction. Even when some supernatural creatures uses a power that looks the same as a magical Effect, the means is completely different. The mage undergoes a process of self-exploration and transformation in order to alter the universe in turn, and that process means that the mage is subject to the unleashed forces of change. The harder the mage pushes — the bigger the change — the more Paradox rebounds.
Paradox Accumulation
Mages can get Paradox energy in varying quantities, depending on how much magic they do. The attempted Effect determines the amount of Paradox that a mage gamers. In older days, the energy often accumulated, and tended to snap at unforeseen times and create disturbing problems that lasted for some time. Since the advent of the signs of the Reckoning, such is no longer the case. Now, Paradox rips through the mage almost immediately after it is accumulated. When Paradox energies do accumulate, the effects that release later tend to be more permanent than in previous times.
In game terms, the following are values for Paradox accumulation, with a successful Effect:
• A successful coincidental Effect doesn't normally garner Paradox.
• A vulgar Effect without witnesses generates one point of Paradox per level of the highest Sphere used.
• A vulgar Effect with witnesses generates one point of Paradox per level of the highest Sphere used, plus one.
The following are the amounts of paradox accumulated when botching. All botches cause a backfire, unless the Storyteller feels really mean and wants the mage to store up hideous amounts of Paradox for some evil purpose.
• A coincidental botch gives Paradox equal to the highest sphere level of the spell.
• A vulgar Effect without witnesses that is botched generates one point of Paradox per level of the highest Sphere, plus one.
• A vulgar Effect with witnesses that is botched gives two points of Paradox per level of the highest Sphere, plus two.
The effects of Paradox usually occur within a turn or two of the accumulation. The specific effect depends on the amount of Paradox involved.
Staving Off Disaster
A mage often finds it necessary to hold Paradox off for a few moments, to ensure that he completes some vital task. By expending a point of temporary Willpower, a mage can delay all Paradox effects (including any damage or Backlash) until the end of a given scene. Doing so makes the Paradox energy hang above the mage's head like the proverbial sword of Damocles. Any additional Paradox gained before the end of the scene is postponed as well, at no additional cost. The downside of this tactic is that all of the Paradox is added together at the end of the scene to make one large Backlash effect, rather than a few small ones.
Backlash Forms
Paradox Backlash usually strikes out in some sort of change or injury to the mage. For simplicity, it's easy just to let Paradox fall into certain roles, but remember that Paradox is just as unpredictable as the mages who garner it. Storytellers should always be willing to get creative in the tortures that they inflict.
Note that stored Paradox cannot be bled off or released in smaller amounts, even with Willpower expenditure. Once freed, the accumulated energy is always released in full. Be vulgar at your own risk. Only time and caution allow a mage to smooth out the distortions of Paradox.
Paradox Flaws
Usually, when a mage burns off a small amount of Paradox, he gets a splitting headache and some sort of nagging problem. The weirdness that strikes in response to twisted magic is a Paradox Flaw, a sort of taint that afflicts the mage and his surroundings in response to his magical tampering. It is, as the name suggests, the attempted Effect actually working on the mage itself due to the magical energies he misused so grossly.
Paradox Flaws show up for most releases of Paradox energy, often in proportion to the severity of the Paradox involved. However, there's no predicting Paradox, and the Storyteller should use Paradox Flaws to make life interesting for mages, especially those who seem overly prone to too much Paradox energy.
All Flaws listed here come at the Storyteller's discretion, and they depend on the Effect attempted. Since Paradox responds to the mage's bending of reality, it takes a form appropriate to the initial magic. Thus, Paradox does tend to cause strangeness, but it also does so depending on what the mage was doing (or trying to do), what sort of Resonance the mage has and what sort of mood the Storyteller's in. Purple flaming elementals, walking on ceilings for a week, or turning a 50-foot tall neon sign bright red for a night are extreme and unlikely examples. Instead, Paradox might be more likely to detonate a mage's car's gas tank, have him experience vertigo as if he were walking on a ceiling, or cause a short circuit in a large electronic device that causes it to stun or injure the mage in question.
Further, Paradox Flaws are not likely to cause collateral damage. The forces that turn against the mage are usually quite localized around the mage in question. The mage's friends are generally safe unless they are in the direct path of the effect in question.
Paradox can be the Storyteller's ultimate tool for teaching common sense. It also guides and directs the chronicle's flavor. Paradox Effects that are silly or random tend to make for a lighter chronicle, while more lingering or dangerous Effects will make mages more careful and paranoid.
If Paradox is the backlash of the universe twisting to change the mage as the mage changes reality, then Resonance is the constant subtle current that surrounds the mage as an agent of change. As has been stated many times, magic stems from desire — the mage's desire to reshape the world to his whims. Although magic allows the mage to bend the world in that fashion, it also means that his desires affect the world constantly, always changing things just a little bit and influencing the outcome of the mage's Effects.
All mages have some form of common Resonance. The most neophyte mages usually only manifest a little Resonance — a single point in a single type of Resonance — but as the mage becomes more powerful, does more magic and delves into deeper passions, Resonance becomes more pronounced. Eventually, Resonance not only overcomes all of the mage's workings, but it affects her normal life. As a mage becomes more potent, her mystical will affects the world around her more strongly. Eventually her Resonance cloaks her in an aura of power that is noticeable and almost tangible. Humans often notice something odd, unusual or potent about mages; for the mage with high Resonance, this feeling is much more pronounced.
When a mage works his Effects, his Resonance causes the Effect to reflect his intent and emotion. The personal, unique nature of each mage causes each form of Resonance to be special, though. Mages who are experienced in sensing Prime threads — or who just have good supernatural instincts — can often tell a mage's specific form of Resonance. They can even recognize who built an Effect or tell a little about the individual.
Conversely, mages may try to dampen their own Resonance to make their Effects more subtle.
Resonance tends to flavor Effects in proportion to the Effects' own intensity — a large, flashy vulgar Effect will have more Resonance than a subtle, coincidental Effect. This Resonance manifests in the Effect itself, causing it to look or feel strange according to the mage's Resonance Traits.
It may also cause the Effect to generate a subtly eerie feeling that causes mages to take note, animals to become uneasy and humans to get a creepy feeling.
Resonance Affecting Magic
When a mage creates an Effect, the mage's Resonance characteristics often show how the mage's emotions get involved in her magic. It's not as if the Resonance actually changes the Effect; rather, the Resonance is an indicator of how the mage's Effects always manifest. The Resonance is a natural way to describe the mage's particular style of magic. An angry, violent mage tends to create very fiery and dynamic Effects, while a particular and studious mage will do magic that's systematic and precise.
The simplest way to let Resonance affect magic is just to take the mage's highest Resonance Trait and find some way to influence the Effect accordingly. That sort of emotion comes through in all of the mage's Effects. The more powerful the Resonance, the more it impacts the Effects and causes them to take strange properties — weird lights or sounds, strange ways of manifesting, bizarre hallucinations, spectacular appearance or any other number of odd changes. A mage with a single dot of Dynamic Resonance, for instance, may have Effects that are a little whimsical or that sometimes do chaotic and unpredictable things, while five dots of Dynamic Resonance would add whirling, spinning alterations, bizarre manifestations and strange, completely unplanned changes to the magical results.
If you want to go all-out in your game, you can try to put a Resonant spin on an Effect for each of the mage's Traits. Thus a mage with some Dynamic Resonance and some Static Resonance will get some competing dynamics in his Effects. With competing Static and Dynamic Resonance, a mage might get an Effect that has strange lights and sounds, yet makes them in repeating patterns or systematic fashions.
Of course, Resonance needs not affect a mage's Effects all the time. It can be quite cumbersome to come up with an alteration for every magical Effect that every mage does! Instead, it may be easier to come up with a few "signature signs" for each mage. Look at the Resonance Traits that the mage has, and come up with a couple of key ways in which the mage might color her magic. For instance, if your mage has the Entropic Resonance Trait of Dissonant, you might decide that a harsh musical chord often accompanies the mage's vulgar Effects.
How Resonance Traits affect magic can be left in the hands of the Storyteller or the players, depending on the nature of the game. Some Storytellers may prefer to influence the magic in ways that the mage can't predict, while others may want to let the players express their mages' personalities through the use of Resonance.
Resonance and the Mage's Life
Of course, Resonance doesn't just affect the mage's magical powers. A potent mage has an almost tangible aura, a mystical something that sets him apart from mortals. His power radiates from his incredible enlightenment, his mastery of the Spheres and the changes that his will causes to the world around him.
Naturally, normal humans aren't exactly comfortable with this weirdness.
Most newly Awakened mages have a sense of the world being a little more strange and different than they ever believed. Their own alienation reflects in a disconnection from the world that mortals know and feel instinctively as the "normal" world.
Since a mage's Resonance manifests in his actions, voice, mannerisms and magic, people can sometimes tell that the mage is more than human.
In normal social situations, the mage may suffer a penalty in reactions with humans — one point of difficulty for each dot in the highest Resonance Trait. This penalty can be overcome with appropriate Mind magic, or if the mage's Resonance wouldn't necessarily discomfit the human in question. Acolytes and freethinkers often deal with "weird" people as a matter of course.
Detecting a mage's Resonance isn't really a subject for dice rolls, though you might use a Perception + Awareness roll to determine if someone has Resonance. In general, Resonance is a descriptive effect for mages. Including subtle hints at the mage's Resonance is a good way to add some description to the character and an indication of the mage's arrangeness or areas of magical study.
When reality itself bows to the subjective whims of a mage, it's all too possible to become lost in one's own vision of the world. In circumstances where severe Mind attacks or nasty Paradox Backlashes strike against a mage's psyche, the character may well find himself tumbling into a world of madness and harsh delusions.
Insanity in a mage is truly terrifying. With the power to bend reality to his whims, the mage can turn the world around him into a nightmare reflecting his own inner turmoil. It's no wonder the Marauders are so feared. They see a world far different than the one in which everyone else lives, and they impose that skewed perspective on static reality.
Quiet causes the mage to experience hallucinations, distortions of reality and even total internal mindscapes. Anything from sensory overload to badly botched Mind magic to Paradox overload to violent psychic attack to extreme age can lead to Quiet. It's an unpredictable, but always feared, fate for mages. Worse still, mages in Quiet can even spawn bizarre hallucinatory creations from their own twisted psyches, and these hobgoblins can sometimes manifest and take on lives of their own.
Quiet most often affects a mage in accordance to his Paradox and Resonance. The more Paradox a mage has, the stronger his Quiets become and the more profoundly they affect his senses. High Resonance determines the sorts of Quiets that impact the mage.
Running a Quiet can take a lot of work, since the Storyteller must have a good handle on the character's paradigm and psyche, and other characters may find themselves at a loss to deal with their mentally crippled companion. On the other hand, mages can come back from these socalled "twilights" with new inspiration or handicaps. Visions and revelations of many sorts are quite common as a result of Quiet. Such a story can present a wonderful complication for an ongoing chronicle, as the mages are forced to deal with questions of what's real and how to separate perception from reality.
Entering Quiet
A mage can enter Quiet when an overwhelming event rocks her psyche and causes her to retreat into one of her forms of Resonance. In some cases, a mage might slowly slip into a form of Quiet over time, but such cases are more rare. However, there's no easy dice roll for such a system.
Forms of Quiet
Quiet manifests in many shapes. The most common sort of Quiet is sheer madness, stemming from an excess of dynamism. As architects of change, mages can find themselves stricken with sheer, mind-bending randomness. However, other sorts of Quiet are possible, based on the sort of Resonance that the mage attracts. Each form has its own sorts of problems and complications. Neophyte mages may not know how to recognize or combat these various forms of Quiet, which can lead to adventures as the mages try to figure out what's affecting their companions and how to cure them.
Madness
Dynamic madness comes to mages who are too overwhelmed with raw, random change and chaos. This sort of Quiet leads to hallucinations, sensory deprivation and eventually, the formation of hobgoblins and mindscapes. The mage becomes trapped in a rapidly changing world created in his own mind, unable to determine the real from the imagined. Marauders are thought to exist within a permanent state of madness, unable to connect with any sort of objective world.
A mage who enters Quiet with an excess of Dynamic Resonance will probably suffer Madness. The effects of Madness are fairly random, but they can get quite drastic if the mage is overwhelmed with too much Paradox or just with a nasty strike. As always, the mage's particular form of Resonance may color the events inspired by Madness, which could serve as a possible way to separate fiction from reality.
Clarity
For mages who embody Stasis and move away from Dynamism, the threat of Clarity lurks. A mage under the influence of Clarity doesn't seem to suffer delusions or episodes like a mage afflicted with Madness. Instead, the mage blots out those parts of the world that don't fit with his vision.
He becomes transfixed on a particular goal or idea and pursues it to the unhealthy exclusion of other activities. He becomes convinced of a single way of doing things and becomes unable to deal with new situations or compromises. Eventually, a mage overcome with Clarity becomes a mindless drone, subservient to some higher pattern of Stasis perceived only in his crazed yet orderly mind.
Naturally, Clarity most often shows up in highly static mages with Pattern Avatars — like Technocrats. Some Traditionalists theorize that highranking members of the Technocracy are so afflicted with Clarity that they are literally unable to compromise on the fate of the world.
Jhor
The Underworld carries its own potent Resonance, the energy of death itself. Mages who dabble too much in such studies can be afflicted with Jhor, the Resonance of death energy. Normally, souls discharge that energy in the cycle of death, but such an accumulation is unhealthy and unbalancing in the living. Mages who work with Primordial energy, who dabble in necromancy and death, often accumulate Jhor.
A mage infested with Jhor tends to fall into a Quiet episode that builds on this accumulation of death energy. The mage assumes a pallid visage and an obsession with death. The mage's normal moral inhibitions fall away in favor of a desire to associate with and understand death energy. In actuality, the mage becomes fixated on the return to primordialism, but the living mind and body cannot handle this reunification. As a result, the mage slides into a study of necromancy and draws away from other living beings, becoming gaunt and sociopathic, eventually degenerating into little more than a magical killer.
Tradition mages who enter the Underworld, who spent too much time studying the deadlands or who associate too much with death tend to develop Jhor. The Euthanatos in particular have learned to recognize this particular malady due to their long association with the deadlands, and they can often help mages in the early stages to achieve a better level of balance.
Coping with Quiet
Since Quiet causes all manner of nasty, mind-warping effects, most mages will fight to keep some semblance of normalcy — if they're fortunate enough to realize that they're afflicted. A mage can try to determine what elements of Quiet are unreal or unnatural and attempt to resist them, but he may not always succeed. If your mage is afflicted with some form of Quiet, you can spend a point of Willpower and roll your mage's Perception + Awareness in a contested roll against the appropriate Resonance Trait (difficulty 7 for both rolls). Thus, you roll against your mage's Static Resonance if suffering from Clarity, against Dynamic Resonance for Madness and against Entropic Resonance for Jhor. Obviously, since Resonance Traits aren't usually too high, you'll often succeed on such a roll, but not always....
If you manage to succeed on a disbelief roll, your mage manages to exert his will through the Quiet episode. For the rest of the scene he pushes away hallucinations, overcomes his inability to make decisions or his attraction to death. The mage also manages to discharge a point of Paradox in the process, potentially lowering the severity of the Quiet episode. Eventually the mage might overcome the Quiet completely, or he might run out of spiritual fortitude and have to wait it out.
If you fail a disbelief roll, your mage expends his Willpower but is unable to overcome his episode of Quiet. Suffer.
If you botch a disbelief roll, you suffer from hobgoblins.
Hobgoblins
When a mage enters a particularly nasty episode of Quiet, his delusions may manifest on the world around him. Such manifested creatures and objects are known as hobgoblins, and they tend to follow the mage around and cause all sorts of Quiet -ridden problems until the episode passes.
A hobgoblin could manifest in any number of forms — as a small creature, an actual object, a sensory effect or the like. The difference is that a hobgoblin seems, for all intents and purposes, to be totally real, and it can affect and be perceived by other people, not just the mage! Such manifestations are adept at causing all manner of trouble, especially when they can interfere with the mage's friends, or just set the local scenery on fire. Worse still, the mage might well know that they're brought on by the Quiet, but he can't always tell what's a hobgoblin and what's a normal part of reality.
Hobgoblins usually stick around for one day per level of the mage's Arete, although they may last longer in particularly nasty Quiets. They can be destroyed or "killed," but the ramifications could be troublesome (to say the least) if the mage madly attacks hallucinations that aren't there or destroys something that's actually someone's pet or property. While the hobgoblins exist, they typically reveal the mage's dark secrets and desires, cause trouble and raise questions of conflicts within the mage's mind.
Hobgoblins most commonly appear for Madness episodes, but disembodied voices or machine emanations may occur for Clarity, or vicious demonic creatures may appear in cases of Jhor.
Mindscapes
In particularly severe episodes of Quiet, a mage can become caught up in a reality so heavily shifted that the real world can't be distinguished.
As some primal part of the mage's mind struggles to come to grips with reality, the mage enters a world completely enclosed in his own mind, fighting through a mindscape to search for an exit from the Quiet. Symbolism, psychological conflict and magical wisdom spin together in a surreal landscape that exists only in the mage's mind. By resolving these conflicts, the mage hopes to work through his inner difficulty to reach some sort of balance.
A mage who enters a mindscape is functionally catatonic. Totally engrossed within his own mind, he cannot interact with the real world without extreme effort. Instead, he traverses the symbolic landscape. In there, he grapples with the rules of the dream-world while his body remains in a near-coma. Such journeys may seem to take mere minutes or entire years mentally. In the physical world, the mage usually remains in slumber for a day for each point of Paradox held. By making a Wits + Enigmas roll (difficulty 4), you can speed the mage's ability to pass the trials of the mindscape, but it's often better to actually roleplay the travails of the mage and run a game where the mage must fight his way past his inner demons. While in the midst of the mental journey, the mage can try to communicate with the outside world through normal means, but you must make a Willpower roll (difficulty 8) with a minimum of three successes. Otherwise, the mage manages nothing more than to mumble or squirm in her sleep. And, of course, the mage can only attempt to do so if he suspects that he's in a mindscape. A mage thrust into a surreal scenario involuntarily may not realize that he's trapped in his own mind.
An outside mage can enter a mindscape through the use of proper Mind 3 magic, generally with a trance, a psionic link, a special astral-travel spell or similar Effect. Inside the mindscape, the visitor experiences everything that the suffering mage sees, and he is fully (mentally) vulnerable to the effects of the delusions. Indeed, an entire cabal could enter a mindscape to try to rescue a friend, but doing so is risky.
An individual who is killed or incapacitated in a mindscape remains in a coma, perhaps for months or years. Mages can also suffer from psychological problems or trauma from mindscapes; to those inside the mindscape, the experience seems utterly real. Mages have been known to emerge from mindscapes with psychosomatic injuries or new mental problems. On the other hand, mages can also discover and overcome some of their internal conflicts and problems. Working through a mindscape is much like a Seeking in this respect.
A mage who manages to overcome a mindscape does, fortunately, discharge his Paradox in the process.
Paradigms, training, history, Resonance and mundane experience all shape the styles with which a magician does magic. Nothing is as simple as saying, "I use my Spheres to make an Effect." Rather, magic is a careful and refined process, one in which the mage empowers the foundations of her own beliefs. From that conviction — the belief not necessarily in magic itself, but in the way to do magic — stems the power that lets the mage change the world, but only in that particular way. Game mechanics are just a means to simulate a mage's ability to alter the Tapestry, not an automatic definition of how mages interact with the cosmos.
Since your mage can perform tasks only by using techniques and objects that she believes have power, you must choose and define your mages' foci and paradigms carefully. Your mage will have these elements for a long time. Most mages learn their particular mentor's views or unearth their own styles, then stick with those doctrines for the remainder of their lives. Only a few mages manage to learn the styles of their cohorts or rivals, and fewer still become strong enough to exert magic by their force of will alone. Thus, it's incumbent upon you to determine how your mage sees the world and shapes it with her own individual style.
Foci and styles may seem like a pain, but they're a necessity for mages. Can you cook a TV dinner without a microwave, stove or flame?
Probably not. Can you travel 500 miles on foot in a day? Again, almost certainly not. With the right tools, you can do such things. Similarly, your mage can't necessarily perform any of the spectacular feats attributed to magic without the right tools to make it all come together. The mere fact that the rules say that your character can do magic without foci doesn't mean that your character knows she can!
A mage's style determines everything from what she thinks she can do with magic, to how she does it, to whether its results can be coincidental. If a Verbena waves a hand and causes an injury to heal, it's a vulgar Effect, but that might be the only way that the Verbena knows how to do it; conversely, a Son of Ether might use a bizarre healing device that seems coincidental. Same Effect, different styles; same result, different focus and mechanic.
Style Influences
People hang on to individual convictions formed through the hard knocks of life — tenets that are so central to their beings that they're lived as principles and taken to the grave. Such ideas spring from the ways that we survive: the things that help to shelter us, improve our lot in life and make the world bearable or brilliant. For some people, these core ideals are so strong that they touch on spirituality, altered consciousness or pure, unadulterated inspiration. These devout passions (the rituals, emotions and faith) are the foundations of magical styles. The belief in these sacred forms gives them power and makes them magical.
Magic stems from the elements of the mundane that draw connection to the universal. If gods are simply cosmic elements given familiar masks, then foci and paradigms are just incomprehensible powers attributed to finite keys. Such items and rituals may have power of their own, but mages go beyond intrinsic properties. Instead, mages create their own forms of magic and give new powers to old forms through their personal understanding. Science and superstition have power, but mages have the capacity to create power.
At first, mages draw their inspiration from their own cultures. The habits and traditions with which a mage was raised determine how she sees the magical world, what she believes has power and how she works her Effects. With time and effort, the mage may overcome these blinders, realizing that there is no One Truth, but rather that everyone has his own truths. From there, the mage may well abandon the shackles other foci and her heritage... or she may not. Pride and the conviction that one's way is the only right way are powerful chains.
While you work up your mystic's background, you should also determine her personal style. Depending on where and how the character was raised, you'll find different magical inspirations. Even two mages of the same Tradition with the same mentor will have uniquely individual styles.
The conditioning of life itself is more powerful than any abbreviated few months of magical training. Determine your mage's individual version of the truth and why she has faith in the elements of magic that she uses.
Foci
In simple terms, a focus is a concentration aid. Foci are thus the items, rituals and practices that mages use to tap their magical power. A focus may be a totally mundane object or ritual, with no power of its own, but because the mage believes not only in the focus' power but in her ability to use it, the focus opens the door to magic. A novice mage can sense the power of magic just out other reach. Through a style and a set of foci, that mage learns a way to channel that power. With time and experience, these foci become second nature to the mage, their power so carefully carried and understood that the mage considers the foci extensions other own will. At length, the mage may come to understand that ultimately the foci were simply a way to express magic, but that the magic comes from within herself.
Each Tradition lists a series of different sorts of foci that are commonly used. A Tradition mage can use any of these foci for the appropriate tasks. It's all a matter of figuring out how the focus would stylistically fit with the magic. If one focus doesn't seem appropriate for your ritual, pick another one! Of course, some foci have better resonance, some mages are better with some foci, and some foci might also be Wonders with powers of their own. And, of course, there's power in uniqueness. If a focus is one of a kind, tied to the mage in some special way, it has more power.
Standard, Personal and Unique Foci
Since every mage has a unique style, every mage also has a unique set of foci. For some, it's enough just to bring together a few necessary tools. Others rely on personalized items or even specially crafted and totally individualized foci. A more specialized the focus gains more power, but it also limits the mage more.
A standard focus is just a normal ritual or object that the mage uses to do magic. If your mage uses magic circles, candles, martial arts or concentration, techno-toys, whatever, then any sample of such things will do. The mage simply needs a representative object or action to act as a focus. These sorts of foci are generally representative of the Tradition as a whole.
Personal foci are the specific tools with which a mage studies the keystones of her Spheres. When you build your mage character, decide on a specialty focus for each of her Spheres. That particular tool is one with which the mage is very skilled. In all castings where the mage uses the specialty focus, you get a one-point break on the difficulty, making the spell easier to cast. Your mage can still do the magic in other ways, she's just better in this one special form of casting. Therefore, your mage can rely on all the normal, standard foci for all other Spheres, but her training gives an edge when she uses the sorts of tools that she knows best.
Lastly, unique foci are literally unique items — handcrafted or personally invented devices or individualized, used-only-once-ever rituals. Such items have a great deal of power for the mage because they are tied to her so intimately. Obviously, a unique focus works best for the mage who made it. Only the mage who actually invented the focus can reap its benefits. Like a personal focus, the unique focus gives a difficulty modifier of one in addition to other modifiers. If your mage uses magical candles as a personal focus for Mind magic, and she handcrafts a candle specifically for the purpose, the use of that candle gets the bonuses for both its unique status and for being a specialty focus.
However, a unique focus is irreplaceable. If a mage's unique focus for a Sphere is lost, broken or destroyed, the mage may have difficulty coming up with a replacement. Often, a mage needs a specific unique focus to work certain types of magic. If you have chosen a unique focus for your mage and that focus is lost, destroyed or used up, then the mage must perform all magic in that Sphere as if attempting to surpass a focus. You can't have a benefit without a commensurate downside, after all. This penalty can only be overcome if your mage manages to make or acquire a new focus, or if your mage achieves sufficient enlightenment to abandon foci for that Sphere.
Surpassing Foci
Mages may sometimes be placed in dire straits where they may not have time or means to complete their rituals with all their foci. When the mage really needs to get the magic going but just doesn't have the tools, she relies on sheer guts, determination and force of will.
If your mage is caught without a focus, she can still attempt a magical Effect that would normally require a focus. She grits her teeth, summons up every ounce of magic that she knows and tries to make something happen. You need only spend a Willpower point in lieu of using the focus, and the mage can try to make it happen!
Of course, when a mage draws on magical energy by the seat of her pants and without the aid of her familiar tools, it's much harder to direct the power and much easier to screw things up. Attempting to surpass foci imposes a difficulty penalty of three to the magical feat roll. Eventually the mage may achieve enough enlightenment to overcome the foci totally, but her belief in her own need makes it more difficult for her to do magic unaided in the meantime.
Note that, because of their utter dependence on physical props and material tools, Technocrats and Technomancers can't do this trick at all! A Virtual Adept, Son of Ether or Technocratic mage must always use the tools of his trade, at least until he develops the enlightenment to overcome his need for foci completely.
Abandoning Foci
With great effort and enlightenment, mages can eventually escape the limits of their tools. A mage who's broadened her horizons to understand other forms of magic eventually realizes that the magic comes from her own will and dedication. From there, the mage may eventually find the wherewithal to put aside the tools and become the magic.
Although mages need foci during their early stages of training, they can overcome this need eventually. In game terms, you can abandon the foci necessary for two of the Spheres that your mage knows once your mage reaches Arete 6. For those two Spheres, the mage can cast spells without the use of foci at all. Every additional point of Arete opens up two more Spheres to use without foci, until at Arete 10, the mage doesn't need any foci at all. If your mage performs Effects using multiple Spheres, she must still use foci for any Spheres that require them, but in those chosen few where she's achieved a real breakthrough in understanding, the power comes solely from within.
Of course, using the same familiar tools is still helpful. You get a bonus difficulty modifier of one if your character uses unnecessary foci. This bonus applies only if you're creating an Effect that relies solely on Spheres that no longer require foci, but your character uses them anyway. If the Effect is a conjunctional Effect that still requires foci for any of the Spheres, you can't claim this bonus.
Even Orphans and Hollow Ones have their foci; they just tend to have a broader range of props and the ability to learn from and incorporate styles. Orphans and Hollow Ones thus get the opportunity to use the standard foci from just about any Tradition that they can study. Conversely, though, they pay for this broad range of skill by taking more effort to develop the Spheres. If you're trying to find multiple ways to do things, it'll take more study.
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It's much easier to be different when there are other people, different just like you, around. Mages are certainly no exception. Those mages grouping together to share common mystic principles developed their own council and unified system of magic. From the roots that they've handed down, they have established magical Traditions. The Traditions have their disagreements over theory and style, certainly, but they have found, especially lately, that it is often more productive to work together — at least on the surface — toward their common goal of defense against forces that would destroy magic and myth.
The Council of Nine, made up of one member from each established Tradition, serves as the official governing force of the Traditions. The Council's purpose is to guide the actions of the Traditions as a whole, to serve as a watchdog for mages' activities and look out for the well-being of mages and Sleepers alike. In truth, the Council has little effect on the dally life of the average Traditionalist. Its ideals tend to filter down to individuals; its active goals tend to be achieved by small groups of disciples taught by mages close to the Council.
On an individual level, the Traditions serve a variety of purposes in a mage's life. The Traditions help a mage to learn, give her moral and magical support and help her understand and define the structure of her beliefs. A Tradition mage can also expect to be part of a group of people who will back her up and shelter her in sticky situations. On the other hand, Traditions usually expect their members to be helpful in return.
In the modern age, the Traditions hold dear the various practices of magic handed down from many cultures and legacies. All believe, however, that it's important to keep magic alive and to give Sleepers the choice of a magical world. From the highest seats of Tradition thinking in the Horizon Realms, to the individual apprentices who dream of a better world, the Traditions defend a world where people can believe in wonder, mysticism and spirituality. The Technocratic Union has no room for such vagaries, and the Masses have chosen to live in a safe and static world.
Not all mages choose to become part of a Tradition, however. Some prefer to work and live by themselves, figuring out solutions to their problems and celebrating success alone. These Orphans don't get the benefits of being part of a discrete group, but they don't have to deal with the more difficult parts of being social, either.
Mind, body and spirit are all part of the larger whole of the person, just as the person is part of the larger whole of the universe. Identity, division and conflict are illusions. When the mind and body come into harmony, the soul follows. When the individual does not resist the universe but moves within, he embraces his nature. From these philosophical roots came the Akashic Brotherhood. By honing the body, the Brothers make, a temple for the mind; with the refined mind comes understanding of the spirit. The Brotherhood uses simple tools — exercise, meditation, practice and study — to refine the simple man into a brother of knowledge.
Background
The philosophical and historic roots of the Akashic Brotherhood lie in the beginning times when all people lived in harmony. The first Akashics learned their skill in Do from Dragon and Phoenix, and they disciplined their bodies and their minds through the balance of movement and stillness. As the earth turned and more people came to live near the All, the All fractured and became dissonant. The balance between mind and body, motion and stillness, was disturbed, and the ones who would become Akashic Brothers retreated into mountains, caves and forests to continue their study of balance through Do. Martial arts and exercises perfected the body while rigorous disciplines, chants and prayers cleansed the mind.
As the world fractured and people took up dissonant paths, conflict came in several forms to the Brotherhood. The earliest artificers brought the first vestiges of technology to humanity, thus turning people from their relationship with the immaterial world and strengthening the barrier between the physical and the spiritual realms. Tools encouraged people to focus on only the things they could touch and forget that there was ever anything else; material goods became a goal and replaced the natural fulfillment of personal accomplishment. Even within the Brotherhood, young students took up the study of Do but failed to understand the relationship between philosophy and physical prowess. These warriors saw the Brotherhood's physical skills as an end, and brought disharmony to the group and its relations with others.
Later, Akashic conflicts expanded to include another group of Awakened humans, a band of mages who saw reincarnation as their duty. The Brotherhood did not approve of mages who took into their own hands the power over life and death, and the Brotherhood warred against the death mages — who would later become the Euthanatos — for 300 years. The war left both Traditions scarred, although neither has entirely forgiven the other for the centuries of bloodshed, they have learned from each other. Neither Tradition (as a whole) jumps quickly into conflict.
As the spiritual philosophies of Buddhism, Taoism, Shinto and similar religions spread across Asia, the Brotherhood followed. The Shaolin monasteries of China housed their members, as did the mountain-dwelling hermits of Japan, the cloistered priests of Tibet and the mysterious mystics of India. Many Common people adopted Brotherhood beliefs in everyday life. This groundswell of common support became the Brotherhood's bane: organized nations, harsh rulers and secret societies resented the Brotherhood's liberating influence on the Masses. Eventually, the Brotherhood found itself embroiled in wars as armies and governments sought to destroy its influence. The Brotherhood's holdings were broken and its members scattered. Hierarchical societies and caste systems, combined with a focus on material living, turned people against the Brotherhood's self-empowering ways.
Still, as an organization devoted to the improvement of the individual, the Akashic Brotherhood survived. Wandering priests here and there kept the Brotherhood's ideas alive while the teachings of the Tradition remained a part of many cultures and families. Technocratic influence may have destroyed the Brotherhood's material strength, but that was never its focus — the Brotherhood's true power came from the soul of humanity.
Those who needed guidance, who felt the calling of Do, found the Brotherhood. Independent of the modern desires, structures and possessions of the technological age, the brothers and sisters could not be trapped or deprived of the light they kept within.
To the modern Traditions, the Brotherhood now embodies the balance between violence and peace, understanding and conflict, in which the Traditions themselves remain embroiled. The Brotherhood's roots are spiritual, so they cannot be slain with bullets, money or laws. The Warring Fists use their incredible prowess to battle the enemies of the Traditions, while their teachings preach the Ascension of each individual through righteous action. As the modern Renaissance of martial arts and Asian philosophy blends with 21st-century culture and technology, the Brotherhood seeds itself once more in the hearts of common people everywhere.
Organization
Structure in the Brotherhood is loose; enlightenment and destiny are recognized as steps along the path, but all living things have virtue and value. To the Brotherhood, the idea of placing one thing or philosophy over another is a false division. Therefore, while Masters are respected for their insight, they do not exercise any real weight of authority — they are simply credited for their insight. Akashic acolytes come from all walks of life, but all study the Akashic way of leading a pure and simple lifestyle, at least to some degree. As a Brother progresses to a simpler and more unhindered state of Do and a greater Arete, his accomplishments are recorded and his teachings distributed so that all may benefit from them.
Factions
The Akashic Brotherhood is not made up of Shaolin priests only; neither does it exclude Caucasians or any other group. True, the focus of the Tradition is mainly Asiatic, but the search for balance and understanding is universal. Buddhists, Confucianists and Taoists make up a good percentage of the Brotherhood's ranks. Atheists, pagans and even Christians are welcome — any enlightened soul seeking to find harmony and study the way of Do can become a Brother. (Incidentally, the term Brother is not a slight against the female members of the Tradition. Akashic Brother is simply a title for someone who studies the ways of Akasha, and it is intended to carry no gender bias.)
Although the Tradition seems peaceful on the outside, it is not so from the inside. Disagreement thrives within this Tradition as well as it does within the others. The greatest divisions in the Akashic ranks arise between the younger members who want to make war on their enemies, the Masters who seek only enlightenment and the newly initiated members of the Wu Lung Craft.
Heavily traditional elements make up the Shi-Ren, or "benevolent aristocracy." Legalists and political elements who desire greater Akashic influence in worldly affairs form the basis of this group. According to the Shi-Ren, Brotherhood ways can only continue to fade into obscurity if the cultures that spawned them are pushed into history. Although many modern Shi-Ren do not honestly believe that a return, to Imperial China is possible, they do feel that it's important for the Brotherhood to maintain a stake in modern politics and culture. They stress the teaching of history and the roots of the Brotherhood; many have Pattern Essences. These Brothers study Mind magic intensely, push for better organization and serve as a public face in diplomacy and political struggle.
In direct counterpoint to the traditional members of the Brotherhood are the Li-Hai, who subscribe to Mo Tzu's philosophy of utilitarian morality. These Brothers believe that ancient traditions force the mind into a false sense of morality, one that is not guided by pragmatism.
Groundless traditions then cause people to take harmful actions. The Li-Hai argue that all morality must stem from reasoned analysis of what is utilitarian and what is harmful, and they seek to abolish old traditions that no longer have relevance in the modern age. These Brothers feel that the Brotherhood needs to modernize, to accept new ideas to approach the changing world and to learn to work within the systems of tools promoted by scientific society. Although these Brothers continue the practice of Do, they discard elements of Akashic magic that stem from old tradition.
Instead, they seek to meld Do and the Akashic Record into a modern, rational approach to health, morality and personal advancement.
The Kannagara are ascetics who uphold many old practices within the Brotherhood. These monks' take on difficult ordeals to purify themselves and to strengthen themselves physically and spiritually. All members of the Brotherhood use such techniques to some degree, but the Kannagara believe that the right mind and right soul can only come through right action, and that such action stems from ritual, hardship and practice. Most Kannagara remain cloistered away in Akashic retreats, where they practice daily prayers and devotions. They sometimes journey to the outside world as well, in order to see that which they hope to surpass. As Brotherhood retreats fall to modern expansion or tourism, and asceticism loses popularity, the Kannagara slowly dwindle.
Mystically inclined Brothers form the Jnani, a group of yogis who follow various forms of Shinto and Tibetan rites in order to develop
spiritually. As monists, the Jnani hope to reconcile the consciousness of the self with the Avatar (which they term the "Buddha-Mind"). Through practices of yoga, tantra, prayer, chant and the ubiquitous Do and meditation, Jnani seek unification with the absolute principle of reality. Instead of seeing reality as malleable, they believe that it stems from one core principle, and that all other veils of illusion stem from the inability to reconcile the self with the absolute principle. These monks engage in spirit -questing, and they seek out internal wisdom to remove the boundaries between the self and the Avatar. Naturally, they command potent Spirit magic. However, they also retain many unusual libraries and practices unknown to much of the rest of the Brotherhood. Rumor says that they have long held several hidden monasteries and that they keep secret catacombs deep beneath the Earth, where one can find passage to Horizon Realms or discover ancient places of power that tap into the consciousness of the absolute.
Young and hot-blooded warriors in the Brotherhood join the Vajrapani, or "wielders of the Diamond Wand." To them, enlightenment is like a diamond: hard, unyielding, containing only reflections of the outward world. The Vajrapani give the Brotherhood its moniker as "Warring Fists," for their title stems from the term for both "diamond" and "thunderbolt," whilst the diamond wand of their namesake is the metaphor for supernatural power. These Akashics argue that the Technocracy can be defeated only through powerful action, and they use Do as their weapon.
Interestingly, the Vajrapani stem originally from a metaphysical feminine principle, but this fact does not limit membership in this political faction. Indeed, being a Vajrapani is often more a matter of a young and impulsive student getting labeled as such by a mentor (or recognized as a kindred sort by other young warriors). Vajrapani work to develop their martial prowess, and they often seek out conflict with the perceived enemies of the Brotherhood. Older members sometimes drift into other factions, but some do remain active as warriors — the Tradition must have its defenders, after all.
Lastly, the Wu Lung, the family of the Dragon, are a separate sect of mages who allied with the Brotherhood very recently. In the past, the Wu Lung and the Akashic Brotherhood fought for dominance over traditional China. Today, with their greatest leaders slain and their heritage diluted by modern China, the Wu Lung have been forced to set aside their grudges and ally with the only remaining inheritors of China's ancient culture.
The Dragon Wizards practice a rigorous and bureaucratic style of magic reminiscent of China's old imperial days, complete with ancestor worship and careful appeasement of the heavenly spirits. Both Brothers and Wizards still seek a means to reconcile their disparate beliefs, using their common roots for a basis. Still, there's a long way to go. The Wizards even practice their own martial art separate from Do. It seems that their faction in the Brotherhood will remain a rather disparate part, forced by circumstance to bow to the greater weight of the Brotherhood in the Traditions. The imperial bureaucrats study primarily Spirit magic so that they can commune with ancestors and answer the mandates of Heaven properly.
Philosophy
A return to simplicity lies at the heart of the Brotherhood's beliefs. Humans clutter up their lives with unnecessary and extraneous objects and desires. How can one understand the natural harmony of the universe by trying to grasp it, own it or control it? The natural place for every individual — the role of Drahma — is apparent when one is not blinded by the illusions of greed, desire and power. The exercises of living give a soul the chance to experience the universe in manifold forms, and so the individual should take this opportunity to gain insight by developing a harmony with the All. Each life is just a step on the greater wheel of Drahma until the individual releases himself from the chains that he forged with his own beliefs and desires.
Failings
Subtlety and Zen-like calm are among the Brotherhood's strengths, but they are also a great weakness. Because the order focuses so closely on personal growth and individual enlightenment, its Masters have no connection to the individual student's personal paths to understanding. Instead of being able to help an Initiate move toward wisdom with lessons or suggestions, most Akashic Brothers can offer only rote physical training, cryptic passages in old books or puzzling idioms that are supposed to lead the student to her own revelation. Some apprentices don't learn well without close guidance, and some mages are unable to move beyond a certain point in their development without help.
The masters can't tell their students what it is they're supposed to be learning, or where or even how they're supposed to find it. As a result, the Brotherhood loses a disproportionate number of young mages due to simple frustration. The ones who do stick with the Tradition are making some attempt to counteract this Zen disease, but they are struggling against the immense weight of time and long-honored tradition. The Brotherhood's very individualistic belief that all people must find their own path paradoxically makes it difficult for the Brotherhood to do more than give aspiring mages a few simple tools. The Masters cannot teach the way to enlightenment, they believe, since each person must find a unique path. Those who are enlightened cannot explain their sublime understanding; those who aren't don't know how to start. The Masters point the way — it's up to the students to follow it, but only if they can understand it.
Theories and Practices
The Akashic Brotherhood keeps its soul in the pages of the Akashic Record, a collection of all of the experience of all Akashic Brothers over all time. Its pages may be paper and ink, but the book is reflected in all levels of the world, spiritual and material alike. Legend has it that it was originally begun by the Ascended Avatar named Akasha, for whom the Order is also named. The Record serves as an inspiration and meditation for the Brotherhood, allowing the mages to access past experience and wisdom. The Record is not, however, a book to simply be read. It presents knowledge in such a manner that the seeker will not forget, in puzzles, riddles, loans or short passages that seem mundane. By diving into the Record, a Brother can relive the experiences of the past, sometimes even coming forth with elements of his own past lives.
The soul of the Brotherhood is in its Record, but for the body and mind there is Do (pronounced "doe"). Literally "the Way", Do is the art of training the body in order to achieve a peaceful mind. Do is the essence of martial art, the root of more mundane arts — its movements allow Akashic Brothers to perform feats that combine physical, mental and magical precision. However, Do is more than just a fantastically deadly fighting style and physical discipline. It is a style of living, a means to develop the fullest potential of the human body by moving harmoniously in natural cycles. Do stylists practice proper balance in nutrition, exercise, sleep, thought, creation and destruction, all guided as important parts of a greater whole. Ultimately, the Do practitioner brings his body and mind in harmony with the natural flow of life, unhindered by the artificial constructs of development in a world cluttered by extraneous material.
Do pervades every aspect of the Akashic attitude toward magic. As there must be right thinking, right speech, right understanding and right action, there must be right mind in order to achieve right body and right living. Thus, the Tradition studies Mind as its primary Sphere. Without that one block in place, nothing else can be aligned and the mage — or her opponent — is as hampered as she would be with no body. All Akashics thus study Do in some manner, be it through difficult martial arts, internal questing or quiet meditation. Although Do is the primary structure for Akashic magic, many Brothers add other practices to focus their energy. Like Do, these practices are often Asiatic in origin — feng shui, meditation and calligraphy are excellent ways to direct chi — but all are designed to unify and direct motion and thought toward a goal. The spiritual and magical worlds are not far removed from the physical world. The balanced and enlightened man can, in time, access all layers of the universe.
Still, many Akashic Brothers fail to understand the dichotomy that their Tradition teaches. Convinced of the tightness of their cause in harmony with Do and the universe, warriors of the Brotherhood try to fight or force others into their mold, never realizing that in doing so they turn human against human and create disharmony instead of healing it. The aptly named Warring Fists thus fight a constant war against the elements they hold repugnant. Yet in doing so, they promote the very violence that their teachings despise. For many, enlightenment comes only later, and these monks retreat from the world to find peace instead of conflict.
Specialty Sphere: Mind
Common Foci: Chimes, incense, meditation, prayer sashes or flags, purification rites, weapons
The Celestial Chorus is one of the most misunderstood Traditions of all the Nine. Although it is a religious Tradition without question, it does not focus on one religion over another. The One and Prime that the Chorus reveres transcends any single congregation's deity. All humanity is part of that cosmic song, the glorious radiance of Pure and Prime. When humanity is united again in this reverence, the Prime shall be whole again, the song manifest and the universe healed.
Background
Like the Akashic Brotherhood, the Celestial Chorus holds that it is one of the first Traditions, not necessarily in its current form but as the embodiment of a philosophy and an exaltation that has been part of the universe since its creation. The Chorus's roots stretch to hymns and exaltations that can be traced back thousands of years; its actual existence as a Tradition dates to approximately the time of Ikhnaton. Since then, though, the Chorus has had an incredible influence over humanity's history, not least because the Tradition fervently maintains that its duty is to protect Sleepers and guide them toward Ascension through the knowledge of the One.
From the earliest days, the Chorus has urged people to seek the song that unites them in contemplation of a better form, a celestial harmony. In some times and places, the Chorus led by example and founded tolerant, accepting and hopeful religions. In others, the Chorus went awry, bringing forward its vision of One through a single way that brooked no deviation. Alternately hierophants and heretics, the Choristers looked to the inspiration of something greater than mankind, a creative force that could unify all people under its influence.
Unfortunately, the Chorus is not always pure and right, not even in its desire to help. The many experiments of the Chorus in fostering a "true way" opened the door to dogmatic schisms with the intolerant medieval churches of Dark Ages Catholicism and Islam. From roots with Grecian and Roman temples, the Chorus slowly evolved into a form closer to the Catholic Church. All Choristers learn about the group's involvement in the Inquisition and in both sides of the Crusades. Although the ideal — keeping the world safe from dangerous influences — may have been there for the Inquisitors, their fervent belief got in the way of their sight and their better judgment. New Choristers are cautioned to keep their minds open, to remain focused on unity and to remember that all paths are trod by the One and Prime. Initiates also learn about the Tradition's ties to the Cabal of Pure Thought, a small group within the New World Order. Although the two groups started out as one, the Cabal of Pure Thought refused the idea that all people, regardless of faith, could be part of its One World.
It was the split of the Cabal of Pure Thought from the Chorus that many believe led to the downfall of the Tradition. Although their power was prominent in the Middle Ages, many Choristers came to be regarded as heretics for their schismatic acceptance of other beliefs as equally valid paths to the One, while some clutched so tightly to their views that they fought even their brethren. The uncompromising drive of the Church, combined with its corruption by material greed, drove people to embrace the Cabal of Pure Thought's ideas of empowering the masses of humanity instead of laboring in hopes of a better afterlife. Eventually, the power of faith waned as the Order of Reason rose. Members of the Chorus fled the crumbling pillars of the Church, as often hounded by churchmen swayed through the Order's material gifts as by the Order's own soldiers.
As the clouds of Reason and Technocracy gathered, the Chorus sought shelter in sub-groups, lay communities, mystery cults and minor offices.The broken back of religious belief could no longer support the Chorus, and members had to hide their miracles amongst the Masses as leaders or supporters of tiny groups. The Chorus' vision remained focused on a holy communion, a Sacred City wherein all humanity could unite its voice in harmony with the Song of Creation, but the goal slipped slowly from their grasp. Ironically, only this common defeat could truly unite the Chorus' disparate factions, and even today they retain a suspicious and guarded relationship within the Tradition. People still want to believe. There is a need for something greater, a desire that the Chorus answers in people, and the Chorus fans the flames of faith from that tiny spark of questing.
Organization
The Chorus adheres to a structure more strict than that of any other Tradition except the Order of Hermes. The hierarchy is modeled closely after the early Catholic church, with a system of rank based on seniority within the Chorus, responsibility and magical ability. Communication is easy for the Chorus, because every junior Singer knows who her superiors and inferiors are, and he can pass information along. However, many of the Tradition's opponents point out that the system of rank encourages the Singers to forget their real purpose and focus on their upward mobility.
The point is valid — some Choristers are more interested in recognition than in helping others — but the Chorus defends its system. It's designed to teach new members and allow the more experienced ones to guide the Tradition wisely, they say.
The Chorus is filled with voices from all walks of life and all corners of the world. Anyone with faith in the One and a desire to help can become a Singer. Choristers don't even have to be religious to begin with; they can just have faith that there's something out there that's bigger than they are. It's more important that an Initiate have the desire to achieve harmony than that she believe a certain bit of dogma. However, some people are more drawn to this Tradition than others: Nurses, social workers, people with handicaps, clergy and teachers are likely to become Choristers.
Factions
Any number of factions make their home in the Chorus. Although the Tradition divides along lines of religion, it also sub-divides by different ways of approaching religion or seeking divinity. These manifold factions are, like the rest of the Tradition, often a loose collection of people who can agree on only some basic tenets. Indeed, more and more Choristers reject factionalism today in favor of a true unity among all members of the Tradition.
Living alone in the far places of the Earth, the Anchorites seek individual wisdom and salvation. The Anchorites do not so much make up a faction as they do a group of individuals who reject the traditional structures. Each one seeks a personal commitment to the divine. Rarely, they interact with the "real world," but most find that the material world is a corrupting influence and they are quick to return to their hermitages. In their communion with wild places and unknown entities, many Anchorites develop a strong connection to Spirit magic.
Conservative Choristers tend to work along Septarian lines. These members decry the Chorus' work with the other Traditions, claiming that the influences of other mages dilute the sacred song with discordant technology and heretical magic. Only the Chorus, they claim, has a true vision of unity. Although their influence is not strong within the Tradition — the Chorus already has too many enemies to go about making more — many Choristers share at least a little bit of their reservations about the works of other mages. Septarians study Prime magic as they purify their souls to come closer to their own vision of unity with One.
The opposite group to the Septarians is the Latitudinarians, who argue for a total restructuring of the Tradition along less Catholic lines. The Latitudinarians believe that the Chorus' medieval structure is too confining and too exclusionary, and that the Tradition must change to accommodate not only other religions but the belief structures of other Traditions as well. Each Latitudinarian has a personal belief of what is and isn't acceptable, of course, but they all agree that the Tradition should assume a more open structure, a greater degree of debating freedom and a higher tolerance of other Traditional magic.
The most open of the Choristers are usually Monists, who seek a single unified church. How can the Chorus bring about a unity of mankind if it can't achieve unity within its own ranks? The Monists try to reconcile the differences between other factions and religions, making allowances and compromises to build a unified church. Their goal is not to follow any one dogmatic stricture of a "right and true" way to approach divinity, but rather to open the doors to all understanding of the One as equally valid. Although they meet with considerable opposition, the Monists are persuasive and very tolerant for their Tradition, and they excel at finding allies among disparate groups. They work with the Prime element as a means to exemplify the common roots of all Creation.
The Alexandrian Society seeks a reconciliation of religion with science, by bringing scientific thought into the fold of religion. To them, the process of discovery and inquiry is a sacred search itself, and the scientific disciplines are part and parcel of the search for divinity. Although sometimes accused of harboring elements sympathetic to the Technocracy, the Alexandrians believe in each individual's right to find a balance between science and faith. Furthermore, they denounce the Technocracy as a sterile and soulless creation. In studying science, the Alexandrians develop their understanding of Matter, to learn how it reflects qualities inherent to divinity.
The Sons of Mithras make up a small but militant faction, that embraces the early Roman cult of Mithraism. These' soldiers still hold some grudges against the Chorus for the persecution of Mithraism by Christianity, but they serve as stalwart defenders of the Chorus, believing that all have a claim to security in the quest for the divine. Sons of Mithras are still a bit of an underground cult, but they are at least recognized by the modern Chorus. Most Sons study Forces as a manifestation of Mithras, their god of military might.
Children of Albi are essentially the remnants of the Albigensian movement from the days of the Crusades, who cling to the notion that the material and the divine are separate worlds and that only a rejection of the material can allow transcendence to the spiritual. As with other groups that were persecuted during the Crusades, the Children hold a hesitant membership with the Chorus. They hold a prominent-division between Church and State, believing the State to be of the material (and thus corrupt) world, and they adhere to sacred scriptures that later Christianity discarded. Children of Albi also study Prime magic to master the secrets of the hidden and holy world in contrast to the corrupt material world.
The Nashimites are a Gnostic cult with views similar to the Children of Aibi but stretching back even farther. To them, the One holds the capacity for all the elements of creation, and the course of living souls determines its will. Thus, the Nashimites believe in the possibility of a truly maltheistic divinity, for as mankind's soul becomes corrupt, so too does the One fall from purity. Naturally, Nashimites work to spread the ideals of light and compassion to as many people as possible, hoping to raise the souls of all mankind to a higher standard so that the One follows and brings the universe to a better state. Like the Children of Aibi, the Nashimites study Prime magic to discern the state of the One.
As perhaps the most mysterious and schismatic group, the Knights Templar rejoined the Chorus only recently. Although they protect fiercely their old ways of Christianity, they also hold to unusual rites passed down through the ages and have a conspiratorial structure. The existence of such a structure is not surprising considering the historical "end" of the Templars at the hands of a church and ruler that denounced the Knights simply to seize their money. Modern Templars are warriors of faith who bear arms to defend their Christian teachings, battling the enemies of Orthodoxy and the Chorus. Some Templars still refuse to associate with the Chorus due to the Tradition's acceptance of other religions, but most see the Technocracy as the greatest betrayal of humanity's divinely granted capacity for thought and free will. While other Choristers seek a unification of humanity in pursuit of the divine, the Templars battle for righteousness with unparalleled zeal, supported by their magical swords, hereditary armor, submachine guns and military training! Not surprisingly, Templars master the Sphere of Forces, manifested as the veritable Wrath of God.
Philosophy
Nothing so defines humanity as its capacity to strive for the divine. On some level, every individual is aware of this spark, this higher ideal, this greater power. Even the most evil and depraved monstrosity recognizes this divinity, if only through its deliberate rejection, but unity wails for all.
Just as the splintered shards of the One are scattered throughout the world, so too do humans seek a unity of purpose that will rejoin them. The purity of song joins many voices together as one, in a greater harmony that unites them all and creates something new and beautiful that no single voice could make. From such a chorus, here comes a song of a glorious whole. Even strife and discord are washed away by the greater song. So, too, can all humanity be united when the greater unity brings peace, understanding and divine grace to everyone.
Failings
The failings of the Chorus are as obvious as its strengths. On the surface it might look like the Chorus is made up of a horde of humming people who all agree that there is one deity and that the deity is the One and Prime. However, the divisions between the various religions within the Chorus remain. Catholics and Anglicans still argue, Jews and Muslims still don't quite trust one another and every group has a problem with at least one of the others. They may all ultimately decide that they worship the One, but they can't quite shake their individual religious ideas. Of course, this weakness lies directly in the way of the Tradition's goal of unifying humanity. If they can't agree on their own philosophy, how can they possibly lead all people everywhere into harmony with each other? It is an ironic twist that a Tradition devoted to unity should have a history so scarred with conflict and oppression in the dogged conflict over the form that unity should take.
Theories and Practices
The base creed of this Tradition is that of the universal Aum, the song that was sung before time was time. The One began a song, and that Song split into the infinite harmony that is all of the children of the One. Sleepers and Singers — as the Chorus calls its members — alike are children of the One, and all are part of the Song. Although the Tradition appears to be made up of only Christians, it has many other faiths within its ranks as well. Jews, Muslims, Buddhists and Pagans also join the Chorus. They continue to practice their religions while understanding that the names they use for their gods are part and parcel of the One force that is the source of all divinity and light.
The strength of this Tradition is its devotion to its highest ideals. The ideal Chorister is everything that a good Christian, a good Muslim, a good Jew or a good Pagan should be: kind, compassionate, strong, faithful and altruistic. Choristers are dedicated to helping their fellow humans, both Sleeper and Awakened, and they stand up against oppression and hate. This Tradition might be peaceful, but it is definitely not-nonviolent. Holy war is still war, and holy warriors are terrifying on the battlefield.
Magic is the will of the One, and the singers simply open themselves to it. They become channels for the Song and allow the flow of harmony to fill their spirits and their voices. No human can do more than guide the direction of magic. Mages are simply the hands and the fingers of the One and Prime. Song is the great symphony of creation and a Chorister can release that symphony, if only for a moment, through the mortal vessel as it becomes one with the divine. Because Choristers focus so strongly on a meta-magical and meta-religious idea, their area of expertise is Prime, the Sphere that deals with the very fabric of the universe. Prime is the direct magical manifestation of the One.
On a more physical note, Chorus efforts often take the shape of common church functions, like soup kitchens, free medical clinics or caring for the ill and lonely. If people have their material needs fulfilled, the mages reason, they are more inclined to be generous to their neighbors. Also, it's easier to spread a message to people when the messenger is actually among the people. Standing in a pulpit is fine, but it isn't going to reach the people who really need to hear the song. The fact that they're leading by example is also central to the Choristers' approach to encouraging Ascension.
Specialty Sphere: Prime
Common Foci: Song, candles, prayer, bells, incense, holy symbols
Many Initiates come to the Cult because of its reputation as a continual party. Popular opinion has it that sex, drugs and rock-'n'-roll are what the Cult is about. When the mages get to the party, though, they find out that there's a very specific point to all the revelry. The Cult of Ecstasy does use things like drugs and music and even sex, but they're just means to an end. The point is to achieve a mental state that transcends the physical world, a trance that allows the mage to see beyond his normal experience and go outside all the lines that keep most people and mages penned in.
Cultists take the word ecstasy in its original meaning: a sudden, intense rush of feeling that catapults the subject into an altered state. It doesn't have to be a pleasant feeling, but given a choice, most Cultists definitely prefer it that way. The Cult of Ecstasy breaks down barriers and self-imposed limitations to give people a rush of eye-opening experience.
Background
Ecstatic quests for transcendence — and the Cult of Ecstasy itself — have a long history, from the Bacchantes' dances and the Sufi Muslims' whirling to aboriginal vision quests. Drugs, pain, hunger, intense sexual stimulation, dance and music are the traditional tools for achieving a trance state, and the Cult hasn't really seen the need to change any of them. Members of the Cult have always been visionaries and rebels, even more so than other mages. Prophetic and insightful, they expanded their minds through exhausting ritual and dangerous substances, all in the pursuit of ultimate awareness.
The Cult's early incarnations spread from mystery visionaries in the Near East and India. There, seers learned the power of altered mind states through dance, music and simple drugs. Entire communities took up the whirling, fatiguing practices of seers, while in other areas hermit-like proto-Ecstatics lived as mystery men who uttered cryptic pronouncements and lived apart from the press of mundane humanity. In both cases, the roots of the Tradition came together with people who broke down their own boundaries of perception and comfort in the pursuit of wisdom.
By the Renaissance, the Ecstatics had become recognized by the other Traditions, who labeled them Seers. Ecstatic practices in mad, frenzied passion distinguished them from the conservatism of the times, yet their uncanny knack for foresight let them arrive in the right places at the right times. These Seers embraced the whole of human experience, equating passion with divinity and discarding the stifling mores of the Church. The Seers would accept no limits — not from themselves, from society or from any gods. This liberation both fascinated and terrified the more conservative Traditions, who alternately reviled and wondered at the Ecstatics' practices and powers.
Although the Cult has undergone many changes of name — from Sahajiya to Cult of Bacchus to Cult of Ecstasy — its original focus remains. Cultists seek to surpass their notions of comfortable boundaries, to explode into awareness beyond human limits, to reach an ecstatic transcendence where their consciousness spans all time and space. Today, the tools are different, but the result the same. Music, dance, sex, exercise, drugs — anything that can be pursued to exhaustive, passionate explosions of feeling is fair game. The Cult thrives in the eternal second at the height of an elegant dance, the shuddering sensitivity of total exhaustion and the lateral thoughts of the opened mind. Its message comes to people through this music, urging people to cast aside their banal notions in favor of ecstasy, experience and their own mad visions.
Organization
Flexibility is the Tradition's greatest asset. Because the Ecstatics understand that no boundary is permanent, they are able to see that there are always new ways to achieve goals and new ways to live their lives. As a whole, the Cult eschews structure in favor of encouraging creative, often chaotic rebellion. New experience is good experience — even if it hurts, the mage has learned something about how not to do things! The closest the Cult comes to a formal structure lies in its Code of Ananda, the proverbs of bliss that teach joy, compassion, sacred emotion and respect for others' passions in a sort of ethical guide that encourages each Cultist to embrace the differences of others.
Unsurprisingly, the Tradition has little real structure. Individual mages don't have a problem working together — they prefer company, usually — but they don't see the need for a hierarchy or for too much organization. When something needs to happen, it will happen. If more than a few Cultists need to meet in order to solve a problem or come to a consensus, they do so in during a rare Tradition convergence. Chantry houses tend to resemble community hangouts, jam-session rooms or fraternity houses more than magical workplaces, and they're often inhabited by several Cultists and a handful of Sleepers.
Factions
The Cult draws more new mages than any other Tradition, at first, because of its reputation as a gang of hippies. The ones who stay, though, are visionaries, one and all. There's no real list of the types of people who become Ecstatic mages, because anyone can realize that they're not seeing all that there is to see. The only unifying trait Ecstatics share is the fact that they realize, even if they haven't yet Awakened, that limitations and boundaries can be surpassed. There exist a few small sects within the Cult, primarily of extremists or those who feel the usefulness of some organization.
The Aghoris are a centuries-old faction near Bengali in India, who practice mutilation, pain and destruction as tools to surpass the mortal body. By destroying the shell, they reason, they can encourage the growth of the soul. This rather extreme philosophy denies the Ecstatic Code of Ananda, and most other Ecstatics stay the hell away from these dangerous types.
In Europe and the Americas, some Cultists continue the decadent practices of the late Hellfire Clubs, moving in secret circles of "gentlemen's societies" complete with mutilating initiation rites, intoxicants and damaging drugs and painful mind-games and emotionally manipulative "pleasures". These Acharne move among all of the stylish -yet-pained subcultures, especially the modern Gothic movement, spreading their particular joy of damnation with an amorality that sets them apart from Cultists or Hollowers. They, too, see the Code of Ananda as weakness. They practice the Mind Sphere in their pursuit of emotional mastery.
The Hagalaz are a violent group of Nordic berserkers, rune mages and tricksters, sometimes with ties to other sorcerous societies that share their passions. Engaging in bloody rune-carving and dangerous traps reminiscent of the Norse deity Loki, they personify the madness that runs through the chaotic side of Scandinavian myth. These dangerous types see the modern world and its religions as weak, and they push to overthrow them with a more militant Valhallan society.
Consorting with the mercurial fae, the Fellowship of Pan indulges in rites of sex, drinking, and Muse-inspired poetry and debate. These Cultists maintain ties with the modern descendants of the fae and initiate their members through the wild parties of the satyrs.
Politically active Cultists often wind up in the Dissonance Society, a small group that teaches personal responsibility and ethics as a cornerstone for anarchic society. Members of the Society indulge in a wide range of criminal (sometimes almost terrorist) activities and argue for the overthrow of the stifling chains of society. Members of this group tend to have an intellectual streak, using debate and discussion as tools just as much as action.
The K'an Lu Taoists contrast with the Akashic Brotherhood as a sect that practices extreme passion and physical pleasure as opposed to the asceticism of the monks. However, the enlightened K'an Lu see the need for a balance between discipline and excess, so they too practice martial arts, meditation, trances and discipline. The contrast between discipline and chaos lets them cut loose from the limits of experience to open their doors of perception in controlled ways.
Modern Klubwerks (or "clubkids," or just "clubbers," depending upon who you ask) are Cultists who indulge in the mass consciousness of nightclubs and concerts. In the pressing throng of humanity sharing a common beat, these muses reach out for the primal pulse of the mob. To them, the heartbeat of many people moves beyond the mind of the one; the actions taken in the heat of frenzied dance reflect basic human impulse unfettered by reasoning or prudish mores. These dancers indulge in all of the club scenes, creating magic in the waves of humanity that throng such venues.
Philosophy
Ecstatic philosophy holds that all limitations are self-imposed. Humans build their own comfortable domiciles in both the physical and mental worlds. To surpass one's limits, one must move beyond the barriers of comfort and tranquility. Although sanity and safety are left behind, the true experience lies beyond — learning comes from new experience, not repetitions of old, tired things. Everyone must strive to push outward and discover their own new ways of learning about the world. The ecstatic state is just a mind open to new experiences because it's released from the confines of self-imposed limits. Once human limits are breached, the person sees beyond the horizon of human insight, to reach a truly cosmic consciousness. Tools like sex and drugs — the Kamamarga, or paths to ecstasy — just open the door. It's up to the individual to step through, to see what's on the other side and to keep on going past where even those crutches take her, to the heart of the Lakashim, the pulse that drives the world.
Failings
All of the Cult's understanding comes with a serious glitch, unfortunately. The Ecstatics' tools generally end up as crutches. If the mage doesn't pay attention to what she's really doing — looking beyond her mind and her life for answers — she runs the very real risk of becoming dependent on her focus to do magic in any way, or even just to live. And that dependency isn't just psychological. A lot of Cultists become addicted to drugs or absorbed by their chosen foci to the point that nothing else can get beyond it into their lives. Cult mages also fall prey to their own chaos. They rebel so hard, or they try to go in so many directions at once, that nothing ever gets accomplished. Chaos and rebellion must be directed somehow, or the energy just swirls around in a sort of tornado and does no one any good.
Theories and Practices
Each Ecstatic has her favorite tools. Some things just work better for some people than others. That said, though, many Ecstatics lean toward some combination of drugs and music. Music is the most powerful tool for changing perception, according to many Ecstatic mages, and it's the easiest way to really get in touch with the primal and spiritual energies within and without.
Even though the Cult of Ecstasy encourages the use of tools in achieving altered states, no Cultist would ever force drugs, sex or any other experience on another person. The point of such states is to increase understanding and empathy, not to kill it. No mage who has felt the pain of the Earth or of the child down the street could bring herself to hurt an innocent. Cultists aren't drug dealers and they aren't pimps. On the other hand, if someone comes to an Ecstatic looking for a new way to see his life, the mage will be more than happy to help him extend his senses in whatever way he's comfortable with.
Once the Cultist is enlightened enough, she can achieve her transcendent state without outside help. She begins to understand that the only tool that's really necessary to move beyond customary boundaries is her own mind. Few Ecstatics truly abandon their foci, but those few that do become sages — they know what the future might hold and they have a better understanding of the entirety of the universe than many mages of other Traditions. The trick is to wean the mage away from the thought that the drug, music or other tool is the experience.
The core of the Cult's approach to magic lies in the belief that the senses can be extended to include just about everything. Once the mage has experienced and understood a thing or a situation, she can reach out and adjust it to fit her will. Other peoples' perceptions can also be altered. Of course that door was always there; you just never noticed it before, right? Changing the way a person sees life or a particular instance is one of the Cult's best approaches to magic. Perception, after all, is reality.
Just as the Ecstatics surpass the boundaries of mundane thought and understanding, they also jump the boundaries of time itself. They understand that time is a human-constructed idea, just like ethics and language. Time remains the Tradition's particular area of expertise, and Cultists seem to have an innate understanding of and control over how they and others perceive the passage of seconds, even years. As a result of their constant gazing into five minutes ago and three days hence, they've developed a distracted look. People usually write this look off as a stoned expression, but the Ecstatic is more likely looking at who his lunch date will be tomorrow.
Specialty Sphere: Time
Common Foci: Music, dance, drugs, meditation, fasting, exercise
Spirit-talkers, animal friends, brothers to wind and sisters to Earth — these mages walk the boundaries between our physical world and the realm of dreams, gathering wisdom and skill from the spirits that are native to the earth, the sky and the water. Dreamspeakers are often pigeonholed as shamans, and the name fits. They are the intermediaries between humanity and Spirit, communicating between the two worlds, maintaining balance and keeping the relationships between the inhabitants of both realms in their proper state of stasis or flux. Of all the Traditions, the Dreamspeakers have the most difficult role and the strongest centering, grounding influence.
Background
In the beginning, there were people in all lands who knew the way to cross to the spirit lands and communicate with the totems of the land, tribal protectors and ancestor spirits. These people shared their wisdom with their tribes or their families, and they were magicians and medicine men among their own groups. They did not speak of the many other dream-walkers they encountered in the spirit realms, though, and they did not gather in groups often. When the Convocation came together to form the Traditions, the mages recognized that these people needed to be a part of the forming alliance, despite how primitive they seemed. The shamans who answered the call became the first Dreamspeakers.
Those Dreamspeakers who joined the Traditions found reason to regret it, though. From the first, the Eurocentric Traditions, led by the prejudices of the Order of Hermes, pressed all of the various spiritual groups into one cachet. The Europeans would not bother to understand the "primitive and inferior" ways of the many visitors and labeled diem all as Dreamspeakers. For their part, the Dreamspeakers saw the Traditionalists as selfish, greedy and power-hungry, unconcerned with the sublime aspects of spiritualism and nearly as bad as the Order of Reason. Only the strong vision of the scientific annihilation of their cultures kept the Dreamspeakers involved with the Council — and even that was not enough. By the 1700s, the Dreamspeakers had so splintered in their relations with the racist Traditionalists that fully half the delegation left to return to their native peoples. This schism resulted in the demise of many Dreamspeakers and a rift between Tradition and Council that has not yet healed. By the modern age, the Dreamspeakers have realized that they can survive only with the help of the Council, yet the Council has long turned a deaf ear to them. Prophecy tells that the Council will learn from its errors and finally come to accept the Dreamspeakers — but it may not be in time to save all that the dreamers hold dear.
Of all the Traditions, the Dreamspeakers have arguably undergone the least change. Most members of the group still revere the ancient spirits, old rites and sacred places. They remember the names of gods and the faces of legends. The powerful oral history and vivid dream-craft of the Dreamspeakers lets them retain a great hereditary knowledge of their ways, and some factions see themselves as reincarnations of great shamans or even personifications of spirits in flesh. With drum and fire, chants and fetishes, the Dreamspeakers tap always into the same ancient Dream that has guided them for eternity.
The Dreamspeakers' role has gotten much more difficult recently. The Gauntlet, the curtain dividing the physical world from the spiritual, has become much harder to cross. In cities and places where disbelief is strong, it's almost impossible to pass into the spirit worlds. Even in sacred groves and deserts, stepping into the dream requires more effort than it ever has before. The eldest Dreamspeakers are concerned about this change, and the younger mages see their spirit-council fires as they meet to discuss how best to deal with this new trouble.
Organization
Shamanism isn't limited to Native Americans and African aborigines. Every culture on Earth has a few people who can communicate with the spirits of the land, and they all do so in very different ways. Even. so, Dreamspeakers all have a deep love for their home, whether they call the entire Earth home or just a corner of it. Many mages of this Tradition are active conservationists, seeking to preserve what's left of the wilderness or even to reclaim some of the land that has been developed already. Their connection to the spirits generally shows itself when the mages are young, sometimes in the form of imaginary animal friends, or it begins to manifest when the mage hits puberty. Most young Dreamspeakers go out on a quest to find someone who can teach them how to understand their visions and make sense of their new lives.
Since the first Dreamspeakers came to the Council, the leadership hasn 't gotten much more formal. The Tradition has always been organized loosely at best, deferring leadership to its most respected members almost by unspoken accord. Meetings of the entire Tradition are rare. Before the Gauntlet was strengthened, these meetings would take place in the spirit world, with totems and ancestor spirits sitting in and lending their wisdom as well. Now, however, the Dreamspeakers gather in the physical plane, letting each other know of the time and place of the meeting through dreams and visions.
Factions
Dreamspeakers profess as many different factions as there are forms of spiritualism or shamanism. Among them are: Keepers of the Sacred Fire , in many ways the Dreamspeakers that most personify the Tradition, remain among their native cultures to keep their roots alive. They accept that the world has moved on, but continue to support the original practices and heritages of their homes.
The Solitaries are isolationists who remove themselves to the desolate places of the Earth, there to survive in pure communion with the land. They exercise a strident drive to separate the Dream from the modern world that would destroy it. Many take young Initiates into the wastes to teach through vision-quests, then return to guide their native societies back to the Dreaming way.
The radical Ghost Wheel Society argues that the modern world is simply the natural progress of the world, and that the Dreamspeakers must embrace the medicine of the machine. These rugged few look to technology and its underlyin g symbols for spirits. The techno-shamans of the Ghost Wheel embrace technology and its benefits, but they marry it to their own vision of spirituality. Naturally, they are treated with suspicion (at least) by much of the rest of the Tradition.
Outspoken activists and warriors join the Red Spear Society, which includes those Dreamspeakers who left the Tradition council but feel a desire to remain in contact with the rest of their allies. These extremists take the war directly to their perceived oppressors, and they lash out against anyone who would destroy their way of life. They direct their energy against the Technocracy primarily, but they attack Traditionalists or even Sleepers of selfish and unfeeling demeanor as need dictates.
Lastly, the wandering storytellers of the Baruti keep old myths and legends alive. Before science explained the world, stories told of creation, tricksters, discovery, love and mischance. The Baruti retain these stories, and they memorize the new lore of the modern Dreamspeakers as well. In keeping lore and ancient wisdom alive, the Baruti hold many secrets, and they also retain a distinct vision of the unformed world before the coming of science. Indeed, as they say, even though the story cannot be true, it is the way that things happened.
Philosophy
There is infinitely more to this world than the things anyone can touch. Beyond the edges of vision are beings that have been with us for aeons, and they are bound up in the workings and the health of the world. The Dreamspeakers recognize this fact, and they honor the spirits. They are the gatekeepers between the two planes, serving as communicators and go-betweens. If either side of the Gauntlet is neglected, both will suffer, so the Dreamspeakers balance the two. The balance sometim es requires the mage to perform actions that seem irrational or trivial; other times the mage must make a sacrifice to keep the worlds in harmony. Too many people have forgotten the existence of the spirits of the land, and the Dreamspeakers must always remember for themselves and for everyone else.
Failings
Shamanism is a solitary profession almost by definition. There are no group tours into the spirit world. The Dreamspeakers suffer from this lack of cohesion. Because there isn't really a group identity, there aren't any group goals or unified movement toward a specific point. The potential power of the Tradition is diffused into many small vessels instead of poured into a larger, more effective channel. On the other hand, all Dreamspeakers are working on some level to counteract the strengthening of the Gauntlet, the other weakness that plagues this Tradition. With access to the spirit world so limited, the shaman-mages have lost access to much of their magical strength. The Dreamspeakers' inability to even understand one another despite their unification as a single Tradition compounds this loss.
They all revere and work for the greater balance of the world, yet their approaches are so varied and intuitive that they cannot work together effectively.
Theories and Practices
In their hearts, the Dreamspeakers all hear the voice of the world — its invisible pulse, the surge of spirits, the rhythm of nature and the slumbering power of the great Earth. Some answer to totems, others to capricious spirits of natural places. A few commune with the modern spirit of man, the symbols and lines that technology calls forth. In every case, though, magic comes from the Dream, whatever its given name. The Dreamspeakers draw out the images and archetypes known unconsciously by all humanity.
Primitive is not now and never has been a word that accurately or wholly describes these mages. They may use methods that pre-technological societies used to communicate with things other people can't see, but their grasp of reality and the modern world is startlingly strong. In order to understand what is happening to the dream realms and to interpret the messages of the spirits, the Dreamspeakers have to be intimately familiar with the workings of the physical world. Besides, it doesn't do anyone any good if a shaman in Alaska has a message for a Sleeper in Venezuela and can't pick up a phone or send an email to get the message across.
Standing with one foot in this world and one foot across the Gauntlet, the Dreamspeakers have a unique understanding of the consequences of their actions. Not only do they see what happens among people and societies, they see the ripples caused in the spirit world, which almost always last much longer. This dual vision gives the Tradition a deep sense of duty — duty to Sleepers, Awakened and the spirits they deal with. With the fate of two worlds directly on their shoulders, the Dreamspeakers know that they must choose carefully and wisely when making decisions.
Specialty Sphere: Spirit
Common Foci: Drumming, chanting, fire, mandalas, sand paintings, bones, amulets, herbs
It's hard to accept the fact that, one day, consciousness as every human knows it will end. Death, to most people, is a terrifying unknown that must be avoided at all costs. It's little wonder, then, that people look into the eyes of a Euthanatos and suddenly grow cold. The Euthanatos know death, and they know that it must and will come. Sometimes, these mages bring death with them. More often, though, they bring the potential for rebirth, for the seeds of creation in the remnants of the past.
Background
Proto-Euthanatoic roots heralded from the earliest cities in and near what would later be called India. The philosopher-priests of the ancient years tracked the cycles of reincarnation and led people through their many lives in the turning of the eternal Wheel. These early mages sensed the greater cycle of life and death, and they guided entire civilizations through their rise, fall and rebirth in new forms. Eventually, their philosophies settled in the Hindu religion and similar god-forms of the area. Dispersed throughout many cities, the roots of the Euthanatos maintained similar methods and beliefs, but in small, isolated groups of healers, priests and sages.
The Euthanatos Tradition has been accused throughout history of killing in cold blood, killing for the joy of killing and killing to serve its own ends and increase its own power base. One of the greatest conflicts in Euthanatos history is the 300-year battle against the Akashic Brotherhood.
Both groups, in the end, were fighting for the same thing — the preservation of life and reincarnation — but the Akashics could not accept the Euthanatos' methods. The Wheel must turn, and the Euthanatos believe that it is sometimes wiser to end an unproductive or suffering cycle and send a soul back to be reincarnated than it is to allow a stagnant energy to linger and hold back the turning of the ages. From this pragmatism came the need to judge and shepherd the living in times of starvation or plague, but the Akashic Brotherhood did not agree with such methods. The Himalayan Wars between the two groups brought forth a terrible series of killings, not just of individual mages, but of whole reincarnated lineages.
Eventually, the surviving sects united as the front of Akashic opposition forced them in contact, and the small groups finally came under a single banner of Chakravnnti.
The establishment of Buddhism changed the Chakravanti, bringing to them a new awareness of compassion and a new understanding of suffering. Where the various groups had worked before as fearful mages with the power to heal or destroy, they now learned to understand that very fear in their charges. From these roots the Chakravanti drew up the beginnings of their own moral code. Later, during the formation of the Traditions, that code served as a basis for the Euthanatos as a whole. Greeks, Celts, Indians and others who served the Great Cycle and believed in the need for strong souls to ease the suffering of others all came together as a whole. The Euthanatos Tradition was born in an incarnation that the other Traditions might label "killers with consciences."
The truth is that the Euthanatos must kill, but they do not kill for joy or power. The Tradition is based in thanatoic — death-focused — sects of Indian, Greek and Arabic culture. In India, with its frequent plagues and poor living conditions even before the modern era, death was often the best and kindest answer for ill, suffering people. In Greece and the Middle East, death allowed scholars and surgeons to expand their knowledge and help the people who still lived. Even today, Euthanatos plunge into ancient memories and reincarnated souls to find enlightenment. They cross to the Underworld to experience death, and they uphold a stern code. To the Euthanatos, theirs is a sacred duty, one that must be carried out, but is so strenuous and terrible that only the most strong-willed can perform it. It's not so much that they take on a right, as they take on a burden: responsibility for pain, for release and for renewal.
Organization
This Tradition is fairly well organized, if somewhat loosely so, with a set system of apprenticeship, mastery and leadership. There are established Marabouts (Chantry houses) all over the world, and the center of the Tradition on Earth lies in Calcutta. The Paramaguru (leaders) often serve as Acarya (mentors) to new arrivals in the Tradition, spotting them through the auspices of Fate while the Initiates hover on the cusp of awareness. From there, training can proceed in many forms. Some Euthanatos groups are notoriously strict in their discipline, while others have a very relaxed and egalitarian attitude. In any case, the Acarya is formally responsible for the Initiate once the agama sojourn is complete, up until the Initiate is recognized as a full mage. Once inside the Tradition, there are really only three ranks: apprentice, member and leader. Recognition comes with wisdom and magical skill, and leaders stand only as long as their followers support them.
In order to truly understand the power of death, the Euthanatos believe that a mage must have touched it. All Euthanatos must undergo the agama, or little death, when they are initiated into the Tradition. This sojourn is a brief trip into the Underworld itself, overseen by a mentor and used as a guide. Often, the Initiate is drawn to the Tradition because her Awakening involved some sort of near-death experience or the death of someone close to her. Therefore, Initiates tend to be people familiar with endings and sacrifice in some form or another.
Factions
Euthanatos sects are about as fluid as those of the Dreamspeakers or Cult of Ecstasy (both of whom the Euthanatos carry strong ties to). That is to say, Euthanatos have a great variety of sects and beliefs, and they have a largely open attitude toward philosophical differences within their own society.
Tantrism and Indian culture form the basis of the militant Natatapas, who confine themselves to the heart of India and keep the oldest rites of the Euthanatos. All Initiates of the Natatapas come formally through the agama sojourn to join this conservative sect, and they learn historical Hinduism and Buddhism. Naturally, their withdrawn world-view makes them suspicious of other Traditions, but the Natatapas make up a reasonable, if conservative, group.
From the complex rites of Africa come the Madzimbabwe. These Euthanatos study their own cultural ties to spirituality and healing. Theirs is a heritage of ghost -calling, soothing and compassion from the old cities of Africa, when it had a civilization before European invasion. Although they differ from other Euthanatos in religion, the Madzimbabwe remain members of the Tradition due to their shared compassion and duty to help others.
Greek heritage manifests in the Pomegranate Deme, who study the mysteries of Persephone and the Greek Underworld. Literal worshippers of the Greek mythos, these mages are now few and far between, and their religion falters. Within a few generations they will probably be a memory as new Initiates join less theological sects.
The last ancient faction is the Aided, which stems from death-mages of Celtic heritage. Their order nearly collapsed under the persecutions from Christianity during the Dark and Middle Ages, but allegiance with other Euthanatos allowed them to shelter some of their members and ideals. Today, they uphold the bloody Celtic rites and sacrifices necessary for the proper culling of the herd (be it human or animal). Like the other cultural factions, the Aided do accept members without a direct tie to their base, as long as those Initiates have some sort of stylistic or inculcated elements that tie with the faction's methods.
Modern chance and probability occupy the Lhaksmists. These luck-followers rely on total randomness in just about everything — magic, living, important decisions, whatever. However, they gladly throw themselves into the trappings of modern electronics, feeling a kinship with probability theory and quantum uncertainty. These Euthanatos, who are the ones closest to the Digital Web, watch over the growing webs of chaos spread by the Internet's haphazard expansion.
The exclusive Golden Chalice serves as a political assassination group, specifically one that stalks and destroys dangerous individuals in positions of leadership and influence. Their roots stretch back to the Byzantine empire, and they include elements of various cultures from that era. In the modern age, though, they are more than willing to use high -tech tools as a means to defeat high -tech enemies, and so they mix various poisons and gadgets along with their more traditional magic. Membership comes by invitation only. Recently, the sect has come under scrutiny — if membership is by invitation only, what are they hiding? More to the point, how could they allow the atrocities of leaders like Pol Pot, yet feel justified in moving against lesser statesmen?
One of the more popular sects in the Euthanatos is the Knights of Radamanthys. These warriors hire out as mercenaries to the other Traditions, leveraging their command of entropy and their fearsome fighting skills, but only for causes that they feel are just. In this fashion, they advance the Council as a whole, work on Euthanatos cases and still earn the Tradition its keep. Sensible and farsighted, this faction trains in modern combat, ethics and a multitude of espionage skills. Internally, though, most Euthanatos consider it a simple training ground from which veterans can graduate to the true philosophical levels of inquiry, instead of just being "hired gunfighters."
The Albireo may be the most important intra-Tradition group, as far as the Euthanatos are concerned. Although any Euthanatos may join, full membership comes only with probationary work. These diplomats carry the face of the Euthanatos to the rest of the Traditions, explain the Thanatoic code, work to uphold the Tradition ideals and police the Euthanatos for internal corruption. Of course, with their privileged stance as ambassadors within the other Traditions, they may well sniff out corruption in those ranks, too.
Philosophy
Death is not the end; death is an end. There isn't much good in an existence that will serve no purpose, and there is less good in an existence that brings pain or trouble to everything it touches. It's better to end that thread and let a new one take its place than allow it to take up space. Like flowers that grow from a burned forest bed, these threads will be rewoven into the Tapestry. The Tapestry weaves into a great picture, but suffering and sorrow mar that picture. Every man must take up his burden, surpass it and accept the responsibility to deal with this inevitability. That responsibility becomes a keystone for the support of the world, for the willingness to support and shelter others — and to perform the duties necessary to release those who only bring or know suffering.
Failings
There's another reason behind the careful attention these mages pay to emotion: Jhor. All mages gather Resonance from their activities, but this Tradition gathers more of this type of Resonance because its mages deal with the energies of Entropy. Jhor is the physical reflection of decayrelated magic. It is common for Euthanatos mages to have sunken eyes, hollow cheeks or pasty skin. As they channel Entropy, even to divine what the fall of a die will be, it comes to rest in their bodies. The accumulation of Jhor isn't always related to the mage's intent when she uses her magic, but a Euthanatos who seems too corpselike bears watching. Entropy is not a force to be used lightly or too often. This Jhor can accumulate and cause Quiet, too, leading the Euthanatos to morbidity and an obsession with death. While any mage can suffer this sort of affliction, Euthanatos are notoriously prone to it. Euthanatos mages watch one another for signs of too much Jhor. A mage who's fallen into a Jhor-Quiet becomes an emotionless killing machine, and he must be put down. Most Euthanatos are acutely aware of the irony that they're about two steps from being killed by their own fellows.
Theories and Practices
Euthanatos mages have a variety of approaches to the actual execution of their magic. Most use some kind of device to analyze the balance of a life or a situation, divining the probable outcome of a course of action. This device can take the form of a coin flip — if it's heads, the person can be changed; if it's tails, it's curtains — or a pair of glasses that the mage looks through to see what a soul holds. So many things depend on what Sleepers would call random chance, and the Euthanatos uses that perception to her advantage. However, just shrugging an Effect off by wondering what the odds were of that happening is clumsy and unsubtle. A clever Euthanatos begins a series of perfectly believable events that trigger her desired result (a man in a bar takes one drink too many, decides not to drive home and calls a cab — the Euthanatos has effectively gotten herself a ride to wherever she wishes to go). Not all Euthanatos magic involves killing, either — a situation can be changed for the better without anyone losing any blood.
The Euthanatos must look at the gains achieved by giving someone the Good Death, but they cannot ignore their sorrow, either. Healing is accomplished through excising the diseased material from the healthy, allowing the subject to feel the pain of the knife and then to produce new, clean tissue to replace what was removed. Only through experiencing every phase of the healing cycle — pain included — can the Euthanatos make a positive difference.
The Euthanatos dedication to furthering the progress of the Wheel doesn't only apply to individual souls. The world itself is constantly changing and moving, and it too becomes diseased. Euthanatos mages find these diseased areas of society and, by addressing individual components of the problem, attempt to end them. Doing so becomes harder and harder, however, as the world degenerates further. There are too many people involved in too many problems, and the Good Death cannot be given to every one of them. More and more often, Euthanatos find themselves performing delicate adjustments to people and situations instead of simply ending the cycle and letting the Wheel spin itself out.
Like the Dreamspeakers, Euthanatos have an acute sense of duty. Instead of feeling the consequences of actions in the spirit world, however, Euthanatos are intimately familiar with the human ramification of any thing they do. Each time a death-mage takes a life, she must be certain that it is the right thing to do. The choice is final, and the people left behind must live the rest of their lives with the loss of the victim — that's not an easy thing for a mage to deal with. Therefore, the Euthanatos must be able to understand the consequences
in order to weigh them against the benefits of the Good Death and make the right choice.
However the mage finds the Tradition, she must understand that the Wheel turns. She must understand that although she can affect some cycles for a short time, she will no longer be in control in the end. Games of chance are common illustrations for new Euthanatos — the mages practice predicting how the dice will fall or where the ball will land, and they inevitably make a wrong choice. Euthanatos must accept the inevitability of their own deaths — they must understand the fear in their victims — before giving the Good Death to anything.
Specialty Sphere: Entropy
Common Foci: Weapons, dice, scales, ashes, mantras, mathematics
Grandfather to the Traditions, mystics without peer, holders of Heaven's keys — the Order of Hermes claims many titles. Whether these claims are truth or hubris, the Order has donated more to the Traditions, tutored more Archmages and created more codified magical theories than any other group within the Council. These formalized willworkers stand proudly upon their achievements as high wizards, masters of ritual and spell, sages of great renown and learned builders of artifacts and Chantries. Yet their unity hides powerful political intrigue. Their heyday is gone, washed away in the myths of yesteryear. Their most powerful Chantries are shattered. Their newest Initiates abandon the ancient codes in favor of new ways. The Order has survived for centuries through its intensity and dedication, but the new millennium may be its death-knell — or its rebirth.
Background
Hermetic historians write entire tomes and dissertations regarding the formation of the Order. Most agree that Hermetic roots sprang from ancient Egypt, where native magic and Hebrew Kabbalah melded in a powerfully mystical and mathematical precision. The exclusive wizardpriests of the era in Sumer, Babylon and Egypt built the seeds of mysticism with writing and language. The magic of symbols and their meanings carried into the human consciousness a new way to look at the universe, a way to join and transform separate ideas. Order historians point to a pair of Archmages as the inspiration behind Thoth, Egyptian god of wisdom, later called "Hermes Trismegistus" or Thrice-Great Hermes by the Greeks, for whom the Order took its name.
From Egyptian roots, the idea of mystery cults spread across Greece and the Mediterranean. Writings of thinkers like Solomon and Pythagoras infused a combination of mysticism and precision into the magical workings of various groups. Hermes, as a symbol of communication, knowledge and travel and good fortune, served as a popular patron for such circles. The Thothian and Hermetic ideals remained scattered as underground societies for several centuries, occasionally popping up in the consciousness of great philosophers such as Plato. The great turn came in 332 B.C. with Alexander's unification of much of Persia, Greece and Egypt. From this empire, travel and communication allowed the juxtaposition of various sorts of Kabbalah, Gnosticism and Persian religion, creating the first mesh recognized as a true part of the Hermetic Tradition. Even through the decline of Hellenistic civilization, the fall of Rome and similar catastrophes of civilization, the Hermetic Order thrived.
Powerful texts codified alchemy, numerology, theology and sympathetic magic. The Cult of Mercury (Rome's version of Hermes) worked powerful magic in concert and spread Hermetic ideals through the cream of intellectual society.
Eventually, the Order of Hermes came together under the direction of Trianoma and Bonisagus. These founders, a legendary politician and researcher, joined to travel Europe and bring practitioners of the Mercuric and Hermetic ideals together. Trianoma's diplomatic skill wooed many to the group, while Bonisagus' revolutionary parma magica (shield against magic) allowed the suspiciously independent workers of the age to meet in relative safety. These leaders later became the Primi, founders of the Order's great Houses, passing on their magical styles and traditions through their apprentices. From these lineages, the Order crystallized as a single political unit, with each House contributing and contesting in a magical society under Bonisagus' revolutionary codification of their Great Art.
Over the succeeding centuries, the Order experienced great triumphs and setbacks. The Dark Ages saw their height as advisors and mystics sheltered from society and subtly influencing it. Their Great Experiment fell, though, to internal squabbling, elitism and consistent dabbling in Infernalism. Still, the Order restructured, expanding and adding new magical groups constantly. Old Houses fell or were cast aside. The Druidic Diedne were wiped out on charges that the entire House had been corrupted by demons. Their accusers, the Tremere, later embraced vampirism.
The Order of Reason, in counterpart to the mysticism of Hermes, struck down many Hermetic cabals and Chantries, but the Order responded by bringing its incredible resources and support to bear in the formation of the Tradition Council. The Order led the recognition of the Spheres as the inter-Tradition magical system of study, but it also found itself pushed away from its desired prominence within the fledgling Council. The Renaissance brought new ideas to the Order but ultimately signaled its collapse as an open force among humanity. The destruction of too many Order bastions forced the Hermetics to withdraw from everyday sight, eventually to be expunged from the pages of history by the Technocracy.
Through subtle influence, the Order works today to introduce minor mysticism and secrets of the Art into mass society. Although far from a complete success, this project still produces a surprising amount of leeway, especially as mass printings of Hermetic works become available. It may be too late for this project to do any good, though. With the fall of Doissetep, the destruction of Concordia and the death or involuntary exile of most of the great Masters, the Order fin ds its traditional teachers and structures threatened. Novitiates who would barely be counted as Disciples must now train Apprentices with their rudimentary, partial knowledge. Old, carefully hoarded secrets are gone forever in many cases, while mystical items and powerful patrons are destroyed or locked away beyond the hostile Gauntlet. The survivors on Earth can only hope to remember their teachings and learn all that they can. The Order will survive, but it may not be the same Order that it once was.
Organization
The Order of Hermes is, without a doubt, the most hierarchical of the Traditions. Initiates and Apprentices must serve under a mentor, who teaches the basics of magical theory and practice. After a grueling apprenticeship (traditionally, up to seven years, but often cut short in the heyday of the modern world), the supplicant challenges for recognition as a full magus — a challenge that can end with a return to apprenticeship, or even with death. Once accepted, each mage has his own sigil, a symbol of the individual's achievements. Although all mages theoretically have the authority to vote in Hermetic meetings, politics run at the pace set by the Masters and the ambitious. More than once, political leverage has shoved aside the potential for moral or material growth. Each step up the ladder of the Order reveals greater mysteries but also makes the student more beholden to the Tradition as a whole. Those who achieve Mastery are lauded for their high place and given the respect due their powers, but they can also expect to garner political opponents. Each Master is, in turn, expected to recruit and train a new apprentice or set of students. The cycle continues, with members indoctrinated into the Order's secrets but becoming steadily more embroiled in its internal struggles.
The Order of Hermes has a detailed code of conduct that lays out the basis of internal magical dealings. Among other things, Hermetic mages consider sanctums to be inviolate, they are forbidden from magical scrying upon other Hermetics, they are expected to train at least one apprentice, and they are forbidden from dealing with Infernal entities. Of course, these rules all bow to one simple axiom: don't get caught. Corruption of many sorts is rife within the Order. Breaking the rules isn't as punishable as breaking the rules in a politically unacceptable way.
Matters may change soon in the Order, though. With the death of experienced teachers and Masters on Earth, new mages must learn from the often-fragmentary knowledge of the remaining Disciples. Cut off from traditional support, political factions in the Order find no choice but to put aside their differences or go out in a blaze of glory. The Order finds that it has no choice but to pull together, and its many members are creating for themselves a new vision of the Tradition.
Factions
The Order categorizes its many different magical styles by Houses, groups that follow in the footsteps of a particular founder. There have been many Houses in the past, and although quite a few have fallen, there will be more to replace them.
The mages of House Bunisagus keep alive the base erudition and scholarship of the Order's founder. These mages delve deep into magical theory. Many of the great discoveries of the Order come from the tomes of Bo nisagus mages. With their exhaustive research into magical sources and causes, such mages often study the Prime Sphere heavily.
House Ex Miscellanea — literally, "House out of hash" — grew from the increasing need to welcome mages whose studies didn't mesh with any other Hermetic House, but who desired to learn and share the Hermetic style. The House formed in the Dark Ages, and it continues to be strong. Today, it takes in necromancers, spiritualists, students of the fae, naturalists, mystics, artisans, craftsmen and others who find that their talents might lie in the direction of a different Tradition but who desire the Hermetic structure and insight. Old Houses, lost to the ages, are also included in this formation.
The Order's tactical weapons are found in House Flambeau. Students of Forces nonpareil, the Flambeau come from a blend of Moorish and Spanish influence. They wield cleansing fire in their crusade for vengeance against the enemies of the Order.
The magic of chance and probability tie easily into the metamathematics of the Order through House Fortunae . This rather modern House concerns itself with high numerology, randomness and the spoils of chance's games — money. Unlike Technocrats, though, they recognize money as a magical concept and draw out an intuitive understanding of chance events that leads to manipulation of happenstance. Naturally, these mages tend to eschew the Order's focus on Forces in favor of their own line of Entropy.
Powerful internal policing falls at the feet of House Janissary. Although the Janissaries don't make the rules of the Order, they do enforce them. These mages watch constantly for signs of internal corruption, for mages who've made the wrong sorts of deals or broken with the ideals of the Order. Then, the Janissaries take care of the problem. But who watches the watchers?
House Quaesitor, one of the original Houses, oversees Hermetic law. While the Janissaries function much as roving enforcers, the Quaesitori hold Tribunals to decide cases of law and punishment, to make new precedents or cast aside old ones and to determine the fates of mages charged with criminal actions. The Quaesitori rarely enforce these dictates directly, but they serve to interpret divine, Hermetic, personal and human laws. Rather terrifyingly, the Quaesitori have the dubious distinction of being the wizards who first discovered the Gilgul rite.
On the outskirts of the Order's practices is House Shaea, a group that embraces the early Egyptian trappings of the Order and promotes base linguistics as a key to understanding thought, perception and thus the universe. From these elements the Sheshati indulge in education, learning and eventually wisdom. Although other Hermetics sometimes scoff at them as simple scribes, the predominantly feminine group maintains records with diligence and doubtless holds many secrets that the other Houses would dearly love to know... or see destroyed.
House Solificati marks the newest group on the Hermetic scene. Several members of the Solificati joined the Order after their Tradition's dissolution in the Middle Ages. Now, the remaining Children of Knowledge, combined with students from Ex Miscellanea, have reunited their former Tradition's strengths and achieved recognition as a full House. The Solificati are alchemists who practice material transformation as a metaphor for the evolution of human to divine. They also experiment with chemical enlightenment, searching for a metaphysical substance to open the doors to higher perceptions. Unsurprisingly, the Solificati have a great wealth of knowledge in Matter, and they study that Sphere more than others.
Perhaps the oddest of the Hermetics is House Thig, also known as the Ruby Children or Crucible of Thig. These modern techno-magicians blend technological devices with the symbolism of the Order. Instead of simply building a better computer, a Thig adept will make a magical one. Where a technocrat might rely on technological innovation, the Thig mage binds spirits and mystical powers into scientific forms. Although somewhat outcast among the other Houses, the young up-and-comers of Thig show great promise in combining old Hermetic ways with new world thought. Perhaps because they did not rely so heavily on Masters and old mentors, the Thig have prospered while other Houses have been hit hard in the wake of the Reckoning.
Lastly, House Tytalus emphasizes growth through conflict. All motion in the universe comes from the interaction of opposite, polarized forces. House Tytalus takes this imperative to every level of existence, and its members constantly seek questions, challenges and trials worthy of their skills. No Tytalus mage is ever content to sit upon his laurels, or to have "enough" — there's always a higher mystery, one that demands a greater level of perfection and erudition. The Tytali certainly strive to improve the Order, but their methods are often dangerous. Some wonder if their presence doesn't bring more strife than it's worth.
Philosophy
Hermetic philosophy is complex and many-layered. At the heart, the Hermetics profess the drive to perfection. This drive manifests through trials, tests, self-discovery, and the rejoining of fragmented patterns like disparate languages or mathematical conundrums. Ideally, each individual has a Word, a divine imperative that drives the figure's revelations. By exploring the boundaries of that Word and all of its meanings, the individual rises to his inner nature, then beyond. Each step in the process is a challenge that requires a leap of perception but also opens the way to the next path. Eventually, the human passes far enough to become something cosmically divine.
Failings
Although the Order has a great unity and body of knowledge, its political fractiousness and its pride both serve as wedges against enlightenment. Hermetic history is full of decisions made for reasons of ego, for political gain or for the Hermetic belief that their studies elevate them beyond the concerns of other Traditions. Each Hermetic mage passes through the fires of inquiry to achieve knowledge, and this hard-fought wisdom is guarded jealously and treated as a gem of truth. When these ideologies conflict, there's no room to give.
In the past, the Order fought bitterly for greater recognition in the Tradition Council, citing its many contributions and its own mystical prowess. Internally, Houses fought one another for resources, students, even over points of magical theory. Despite the invention of certamen to settle grudges nonfatally, wizards contested and killed one another when their energies could be spent in pursuit of Ascension or in battle against
Tradition enemies. The Order has also covered up atrocities and problems solely to hold them as secret leverage in political machinations, and tried to force other Traditions to conform to its own viewpoints. None of these actions endear the Order to other mages.
Internally, the Order often limits its own members due to their political acumen. If a Master wants a particular course of action taken or denied, a Talisman to change hands or a Chantry raised or lowered the fortunes of other mages can depend on whether they side with him or not. A wellmeaning Disciple can find himself censured with little more than a few helpful ideas, and training can be very difficult to garner without promises of later payment in sa (essentially, favors). Many Hermetics become so consumed with their own political agendas and personal quests that they lose sight of the progress to Ascension and self-perfection, instead fighting a political war that grinds them down and spits them out. With the destruction of much of the upper echelon of Hermetic structure, this trend may change — or the new blood may simply turn into another old guard.
Theories and Practices
The Order trains its members stylistically according to House, but modern training tends to be somewhat eclectic and based on survival issues. Hermetic theory states that every individual has the spark of divinity and the potential for self-perfection, but few realize it or are ready for it. Thus, it's important to weed out the shining stars from the chaff. Let the un-Awakened go on about their banal lives, and focus the true attention and learning on those who can use it.
Highly concerned with symbology, Hermetic magic calls upon angelic names to open the gates of Creation, oft en through the secret language of Enochian. With this language of the angels, the Hermetic can unleash sounds and vibrations that resonate with the key elements of the Tellurian, and enforce his will on it. Other Hermetic tools include swords, wands and st aves, the traditional instruments to represent violence and power, as well as circles, triangles and other geometric symbols, which can represent direction, measurement or confinement with their simple purity and mathematical precision. Some spirit magic also relies on ancient pacts made in early days. Just as Hermetic mages are fond of trading favors among one another, they often make deals with spirits for tutelage or aid, calling on those spirits later with special symbols or objects. A few symbols like the Seal of Solomon are even considered invested with perpetual power or divine discoveries of universal keys, so they can be used to perform incantations time and again.
Hermetic mages gather and study in Chantries, like other mages, but they are noteworthy in that they're the ones who pioneered the idea among the Traditions. Most Hermetics have a double life: a Hermetic Word and craft name, and a mundane identity. After all, despite the need to master multiple languages, esoteric mathematics and tomes of symbology, Hermetic mages must also be adept at surviving mortal society, especially with the spirit world dangerous to enter. For this reason, Hermetic mages keep their affiliation a secretive sort of allegiance much like the more mainstream societies of Masons and Rosicrucians.
Specialty Sphere: Forces
Common Foci: chanting in Enochian and other obscure languages, pentagrams and circles, Seals of Solomon, specific numbers, staves and wands, swords
Not all science needs to be banal and regimented process trumpeted by the Technocracy. So say the Sons of Ether, and they practice what they preach. From the mad, inspirational science of Victorian wonder-workers' to the fringes of cutting-edge alternative scientific theory, the Sons of Ether use it all. While other Technomancers pioneer new worlds, the Sons of Ether take the discarded cast-offs of technology and turn them into creations of the imagination. No invention is too strange, no theory is too obscure, for them to tweak it and find a way to use it. Contradictions? Impossibilities? Nonsense — there are only doors that have not yet been opened by Science!
Background
With roots dating as far back as the Middle Ages and a series of changes through the modern day, the Sons of Ether have quite a convoluted background. The most basic foundations lay in the document known as the Kitab al Alacir, the Book of Ether, from which early philosophers propounded a science based not on observation, but on belief. Presumably based on the works of early philosophers and translated through several secret forms, the document eventually surfaced in 12th-century Spain, where a pair of enterprising mystics (one a Hermetic craftsman, the other a Templar) took its teachings to heart. They formed a Natural Philosopher's Guild, one dedicated to the study of met aphysics and mysticism. Side by side with the more reasoned workers of the Renaissance, these guildsmen went on to pioneer new creations and inventions. Where the Order of Reason propounded a rational and dissemble state to the universe, though, the guild held that creation functioned due to the spark of genius in the individual, that the universe had no limits as long as one did not recognize any.
The Natural Philosopher's Guild survived in muted form among various groups of imaginative pioneers, never really united after its founders' time. However, the end of the Renaissance ushered in a technological age with possibilities heretofore undreamed of by mankind. Those who opened their eyes to these possibilities, who strove to make something meaningful instead of denying opportunities, still carried the flag of the guild until its formation as a recognized part of the Order of Reason. The spark literally came with the development of electricity, as these scientists formed the Electrodyne Engineers.
For the better part of a century, the Engineers advocated the wonders of electricity, the value of perception in experimentation and the power of the questing spirit. Their methods flew in the face of the new Technocracy's more reasoned pursuits. Willing to stride off into the unknown on the backs of wild theories and discredited sciences, the Engineers imperiled the Technocracy's idea of a safe, stable, methodical scientific world. Decrying the Engineers' methods, the Technocracy levied sanctions against them, up to and including publicly denouncing their favored theories.
The Technocracy proclamation of the ether as fiction was the final stone. The Convention took upon itself the new moniker "Sons of Ether," and turned to the Traditions for succor.
Over the next several decades, the Etherites alternately advanced cutting-edge theoretical sciences and renewed old ones. From jet-packs to quantum mechanics, chaos math to etherships, they proved their commitment to truly inspired science in numerous ingenious devices. Their adventurers strode the globe as heroes whose exploits, too unbelievable to digest as fact, instead entered popular fiction. And they continued to dream, and to build.
Today, the Sons of Ether occupy a prominent place in the Tradition Council. Although many consider them deranged or just plain unstable, their devices and inventions sometimes work when other magic would fail, and their familiarity with technology gives them an edge in conflict with the Technocracy. As science travels into infinitely more detailed realms, the Sons of Ether find more cracks to exploit. Quantum theory accepts a subjective view of the universe. Dark matter theory posits the existence of an unseen yet massive matter all around — the ether. The Sons of Ether have always renewed the old, and their Tradition's vitality seems to show more of the same.
Organization
Given the fractious and chaotic nature of most Etherites, it's not surprising that their Tradition follows suit. Initiates are brought in from science classes and philosophical discussions, often after propounding on the nature of the Kitab al Alacir (once a true Scientist has circumspectly dropped a copy in the student's care). A student who manages to break through the barriers of conventional logic and realize his own theories on the contradictions inherent in the universe can be guided into a mentorship as a true Son of Ether.
Once inducted, a student's advancement proceeds along academic lines. Etherites correspond and publish journals or papers to propound their theories. Publication in Paradigma, the Etherite journal of universal science, is the most prestigious of these works, but other papers and theses can carry weight as well. Those who build useful and interesting theories consistently — especially those who build functioning devices based on them — earn acclaim. The more advanced the student and his theories, the greater his accolades. Sons of Ether eventually acquire titles like Doctor and Master Scientist.
Where once the Great Hall that leads the Tradition was a Horizon Chantry based just outside Paris, the Scientists now meet in more mundane buildings to discuss their Tradition's advancement. Typically, Master Scientists and Doctors staff the Great Hall, which acts as part parliament and part academic circle. However, although a student may serve in the capacity of "gruntwork," every true Scientist remembers that inspiration is an intensely personal path and gives merit to the ideas of any Etherite. In theory.
Factions
Despite their wildly divergent theories, Etherites do tend to clump together. Often, several scientific specialists will share their knowledge of their respective fields to work in concert on a large project requiring all of their knowledge. Etherite factions generally form from such gatherings.
Some sub-societies are stable enough to bring in new blood and remain homogenous. Pioneers of space, the Ethernauts explore the reaches of the cosmos, and of other dimensions, in search of new wonders to bring back to Earth They visit other worlds in their powerful etherships, sabotage the Void Engineers and bring back samples of the strange. With their incredible mastery of Matter, a few of these pioneers have made some theories about shielding their ships from the storm winds lashing the wall between dimensions, and their once-ridiculed craft may become a potent tool in exploration of the Umbra.
The well organized Utopians wish to build a better tomorrow on Earth through Science. These Scientists spread not only potent devices to improve the quality of life, but also potent ideas — expressions of wonder, hope and unity. Their social conscience leads them to help others and to make their unusual theories open to everyone.
The few remaining Cybenauts cruise the Digital Web and turn it to their whims. These Etherites fervently believe that the Web itself is the next battleground of the enlightened, that the minds of' Sleepers will be decided there. Of course, most mages — er, Scientists — have more important business on Earth these days, so the Cybenaut faction wanes in popularity. Still, the Web is a perfect place to try out theories in virtual space, where they're less likely to wreck any real-world surroundings.
Politically, the Progressivists want to modernize the Tradition, starting with internal politics and structure and working up to theory and practice. The largely female faction argues that the Tradition as a whole does a poor job of keeping up with the social developments of the years, and that Etheric tendencies to rely on outmoded social constructs as well as outmoded technologies is too limiting to the Tradition as a whole. Most Progressivists want to start by renaming the Tradition and instituting a more democratic leadership.
The term Mad Scientist refers to those Etherites with a decided tendency toward the creation of dangerous devices with questionable goals. It's been a sad but true state that the Etherites' genius often comes hand-in-hand with some instability, or with a drive to see the "big picture" in a fashion that misses the point of the exercise. From these Etherites hail such legends as Doctor Frankenstein, whose laudable advances were twisted to unfortunate ends. They are not so much part of a united faction as examples of a recognized phenomenon within the Tradition.
Lastly, the Adventurers are Scientists who rely not only on their command of Science, but their physical acumen, wits and daring to explore new parts of the world, fight "villains" and perform heroic deeds. While many would scoff at them as simplistic, the four-color inheritors of Doc Savage and John Carter do have a certain nostalgic appeal. Modern Adventurers take on a more pragmatic approach, using their fabulous Science to build fantastic (but often concealed) armor and weaponry with which to pursue their crusades against criminals, hypocrites and madmen. Again, they don't make up a real force within the Tradition (there's no "Legion of Super-Heroes") so much as a new breed of scientist.
Philosophy
While Technocrats codify the universe into a static mold explainable by convoluted science, the Sons of Ether reject such a notion as foolish. The universe is far too vast, and its permutations too varied, for any single equation to hold sway over it. Indeed, the very act of observation changes the outcome, as the Technocracy has discovered in its own acceptance of quantum science. Thus, discovery and invention are personal processes, driven by the wonder and inspiration of the individual. Nothing is "impossible" or a "dead end" — it's merely an average that someone else decided not to explore. From the "disproven" theories of yesterday, the Sons of Ether create the wonders of tomorrow.
Failings
Given their incredible diversity of theories, it's a wonder that Sons of Ether manage to communicate at all. By definition, their concept of science is highly individualized, more so even than the magic of other Traditions. Every single Etherite has his own spin on — well, just about everything. As a result, it can be very difficult for Etherites to find any common ground to discuss their practices, especially when two Etherites practice mutually contradictory theories (and both are right, of course, as demonstrated by the fact that both of their inventions work). Given that the Etherites can barely reach a consensus internally, it's nearly impossible to imagine them as comprehensible to other Traditions. Any three Etherites discussing a topic of magic will come up with five or six different theories on the fly, all equally implausible. This individuality makes it very hard for the Etherites to spread around their more complex notions and impressive theories, and even more difficult for them to adapt to the other Traditions.
Theories and Practices
With the Sons of Ether, magic all comes down to Science! Perception defines the universe and so each scientist builds his own model of reality.
From there, the individual can posit theories about the functioning of reality as he sees it, and those theories lend themselves to creations. With intuitive insight, the scientist builds inventions, gives them a spark of power and understands them on a level that no other person can comprehend.
Etheric inventions are, of course, highly personalized. Some are extremely fanciful, while others are more practical or based on "real" science, like a phased-energy point defense system. Each scientist's particular bent on creation influences his style. Thus, some Etherites use large, bulky creations made from 1950s or earlier technology, while others invent new spins on modern technology and make wonderfully compact and convenient devices. A few Etherites also experiment with mental powers, psychic phenomena, and pseudo-mysticism, especially the Adventurer types.
When an Etherite derives a new theory and builds an invention for it, it's common practice to publicize the event through one of the papers or periodicals of the society. That way, every Etherite can examine it, determine its personal validity, and use or change it as desired. For this reason, a great many simple inventions are common among the Etherites. Where other Traditions might rely on rotes to generate repeatable Effects, the Etherites have common gizmos and formulas that have been shared, refined and tested with time.
The use of specialized materials varies with the individual scientist. Some base their works heavily on the use of a unique material — ether being the most common example — while others are more pragmatic. Scientists have been known to use everything - from carefully custom-crafted filaments and parts made of plutonium, silver, biomatter or stranger stuff, to devices that simply rely on outdated technology rewired to perform some new function (say, a robot built from common kitchen appliances).
Specialty Sphere: Matter
Common Foci: Computers, ether goggles, engineering schematics, hand tools, mathematical constructs, mental disciplines, scientific meters, specialized alloys, timepieces
We come into the world bloody and squalling; we prey on flesh and fruit for survival; we grow, learn and adapt; we wane and die, only to feed new life. This never-ending cycle occupies the Verbena, and its constant pulse is the heart of the Tradition. Primordial sorcerers, potent healers, skilled shapeshifters — the Verbena dive into sex, blood and flesh without inhibition. Their passionate understanding of all life fuels an equally primeval magic.
Background
Like the Tree of Life that they use as a symbol, the Verbena have deep roots. By their own lore, the first union of the fragmented Pure Ones — Avatars — with the new world of flesh created the earliest shamans of humanity. Newly formed, the flesh still kept its ties to its primordial state.
The combination of soulful endowment with feeling, growing life created the first primal sorcerers. These living shamans, so the Verbena tell, understood their position in the cycle of living. Their connection allowed them to shape their bodies as they willed, to make their own place in life's processes, and to understand the pulsing threads of the Tapestry.
Later, the rise of civilization caused these individuals to spread among many cultures and groups. They carried with them sacred knowledge of the living world, and they spread it where they could. However, people were always uncomfortable with notions like death and sickness, which were as much a part of the natural cycle as health and prosperity. So, even as healers and mystics, the Aeduna — predecessors to the Verbena — had to conceal themselves among secret orders. In doing so, they hid elements of their wisdom in bits of lore, small traditions and common folkwisdom. In Greece, Rome, England and even farther afield, the Aeduna spread their mystic ways. Greek legends honored mother-figures and spoke of the thin borderlands between life and death; English Paganism paid homage to varied gods and goddesses of earth and sky with sacrifice and ritual; Romans invested the Earth itself with an identity as a life-giver. The dancing circles expanded and rites of fertility crept into common use.
The rise of Church power in Europe's Dark and Middle Ages shattered Aeduna organization. Fearful peasants were taught to shun their base needs and desires, and an undereducated populace looked to the Church for salvation after the fall of Rome. Church inquisitors persecuted the "witches" and denounced their practices. The already cautious mages fled, hid, turned and died in droves. Their power broken, the few remaining magicians retreated to Horizon realms, underwater labyrinths and secret glades, or practiced muted forms of their magic as wise healers or herbalists without bringing their beliefs into public view. Indeed, the very term "Verbena" came into use as the moniker of a healing herb, applied to the Tradition for its noted herbal poultices, concoctions, salves and remedies and also for its affinity for living, growing plants. Pagans, naturalists and seasonal celebrations sheltered the Verbena through the Renaissance and a rebirth of interest in occultism only continued to spur their growth in the 1800s. However, many Verbena customs had been lost or diluted, and the additions of neo-Paganism and modern Wicca only came into the group haltingly and under some dissent. By the modern day, the remaining Verbena had adjusted enough to include such members, although teaching in the Tradition continues to go far beyond the notions espoused by such revival groups. Fortunately for the Verbena, they've always had a strong core. Their small covens are very personal, and Verbena are often more sociable (at least amongst one another) than other mages, so they have been able to hold on to many elements of heritage that would otherwise be lost. Interest in crystal magic, herbalism, aromatherapy and similar holistic practices only continues to feed the Verbena Tradition, and those who feel the heartbeat of all life continue to join.
Organization
On the local level, Verbena tend to center around covens — small groups of practitioners and faithful, often in a mystically significant number like three or 13. Verbena covens often include entire families, where possible, and they can splinter or re-form as needed to make groups in different areas or to accommodate new members.
Large gatherings occur on seasonal holidays when many covens will join for special rites. At such gatherings, any properly initiated Verbena may speak, but weight is often given to those with the wisdom of age, insight and strong memories of past lives.
Like everything else about the Tradition, membership is not for the faint of heart. Initiates experience a ritualized (and symbolic) death and rebirth, then undergo a series of ordeals to properly test their mettle and welcome them to the Tradition. Those who don't have the strength to go all the way must remain supplicants or quit. Thankfully, however, the Verbena generally don't kill those who fail their tests. There's often some strife between factions as more progressive Verbena skip over the rituals that the traditionalists consider important, but everyone proves their dedication before admittance.
Factions
Believing that the Avatar embodies a reflection of prim al energies, the Verbena tend to divide along lines of Essence. This distinction does not come so much a matter of cataloging the Avatar and its individual foibles, as suiting the natural drives of the mage's soul. Some Verbena even trace bloodlines in the belief that Avatars tend to reincarnate through familial groups, and there is some evidence that they may be right. However, Verbena are by no means forced into a group as a result of their Avatar's predilections. A mage can always choose an allegiance based on his personal preferences.
Forming the base of the Verbena Tradition are the Gardeners of the Tree, Pattern mages who try to keep the old ways alive and pure. These mages keep records, track family lines and trace the heritage of Verbena rituals. Their scholarship is often noteworthy, as they pursue such goals rather doggedly. Conservative Gardeners count as "true Verbena" only those with a blood relation to some ancestral family at the root of the Tradition. More flexible Gardeners content themselves with remembering old rites and propagating the spread of the most fundamental elements of Verbena heritage.
Even more primal than the Gardeners are the Twisters of Fate. The mages of the Primordial Essence follow old songs that are heard no longer by other Verbena. Often considered a bit odd even by Verbena standards, they could be seen as a splinter group except that they have little unification. Still, they possess a keen wisdom and many have powerful memories of past lives. They often feel tugged to restore lost ways and to reduce complex Verbena rituals to their base parts.
Moon-Seekers fall under the Questing archetype. Such Verbena are travelers, explorers, those who welcome new ways into the fold. A Moon-Seeker is as likely to use a New Age crystal-waving ceremony as a traditional athame and rune-carving ritual. These Verbena wander far afield, bringing new bits and pieces into the Tradition's repertoire and looking for the acknowledgement of life and divinity in the simple rituals that people create for themselves in the new millennium These Verbena often have strong ties to the community, and they enjoy learning as much as teaching.
Lastly, the Lifeweavers tend to have Dynamic Avatars. These Verbena move far afield, ignore old rites and make things up as they go along. More conservative Verbena often look askance at them, but the Lifeweavers still practice a reverence for life and know the value of sacrifice. These mages enjoy exploring the limits of their practice. They change shapes, work with many different Patterns and generally get their hands dirty mucking around with as much Creation as they can handle. Theirs is the joy of discovery.
Individual Verbena covens and cabals can sometimes be considered factions, although they are usually too small to compare to the broader groups.
Philosophy
Life is the greatest mystery of the universe. Base matter and energy do not grow, think, react and multiply. All life is a cycle that forms the heartbeat of the Tellurian. In the tiny fragments of that web are infinite individuals, all woven together by their shared trials and breaths. To recognize the constancy of life’s cycles is to realize its pattern to grow beyond any expectation or boundary, to take any form and to achieve any goal. The process is never easy. Often, it is fraught with pain, predation and death. Life perseveres.
Failings
Bloody -handed sacrifices and disturbing rites are not for the squeamish. Prospective Verbena must have strong stomachs indeed to fit in with the Tradition, and the Verbena can be blunt and uncomfortably open about practices that many would consider revolting or taboo. As a result, the rest of the Traditions tend to keep them at arm's length. The more sterilized Traditions, like the Sons of Ether and the Order of Hermes, consider the Verbena uncomfortably primal. Intuitive groups like the Dreamspeakers and Euthanatos see a greater kinship, but they still look askance at the sheer viciousness with which Verbena can emulate the living cycle.
Since their magic is so very tied to their primal living natures, Verbena have a tendency to get lumped into the category of "Satanist witches" even today. While modern people may not understand, say, Virtual Adept technology or Dreamspeaker cultural songs, they're fairly accommodating. The brutal familiarity with which the Verbena strike home life's truths causes enough discomfort that Sleepers who see their works tend to get frightened — and many lash out as a result.
Theories and Practices
In many ways, Verbena see themselves as guardians of mythic threads — elements of magic that remain intertwined with the more mundane aspects of life. The earliest magicians naturally felt the interplay of life and spirit through their strong connection to Creation and the Pure Ones. Although such ties are weakened and dying, the Verbena still feel a similar pull, and they work to promote such ties wherever they can — in simple actions, beliefs and customs that reaffirm the power of life.
With fertility rites, dances, and simple joy in living, the Verbena open their perceptions to the pulse of all life. To this Tradition, the acts that reaffirm living nature are sacred. Verbena acknowledge and embrace the changing seasons, health, sex and sensuality, raw emotion and instinct dutifully.
In conjunction with their ties to life, though, the Verbena know that life isn't always sanitized, pretty or happy. Blood has raw power due to its symbolic and literal key as a fundament of life, and Verbena tap that power with scarification and sacrifice. Predators hunt and kill their prey, and Verbena believe in the correctness of the natural cycle in such actions. Pain is a teaching tool, not something to be shunned. Therefore, the Verbena are far more comfortable with their feral, instinctual drives than most people, an animalistic nature that can be disconcerting. Most other religions and groups have some line that they won't cross or some belief that they won't violate: a belief that blood is sacred and not to be shed, or that sex is empowered through denial. Not so the Verbena, who embrace all of these passionate techniques.
For their magic, Verbena use anything from bloodletting, to rune-carving, to animal sacrifice, herbal mixtures, transformative rites and even some New Age techniques that have blended into the Traditio n. The key is to find a natural element that connects with the Verbena's will. As the Verbena see it, the natural resonance of life never left the world, even if mankind has upset its balance with reckless growth and extinction of many species. Hearing that rhythm, the Verbena does what needs to be done — mores or conventions be damned.
Specialty Sphere: Life
Common Foci: Altars, athame, blood, cauldrons, chants, cups, dance, herbs, incense, ordeals, pentacles, runes, sacrifices
No Tradition mirrors the modern world so much as the Virtual Adepts. These former Technocrats embrace technology and its ability to empower people, and they strive to make that technology available to everyone. While most Traditionalists concern themselves with antiquated ways and renewal of ancient practices, the Virtual Adepts are on the horizon searching for the cutting edge. The Virtual Adepts ride the wave of the computer revolution, and they use these machines to expand their minds, enable worldwide communication and model novel visions for reality. By spreading computer and communication technology to the Masses, the Virtual Adepts help people enrich their own minds. The spread of information and knowledge makes everyone richer and leads to better versions of the world, leaving behind antiquarian notions, physical suffering and social inequity.
Background
Not surprisingly, the Virtual Adepts sprang from the same roots as the Sons of Ether, beginning as a Technocratic Convention when the Electrodyne Engineers and Artificers of the Technocracy gave birth to an entire discipline devoted to computation, logical thought and the process of storing and interpreting information. These scientist s developed machines to process information for humans, to store images or words that humanity described and to expand human senses, memory and computation beyond the normal limits of the mind. Fired up by innovations like the telephone and the difference engine, these visionaries became the Difference Engineers. They worked with complex models of Babbage's difference engine, Lady Ada Lovelace's computational theory and Bell's long-distance communication devices. At the same time, they included the electrical theories of the Electrodyne Engineers and assimilated revolutionary notions from such luminaries as Nikola Tesla. The result, naturally, was a group of scientific dreamers who brought out ideas at a furious rate, fed their own discoveries with their new computational and communication power and reveled in the wild side of cutting-edge theories.
Naturally, the developing Technocracy needed the computers and communications pioneered by the early Difference Engineers, but it deplored their anarchic notions, haphazard development and barely traceable information network. Matters came to a head during the second World War.
The idealistic Adepts pushed for Technocratic involvement with the Allies against Hitler early in the war, but the Technocracy hesitated to bring its weight to bear. The Virtual Adepts brought their resources into play for the Allied forces covertly, sowing the seeds of dissension. Having flouted Technocracy-wide policy once, the Adepts rallied to their own secret projects after World War II. Adept research culminated in virtual reality as
Alan Turing explained his theories on virtual space, machine intelligence and self-replicating devices. However, the Technocracy shut him down permanently for his overzealous research.
The loss of Alan Turing signaled to the Virtual Adepts the Technocracy's unwillingness to embrace their new technologies. The Technocracy needed Virtual Adept techniques, but it wanted to implement them in its typical slow and monolithic fashion. The Virtual Adepts wanted to explode peoples' awareness with their new developments and make their cutting-edge technology available to everyone. Virtual Adepts around the world recognized Turing's demise as a message from the Technocracy to do as they were told and invent what they were ordered to invent, lest they become expendable. In typical anarchic hacker fashion, the Adepts refused to recognize Technocratic authority. Collectively, the majority of the Adepts fled, and the Convention applied as a whole for membership with the Traditions. The sorely pressed Traditions needed inside information about the Technocracy and a holder for the Seat of Correspondence; the Virtual Adepts needed a sheltering organization combined with the freedom to continue their boundary-pushing work. The two groups had found a match.
Although the Virtual Adepts are still distrusted by many within the Traditions due to their reliance on technology, the Tradition remains a keystone in the arsenal against the Technocracy. Their understanding of Technocratic tools and their ability to turn devices against their technological enemies makes them invaluable in the inevitable conflicts. Ideologically, the Virtual Adepts push constantly for new visions of reality, and they put such visions into practice through virtual space. On the Digital Web, they are masters of all they survey, and they bring out every possible idea for the future world. These elements make them the truly vibrant technological blood of the Traditions, and in many ways, they are the ones who fit best in the modern world. As more and more Sleepers get online, the Adepts' community grows. Newer, faster, better, now is graven in the Adepts' hearts, and they'll bring inspiration from the virtual worlds or go out in a blaze of glory trying.
Organization
Naturally, Virtual Adepts are a fractiously chaotic lot. Their only real "organization" comes in the form of their various member spaces in the Digital Web and in the few who actually bother to run in groups; most bow to no authority. Indeed, Adepts recognize others only by "eliteness." On the Web, where one's gender, race and physical state are all irrelevant, the only thing that matters is the quality of one's deeds. Adepts develop reputations based on their achievements, and younger Virtual Adepts may flo ck to aid a truly elite member when she puts out the call. Odds are good, though, that a few will do their level best to sabotage the assemblage simply to gain some notoriety.
As a result of their near-total disorganization, Virtual Adepts generally don't bother with long-winded titles or recognition for formal occasions. Indeed, they thumb their noses at other Traditionalists — like the Order of Hermes — who rely on such politics. One would think that training and developing a resource base in such circumstances would be difficult, but it's just a matter of computer contacts, rule by the cool and a little bit of bluster.
Factions
Adept factions change as rapidly as technology, so it can be tough to keep abreast of them. Making matters more complicated is the fact that many Adept groups include both Sleepers and Awakened crackers, so one can't always distinguish the mages from the unenlightened.
The dying Cyberpunk movement embraces the nihilistic end-of-days attitude that the future will be darker, dirtier and meaner than the present, if possible. These crackers use heavy weapons, hardcore programming, infiltration and sometimes various drugs to amp themselves to the top before going' ballistic on their various targets — corporations, politicians, each other... anyone that they don't like. Not surprisingly, they often rely on Forces to get the job done. As the Virtual Adepts continue to refine a vision of a better world, the defeatist attitude of the Cyberpunks thrashes out its death-throes in the gutter. The Cyberpunk movement as a whole seems to be maturing, heading toward a more educated and intellectual elite that embraces high material technology and cybernetic experimentation in a fashion reminiscent of the Technocracy's Iteration X. The more intellectual Cypherpunks act with the reckless abandon that one would expect of a stereotypical cracker, but instead of relying on guns and a bad attitude, they crank up their computer programs and data-analysis skills. Cypherpunks enjoy collecting random trivia, esoteric data and hidden secrets, then spreading it around to all and sundry. Often, they are quite contrary, and they force people with whom they associate to examine all sides of a problem. From there, the Cypherpunks hope to gain new insight in several directions. Cypherpunks spend a great deal of time in the Digital Web, as one might expect. Naturally, many Cypherpunks study Mind sciences in addition to Correspondence.
The Chaoticians use Entropy to study extremely complex and chaotic systems. These Adepts believe that the information process is an inherently unstable one, and they look for understanding in the cracks and flaws of data. Their studies, of course, draw them into fractals, chaos mathematics, unstable systems and so-called hard problems. From these sorts of premises, they figure out the flaws in how things work, or in the world itself. They also delve into how tiny changes can effect large-scale results, and many indulge in a little bit of experimental social engineering.
The growing Reality Hacker faction believes that the universe itself has an underlying order, information storage system and language, and they tap into that language to tell the universe how to order itself. Instead of contenting themselves with virtual realities and the Digital Web, these hackers decode the structure of the cosmos. Bending space and gravity are the early expressions of their work, but serious reality hackers get into Matter manipulation, alteration of universal forces and all the things that naughty little hackers shouldn't touch. If the universe is built with the ultimate "computer language", then staying up a whole lifetime to hack it is the ultimate rush.
Expressing the purest Correspondence theories, the Nexplorers make up a large chunk of modern Virtual Adepts. The Digital Web is prime turf to Adepts, but the Nexplorers hope to forge new visions for a brighter, better world. While all Adepts want to create a "Reality 2.0" into which the Masses can Ascend, the Nexplorers are most concerned with making it an improvement on the current world, not just a system that they control. To that end, they advocate careful construction of Digital Realms and exploration of other sorts. They press for space travel and dimensional travel, among other things, although the Tradition has limited resources in that regard.
Philosophy
Information is the ultimate power and the ultimate tool. Devices, magic, tricks and Traditions can all do great things, but only when guided with the proper information. Therefore, the Virtual Adepts want to learn as much as possible, to explore and develop as many ideas as possible and to open the world to new knowledge by discovering loopholes, tricks, shortcuts, innovations and dreams. Eventually, people will recognize that information (and their understanding or processing of it) is their key to sensing the universe. Once that happens, it's a simple matter to make a better universe — a Reality 2.0 that can be modeled, shaped, simulated in a virtually real fashion, then embraced and made into a new world for everyone. The best and brightest (and most elite) lead the way, so that humanity can benefit.
Failings
Antiauthoritarianism combined with a respect for only the new means that the Virtual Adepts not only reject society, they spurn the very people they want to help. They treat Sleepers who "just don't get it" with condescension at best, and derision at worst. Strife erupts constantly between competing Adepts as they fight to establish who's on top and who's yesterday's news, and the Tradition recognizes no consistent leadership.
Eventually, the Adepts will either implode, or they'll fall into step behind a system of super-echelon “elite” and lower-class “end users.” The Tradition needs to grow up and recognize that along with discovery comes a responsibility to implement said discovery safely.
With the recent crash and whiteout of the Digital Web, the Adepts lost a lot of ground in their most promising area of control. Although the Web is back up, it’s now flooded with sleepers who’re getting closer and closer to matching the Adepts in computer techniques. Adepts who once saw themselves as masters of the realm are in for a rude awakening as they realize that once the Sleepers are in, they’re in for good. Now that the Adepts have thrown open the doors to let everyone into their playground, they have to accept that people are going to do things they don’t like. Many Adepts are unwilling to do so, and they go so far as to spitefully crash or flame various Sleepers who get into the Web. Instead of stagnating in the Web and claiming it as their exclusive turf, these Adepts must focus on the Tradition’s purpose as heralds of the new. Otherwise, they’ll become nothing more than petty dictators in a world that slips slowly from their control.
Theories and Practices
Naturally, as masters of the computer, Virtual Adepts excel in all sorts of tele-techniques, information processes and Digital Web exploration.
According to the Adepts, information has a flow all its own. Some Adepts even accord information with purpose or motive. In the end, virtual realities are just data; long-distance communication is just pushing information around; even physical existence is predicated on information storage. If one manipulates the facts, the reality follows suit. And, there are always new facts to find....
Stemming from their mastery of information and transference, Virtual Adepts develop strong computer processes to manipulate their surroundings. Although strongest in the realms of ephemeral data, many Adepts can develop hardware and programs to do anything from projecting force fields to shifting their appearance. Such procedures work best in the Digital Web, of course, but that constraint doesn't stop the Adepts from engaging in some judicious reality hacking with the right techno-toys as backup. The Adepts love new gadgets, high-tech devices and anything that gives them a leg up on their brethren.
As one might expect, Virtual Adept "meetings" are more along the lines of teleconferences and projections, often in safe havens of the Digital Web. Initiation? Once a prospective young Adept has pulled off a few impressive moves or crunched some good code, he's one of the group — as long as he's not a total social retard among the techno-geeks. Training? What training? Individual Adepts pull together their skills out of experience and sheer balls, combined with their own beliefs in what's important. It's not uncommon for a Virtual Adept to have a certain lucky charm, a day of remembrance for a particularly worshipped hacker (Alan Turing's birthday is common) or even to talk to a computer like it's a friend, pet or Devil in a box.
Specialty Sphere: Correspondence
Common Foci: Computers (of course), cybernetic implants, hacking rituals, mathematics, programs, sensory gear, surveillance equipment
People are dying, ideals are dying, magic is dying, the world is dying. The Hollow Ones have known as much for some time, and they've accepted it. Now, they know that the world is going downhill, but they plan to enjoy the ride. Reveling in nihilism and a rejection of social mores, the Hollow Ones luxuriate in Gothic elegance and a decadent, romantic languor.
Background
Since they are not functionally a Tradition, the Hollow Ones do not occupy a seat on the Council of Nine, they have no recognition among the Traditions and other mages generally consider them a pain. They don't have the luxury of an extensive library of history, either. Instead, they point to Romantic poets, Victorian spiritualists, 1920s flapper counterculture and modern Goth culture as their architects. Hollow Ones themselves can't agree on their foundations; instead, they're more concerned with what they get out of it. As a hodge-podge subculture, they take what they like and discard the rest; this applies equally t o people, philosophies, magic and belief.
Still, Hollowers are a product of the modern age, or rather, a rejection of it. The Hollow Ones despise the frenetic pace of modern life, the too bright yet tacky technology of mass marketing and the banal stratification of society. Instead, they cling to notions of a more elegant age. Hollowers sip at absinthe, play at poetry, indulge in fetishistic fashion and follow the trends that lead them to death's door. The Reckoning that's at hand only lends credence to their beliefs. If the world's spiraling into destruction, they'll be the ones who are ready for its untimely demise.
Organization
Cliques rule the day among the Hollowers. Instead of forming philosophical factions or Avatar-driven groups, these mages just hang out in small clubs or social groups. Cliques tend to be fiercely competitive and jealous, but they can put aside their differences to work together sometimes. Since Hollow Ones often come from broken homes or dysfunctional families (whether wealthy or poverty-stricken), they indulge in whatever sorts of passive rebellion they can find — and that means hanging out with other people who've survived similar experiences and taken up the same candlestick. There's no hierarchy. There are young Goths and dead Goths, but old Goths are just pretenders. The social cliques that Hollowers form are the only real families they know, and they're fiercely protective of them, but without any political vision, they shrug off any attempts at real "organization." About the closest that Hollowers come to any sort of recognition in their ranks is when they choose someone to speak for a clique, or when they compete for pieces of unusual arcane lore or trivia in an attempt to seem spooky or knowledgeable in occult esoterica.
Factions
As the Hollowers lack organization or much in the way of politics, they aren't terribly factionalized. For the most part, they can be simply divided by their relation to the other Traditions and to magical society. Everything else is a matter of personal preference. The term Councilor is sometimes used to refer to a Hollower who expresses a desire to see the Hollow Ones join the Traditions, but most often such individuals are labeled "sell-out" or "fascist jerk." Some Hollowers think that there's much to be learned from the Traditions, or they desire a sense of belonging; others have friends in the Traditions or are hungry for some political clout. These mages tend to burn out quickly. The Council doesn't take them seriously, and the other Hollowers often ridicule their ambitions.
Those most violently opposed to the Council are the Revolutionaries, who may agree that the Technocracy sucks, but think that the Tradition Council is just another oppressive system. These Hollowers want to evade the fighting groups altogether and just die in peace.
The majority of Hollow Ones don't have any recognizable faction. They hang out, enjoy the club scene, spend time with their cliques and shoot the shit on topics ranging from the modern economy to the spirits supposedly haunting the local cemetery.
Philosophy
Although the Hollow Ones don't believe that the world is necessarily doomed, they do feel that it's a pretty crappy place. As a result, they eke out what satisfaction they can get, and they encourage others in t heir own morbidity. Still, they have an abiding curiosity, a desire to scratch beneath the surface and see how things really work — the squirming guts inside the underbelly of society. Where other mages are driven by one view of magical theory or a certain Awakened goal, Hollowers are as likely to be motivated by a tres Gothic evening of sybaritic relaxation as by the opportunity to dig up some piece of esoteric trivia.
Failings
Some days, Hollowers can’t even be bothered to get out of bed. It’s an attitude that leads to defeat. Though Hollowers are accepting and flexible, it’s hard to motivate them to give a damn about anything. As a result, they accomplish little. They’re poster children of wasted potential, yet they won’t fit into “normal” society or change to accomodate it. A very few achieve some level of real ability and find a focus to drive toward Ascension or some other goal, but many just spend their nights sitting on their collective asses and doing nothing productive.
Theories and Practices
The Hollow Ones' greatest strength may stem from their lack of convictions. Since they refuse in accept anything at face value, they dig up all sorts of wisdom and incorporate it into their own styles. While Hollow Ones tend to center around any tiling from late 1800s spiritual is in up to modern neo-Pagan nihilistic fetishism, they are willing to try just about anything once — especially if it'll give them a unique angle or a way to impress their clique.
To the Hollowers, Ascension is a far off goal, one that may never be reached. Sure, they can feel the pull of the Avatar, but if you're going to die tomorrow without achieving anything, why bother? This lassitude gives them the leisure or explore many different avenues, though, and ironically, it leads some to find enlightenment in the oddest corners and crafts. As a general rule, Hollowers don't believe in any sort of global Ascension. People in general are assholes who can't be bothered to get any better, so it's a waste of time to try to change them. Since they develop eclectic techniques borrowed from many different styles, Hollow Ones have no real magical specialty or typical focus. Many start out with a little light occultism and then veer off into a personal style, studying whatever magic suits their fancy. As a result, Hollowers can use just about anything as a focus, as long as they have some idea of what they think they're doing. A Hollower using a computer had better have some understanding of the machine, while one using Santeria should've at least read a couple of books on the subject. Ultimately, they bring a scattered approach to magic that gives them a flexibility the Traditions can't match.
Specialty Sphere: None
Common Foci: Arcanology, blood, crystals, grimoires, poetry, runes, seances, spirit uality, Victorian ritual... just about anything, actually.
Most people accept the limitations of static reality. Feeling that they exert no control over their destiny, these folk take what is handed to them by the cosmos. These, then, are the Sleepers who make up the vast majority of humankind. Of these, a small number realize that reality's laws are not as binding as most believe. They find that it is possible for them to exert certain magical powers within reality's restrictions through elaborate ritual and perseverance. Through ancient practices and rites, they draw out natural power inherent to the Tellurian and shape it in small, stealthy forms. These people can stretch reality's dictates through their castings, but they have no control over that reality itself. They have mastered what is sometimes termed static magic.
It is a deeper understanding of the relationship between himself and the cosmos that distinguishes the Awakened mage from a skilled, but un-Awakened, sorcerer. Mages are those few people who realize that they are not defined by reality, but rather, they define reality. These people are the ones who have Awakened fully to magic's potential and may, through enlightened will and belief in their vision, work changes on reality itself.
Awakened Magic
Put simply, Awakened magic is the ability to reshape reality through force of will. There are theoretically no limits to what may be accomplished magically, beyond those limits that exist within the mage himself. Theoretically, a practitioner could make the seas boil, raise mountains and cause a barren desert to erupt with foliage, but in practice, the high cost in Paradox and the major investment in time and effort would almost certainly preclude any such thing. The power of the Awakened mage does not require that any specific rite or ritual be performed, though most mages still use and believe in the efficacy of such trappings. All that is truly required is a combination of sufficient knowledge and determination to forge reality into the mage's desire. With the proper understanding of reality's diverse elements (which are divided by mages into nine Spheres of knowledge) combined with a sufficient strength of will and belief in his own ability to do so, very little lies beyond the willworker's power.
Several schools of though exist concerning the origin of this ability to produce and wield Awakened magic. Some mages maintain that they are merely a conduit for a power greater than themselves. They maintain that, through their Avatars, they connect directly to Prime, the Pure Ones or some other higher power. Through their Avatars' connection, the mages channel the energies of Awakened magic and remake reality.
Others believe that the power of Awakened magic is inherent to all Awakened beings. They contend that each Avatar is composed of a shard of Prime given form by the Pure Ones and anchored to the flesh-and-blood mage. Proponents of this theory believe that all one needs to work Awakened magic is the faith to believe that it exists, the bravery to embrace the divine within oneself and the will necessary to force one's own paradigm onto static reality.
A number of other theories exist, but whichever of these beliefs is the correct one (assuming that there is one single answer) is of little practical consequence. What matters is that the mage may alter reality at will, forever setting him apart from his Sleeper brethren.
Static Magic
Unlike the blatant displays of Awakened magic, static magic or sorcery conforms to the consensual reality of the World of Darkness. This is not to say that static magic in any way corresponds to scientifically accepted dogma, of course. Still, the collective unconscious of humankind accepts at some level that certain unexplainable phenomena are possible. The proliferation of 1-900 psychic lines and strip-mall soothsayers shows that many Sleepers put their faith in abilities that are best defined as "magic." Even young children's make-believe relates to both the protective rituals and curses of static magic ("Hide under the covers and the monsters can't get you." "Step on a crack, break your mother's back."), instinctively recognizing its powers. History supports
the rituals handed down for thousands of years, and in the ancient legends told by grandparents to awed children, a simple magic survives.
The psychics, mediums and sorcerers (called "hedge wizards" in times past) who use static magic must follow very strict rules to achieve very specific results. What they can and cannot do with their abilities conform to clearly delineated paths. While nowhere near as powerful and versatile as the Awakened mages' command of the Spheres, the sorcerers' Paths work without recourse to actually twisting the Tellurian through an Awakened Avatar. Thus, sorcerers avoid the worst of Paradox. Some mages theorize that the powers exhibited by other supernatural beings (like werewolves and vampires) are merely further examples of static magic at work.
The type of ritual used to create the magical Effect doesn't matter as long as it's a ritual that has real power. A psychic's reading of the tarot and a vitki's casting of runes may both give insight on the future, but no sorcerer could simply throw together a random collection of occult mumbo-jumbo and hope to achieve a result. It is the user's belief in his ritual, his consistent use of it and the adherence to the still-viable forms that matters. Similarly, individual rituals must be used to perform each separate magical function. A houngan, for instance, will not use the same spell to bless one individual and to curse another.
There is an upper limit to what may be done using static magic. A hedge wizard may make minor alterations to reality, but he cannot approach the fundamental restructuring possible to the Awakened mage. Even the strongest-willed, most driven sorceress is unable to circumvent this limitation. Only by Awakening may she ever experience such power. Still, sorcery and psychic powers are nothing at which to scoff. Many sorcerers can achieve potent Effects as long as they're careful to conceal their workings from unbelieving eyes. Since they work with rituals that don't rely on recasting the universe in their own image, such sorcerers even avoid the dread bane of Paradox.
Interestingly enough, Awakened mages never use petty sorcery (despite the fact that some Traditions, most notably the Order of Hermes, groom prospective apprentices by schooling them in such magic). The Awakened mage reshapes reality on a fundamental level, while the static magician operates without actually tearing and twisting the Tapestry's threads. Once a mage Awakens, his power flows from his ability to reshape himself and his Avatar to bend the cosmos in turn. Although the Awakened mage can perform some quiet, static Effects that mimic sorcery, his power is far greater, and the consequences are concomitantly severe. Similarly, the hedge magician cannot begin to comprehend, much less wield, the reality-altering magic of the Awakened willworker.
It's interesting to note that the forms of magic handed down by sorcerers often mimic the rituals used by the Awakened. Indeed, Awakened mages still hold dear their own history and cultures, using the beliefs of their people to form their magic. The magician adheres to the proper forms and speaks the secret words, and magic results — who can tell the difference between Awakened and Sleeper mage? Although the Awakened mage refolds the universe in his image, the sorcerer's quietly inherent powers are just as magical.
The Limits of Awakened Magic
Since the close of die Mythic Ages, the restrictions Imposed by material reality have come to hamper the castings of the willworker greatly. It has been said wistfully that the first mages had no fear of Paradox, as no single consensual reality yet existed. Whether such a beatific age ever truly existed is unknown, though certainly such an open and free world of magic is a dream for many mages. In the ages since, the unchecked population growth of humankind conspired with the advent of mass communication to unite the planet, creating a truly global society and, thereby, a global reality too. Whereas humanity first existed in only isolated pockets whose mercurial belief systems allowed for great displays of magical power, today's worldwide sharing of beliefs in what is and is not possible serve to shackle modern workings of the Art.
Vulgar Magic
Vulgar magic, also known as dynamic magic, occurs as the result of a mage forcing reality to conform to his preconceived expectations. Using dynamic magic, a mage may let lightning fly from his fingertips or transform his enemies into glass. During the time of the Renaissance, such magic was referred to as "vain," an accurate description even today, as only a mage of monumental hubris would dare such Effects except under the greatest duress. Such reckless castings rend the Tapestry of reality and invite the not-so-tender consequences of such changes.
No logical explanation exists for vulgar magic. To Sleepers who may view it, its Effects are patently impossible. Truly amazing results are possible, but only at terrible risk to the mage employing dynamic magic. Static reality abhors vulgar magic and any mage who uses it. The mage who uses such magic will pay the price, in Resonance if not in Paradox.
The smart mage uses vulgar magic only when the stakes are life and death. Think of dynamic magic as the tactical nuke of Awakened society. It is dangerous and messy, and it has far-reaching consequences. Those mages who use such power frivolously don't remain a problem for long.
Coincidental Magic
Coincidental magic is the only choice for mages planning on sticking around for any length of time. By couching magical Effects in chance occurrences, the mage operates in plain sight with potential Sleeper witnesses none the wiser. Such castings are referred to as static magic, as they, like the powers of the sorcerer, work within the confines of static reality. If, for example, a mage experiences financial problems (a common problem for magicians who draw the attention of the Syndicate), it might be possible for her to conjure the money she needs from thin air. Of course, there is no way that static reality will accept such an occurrence as natural. However, a much less dangerous and equally expedient solution might be to return that Publisher's Clearing House Sweepstakes letter that's on the kitchen table... and guess who the Prize Patrol pays a visit to just before the IRS seizes her assets! Static reality, and the Sleepers responsible for it, would find such a turn of events extraordinarily lucky — but in no way magical.
Think of coincidental magic like water flowing downhill; it will flow around obstacles to reach bottom. In much the same way, magic follows the path of least resistance to reach an appropriate resolution if it is not forced to conform to specific shapes and results. The mage shapes a particular desire and empowers it, but he lets the cosmos determine the specific Effect. Confronted with an enemy, a mage might focus his will and hatred, manipulating the flow of Forces around him to await a convenient trigger event like the eruption of a faulty gas pipeline.
Less believable coincidences make magic more difficult, as reality can stretch only so much to accommodate a mage's whims. Also, the more "accidents" that occur, the more their overall probability is strained, which can lead to what's referred to as the "Domino Effect." When an inventive mage uses static magic sparingly, however, she can find a way to perform her Effects coincidentally, and she will find that static reality is much less
likely to rebel against these subtle alterations. By shrouding magic in incidents that Sleepers find believable, if lucky, the mage finds that her casting is accepted by humanity's collective unconscious.
Awakening
It is the act of Awakening that opens the doors of perception through which the new mage peers at the magical world. The mage looks at the world with new eyes — eyes no longer clouded by sleep- New truths about the nature of reality are revealed to her, while long-held preconceptions shatter. The newly Awakened mage struggles to make sense of this barrage of new sensations. Those without a strong sense of self and a powerful will sometimes remain overwhelmed by these impressions, unable to decipher or control them. In a world where reality is shaped by perception, who can determine whether an individual is insane or simply seeing a different cosmos?
Awakenings can happen at any time in life. There's no single moment of crisis where every individual goes through a question of magic; the eye-opening may strike in childhood, youth, adulthood or elder age. The majority of mages trace their first moments to the experiences of their early adult life. Awakenings seldom occur in childhood, though it does happen occasionally. Parents satisfy the needs of most children abundantly, leaving them so comfortable with the status quo that they don't have the impetus necessary to Awaken. Awakenings are similarly uncommon among the elderly. Older people, unlike some of the more youthful members of society, have usually discovered something in life on which to focus their attention. Whether it is building a career, raising a family or even drinking themselves numb, they have found some function in life that makes them feel complete and binds them forever to static reality's comforting familiarity in the process. Even those without such sense of purpose have already discovered a comfortable, familiar niche from which they have little reason to explore. Young adulthood, however, is the time in a person's life where he begins searching for the purpose and meaning to his life. In rare instances, this search leads the seeker to Awaken.
Awakenings are typically triggered by traumatic, life-altering events, although there are exceptions. The Awakening often coincides with a need on the mage’s part, often a drive to overcome some problem insurmountable through conventional means. When the chips are down and there is nowhere else to run, the mage rises to the challenge, stirring his fitfully slumbering Avatar to wakefulness and empowering himself. Even if the nascent mage denies this power, her new awareness shapes the universe to her will, sometimes with drastic and unpredictable effects.
Of course, many mages would dearly love to discover a means of reliably Awakening others, but no such method is known. Would-be mentors keep a close watch on people with strong wills and unusual lives, while erudite magicians try to teach their ways to hopeful novices. None are guaranteed this Awakening. Enlightenment strikes where it will.
Once a mage Awakens, there is no going back to sleep. The truth of reality's subjectivity is laid bare, and the neophyte mage has no choice but to struggle forward in an attempt to understand what's happened. Although he may want to return to his old way of life, events conspire to make that course of action impossible. Family and friends both will notice a change in the budding mage. These people may well slumber, but they are far from dead. The mage's newfound Avatar and awareness positively radiate "otherness" to those most familiar with the Sleeper he once was, as the two conspire subtly to alter reality at the mage's subconscious urging. Though he may be able to salvage some of these relationships, Awakening will invariably cost the mage most human contact, as even old friends find it disturbing and dangerous to be associated with him. Even complete strangers tend to give this "weirdo" a wide berth. The caress of magic, even when not readily visible, leaves its distinct mark on the magician.
Humans instinctively notice and fear this aura, so a mage must either be careful to hide his magic very well or turn to other mages for companionship.
While daunting, the problems of alienation and uncontrolled power are merely the tip of the proverbial iceberg. He soon comes to realize that there is much more to the world than he ever imagined. Spirits, werewolves, vampires, sorcerers and more become not only things whose existence he must acknowledge but, often, things with which he must talk, fight and, on occasion, ally with. His very existence leads to him being courted by a myriad of Tradition factions, all starved for allies. The Technocracy will want to either assimilate the mage or eliminate him. The responsibilities intrinsic to being one of those on the front lines, protecting an unknowing world from dangerous reality deviants, leaves room for no other options.
Everybody wants a piece of the magic, and the novice mage may not even know what it is. The only option is to change or die. If he's going to survive, a new mage must learn what he is and what he is capable of. Others, a mentor or cabal perhaps, may show the newly Awakened mage the path that he must take, but it's up to him to take the first step. Only by accepting his new state will the mage be able to progress toward enlightenment and Ascension.
Avatar
Within every Awakened mage dwell two distinct spirits or sides: her Avatar and her mortal self. The two parts interact with one another in many ways, developing a complex dynamic that may be akin to that occuring between teacher and student, boon companions or even adversaries. Whatever form this relationship takes, its eventual goal is to bring about the mage’s Ascension. It is the Avatar’s function to cajole, coerce or drag the mage kicking and screaming into enlightenment. Mages with more powerful Avatars will be prodded into action more often than their less mystically endowed compatriots. Though few of their fellows would envy the constant goading these mages must endure from their pushy Avatars, they do, in fact, enjoy an advantage over their colleagues. The constant hounding serves to push such mages to excel. They are more prepared to endure the trials and tests demanded of them during Seekings, and consequently, they often find enlightenment more easily than their more relaxed brethren, becoming wise beyond their years quickly.
Another property of the Avatar is the ability to grant its possessor insight into her past lives. The Avatar is the part of the willworker that is eternal. Within its depths lie the experiences of all of its former earthly incarnations. Some mages learn to access this wellspring of knowledge and apply its teachings to their advantage in the present.
In times past, a large number of Avatars appeared to their mages as distinct, tangible entit ies. Whether it appeared as an angel or djinn, god or hero, the mage was capable of conversing with the Avatar, coming to blows with it or treating it as material friend or foe. In more modern times, it's become much more rare for an Avatar to manifest itself physically to a mage. In fact, in the aftermath of the Reckoning, such an event has become downright unusual. Nowadays, the Avatar communicates through more subtle means, such as in dreams or flashes of intuition. The time of corporeal materialization is past.
As they do about most issues, mages disagree about whether it is the Avatar that allows one to wield magic or whether it is one's own innate magic that allows one to sense the presence of the Avatar. Whatever the truth of the matter, the Sleeper's higher self must Awaken before she becomes capable of exploiting the full potential of magic.
Arete
Arete is a measure of a mage's enlightened will. Some amount of Arete is required to perform any Awakened Magic. A mage's Avatar is a measure other understanding of the cosmos on an intuitive level. This intuitive awareness may come to a mage slowly or in a sudden burst of insight. Often, a great deal of Arete is acquired during a mages Awakening. Thereafter, progression becomes much more laborious, commonly involving Seekings. A mage with more Arete may plumb the mysteries of the cosmos (be they magical or mundane) with greater ease.
The Metaphysics of Magic
All around the world, children are indoctrinated in a passive, scientific view of reality. They are taught to use the laws of nature to understand the world around them. They are told that, despite being a part of reality, they may in no way affect the world's natural laws. Often, such children balk at such talk, much like mages do. In their worlds, reality's "truths" change from moment to moment, as quickly as their ideas. They command armies of verdant plastic, build impregnable fortresses of bright Lego's and gain unparalleled speed with the acquisition of new shoes.
Children know something instinctively that their parents and teachers forgot long ago — they are capable of working their will on reality actively, even if it's a reality that consists mostly of action figures and comic books. Sadly, this innocent notion will soon be reasoned and rationalized out of existence, consigned to the occasional wistful daydream. Mages, on the other hand, return to these childhood concepts. To the Awakened, reality is subjective. Rather than building awareness and belief through the passive understanding of the world around them, mages know that belief and conscious desire create the world around them. This premise implies that humanity plays a more active part in the universe than Sleeper doctrine would lead one to believe. People, as intelligent individuals, are the cause, and reality is our effect.
After Awakening, and the corresponding realization that they may mold the world to their will, most neophyte mages ask their teachers (those who possess such mentors to ask, at any rate) why, given the limitless possibilities inherent to reality, they can't drag the moon from the sky for instance? Why can't they boil away the oceans? What's to keep them from transforming the Earth's atmosphere into glass?
The answer to these questions lies in the nature of reality itself. Static reality is a construct derived from the collective belief of humanity. Some apprentice mages misconstrue this idea to mean that every Sleeper is consciously projecting his or her own personal reality, and they wonder why the world isn't a chaotic jumble of overlapping realities vying constantly for dominance. Their mentors explain to these young proteges that, rather than being a hodgepodge of conflicting realities, existence is more like a shared hallucination formed through the agreement of a majority of humanity. As such, existence is sometimes referred to as consensual reality.
Only one reality may be extant at any one time in a given space. Static reality's constancy is backed by the faith of billions of Sleepers, each of whom bear within themselves an un-Awakened Avatar that works subconsciously to reinforce the status quo. Although such unfocused belief has little effect on the nature of reality individually, Sleepers exert a tremendously rigid stabilizing force through their aggregate beliefs. Whenever a mage attempts a magical Effect, she must overcome the combined will of humanity's collective unconscious. Defying this force is a feat of incredible difficulty for even the most puissant of mages.
As a strategy to overcome the strength of static reality, most mages (Tradition and Technocracy alike) attempt to disseminate their ideas into the cultural mainstream. This campaign serves the practical purpose of encouraging others to accept the tenets of their paradigm, in the process making it easier for them to impose their will on the world.
The Technocratic Orders have proved remarkably successful at using this tactic, employing a combination of the mass media, propaganda and psychology over the last 150 years to convince the Masses that the technological paradigm is not only effective, but that scientific advancement is synonymous with the betterment of mankind. This occurrence is fairly recent. Prior to the last century, technological devices had a tendency to malfunction on a regular basis, showering their enlightened users with Paradox, despite the best efforts of the predecessors to the Sons of Ether and other like-minded Conventions. Over time, however, people came to believe more and more in the validity of science, and as they did, more "miracles of modern science" became possible under static reality. Soon it was possible for Sleepers to use various scientific contrivances as well as Awakened operators might. The process by which science became the dominant paradigm was a gradual one, but one that was highly effective. And it continues to be so in the present.
Sleepers can only comprehend a small fraction of reality's whole. If one attempts to take in the entire thing at once, it proves too much for the human mind to grasp. Mages, with the aid of their Awakened psyches, are able to understand a portion of reality correspondingly larger than that of Sleepers, but even they are forced to arrange and classify it for ease of study. The three fundamental elements of this categorization are Dynamism, Stasis, and Entropy. These three forces form a mystical model known in more esoteric circles as the Metaphysic Trinity of magic.
Dynamism represents creation, growth and change within the Metaphysic Trinity. It is both forward motion and the drive to adapt or die. Those who don't understand it view Dynamism as a force of totally random chance, a roiling storm of chaos. While it is an active force for change, it is not invariably random. Many Tradition mages mistakenly believe that the Technocracy is opposed to change. It is such misinformation that led to Technocracy agents being referred to as "static mages." As any agent of the Technocratic Union can tell you, the Technocracy is very much in favor of change, but it must be controlled change. There is a reason that periods of rapid technological advancements are referred to as "revolutions."
Lacking the force of Dynamism, the universe would fall into decay and dissolution. The need to change and adapt is an essential part of life. Such change may seem daunting, even frightening, but it must continue in order for the universe, and all within it, to grow and prosper. No one embodies this drive to change more than the Awakened mage. Through will alone, he alters the world around him. Every rime he does so, be it subtly or dramatically, he affects the whole of reality, becoming a greater agent of change than he may realize.
Stasis is the element that holds everything together, a sort of universal glue. Without the stability provided by this force, the universe would be an ever-shifting sea of conflicting realities, each overwhelming (and being overwhelmed by) the others. Such a state would preclude even an acknowledgment of the concept of self. Of course, an excess of Stasis has just the opposite effect, serving to calcify reality and make it more
resistant to change. Modern times have seen a gradual increase in this force's sway over reality. In ages past, Stasis was less dominant, and mages had a relatively easier time imposing their will onto reality.
As Stasis exerts a stronger grasp on Creation, reality continues to become ever more fixed and unyielding. Paradoxically, a great many Sleepers view Stasis' effect as a form of "progress" which affords them greater freedom and expanded possibilities. This belief is patently false. With each new "convenience" modern life affords them, Stasis gains a more secure hold over the minds of humanity, robbing them of their own inherent creativity.
Entropy is both the alpha and the omega of existence. It is the state from which all things rise and to which all things return eventually, only to rise again. As such, it acts as a balancing force between the antithetical elements of dynamism and stasis, serving to keep the cycle of birth, death and rebirth in motion. Within the bounds of Entropy, Stasis and Dynamism reach a state of equilibrium that undoes both, rendering them unto the oblivion which Entropy ultimately represents. As the Euthanatos point out, however, this oblivion is not so much an end as it is a new beginning.
Entropy gives up what it has devoured to begin the cycle anew.
There appear to be two distinct cultural viewpoints on Entropy. Westerners fear it as a destructive force that leads to death and ruin. Westerners prefer to be able to separate reality's contents into distinct units. A man driving his car is an entirely separate entity, with nothing in common with his vehicle. However, in both animistic cultures and laboratories worldwide, the line distinguishing man and machine becomes blurred. In the East and in the tenets of both tribal shamans and quantum physicists worldwide, no distinction exists between the energy manifestation that forms the matter of the man and the matter that makes up his automobile. Both are merely eddies of energy within the infinite sea of space-time.
Each of these concepts of reality poses a danger when taken to its logical extremes. In the first view, there is the threat of Dynamism becoming fixed into a static matrix. In the second, given its less ossified view, Entropy erupts when borders blur into chaos.
Without Entropy, items that had outlived their usefulness would continue to exist in perpetuity. As it is, the items evanesce to rejoin the cycle anew. There is, however, a growing number of mages within the Traditions that suspect Entropy of transcending its prescribed limits, worrying at things not yet ready to rejoin the cycle. Whether or not this theory proves true remains to be seen, but few outside their own Tradition seem willing to accept the Euthanatos convictions to the contrary as unequivocally reliable.
Quintessence
Literally translating as the "fifth essence," Quintessence is the fundamental unit of all magic. All energy, matter, spirit and life, literally all things in the universe, are formed from Quintessence at the most basic level. This Prime Energy is neither material nor ephemeral and can never actually be grasped or sundered.
While it is accepted by mages universally that reality is formed of Quintessence, not even they can say with any degree of certainty exactly what it is. Most see it as an ever-changing pool of raw potential from which all things in the universe arise and return. This basic "bio-energy" often gathers at incidents of strong emotion and becomes colored by them thereafter. Mages were quick to grasp that their own Avatars were natural conduits of Quintessence and were, as a result, the easiest means by which to access this Prime force.
As each new thing comes into existence, it draws Quintessence from the endless pool. Similarly, when an old thing fades away, its Quintessence reenters the pool, where it may find use again. It is an understanding of this Great Cycle that is central to the beliefs of the Euthanatos. Some of the death-mages (and a number of Nephandi) believe that if reality were ever to attain a state of pure entropy, the artificial frameworks
imposed on it by humanity would cease to exist, revealing the unadulterated glory of raw Quintessence. Such talk does little to win them friends outside their own Tradition.
Tass
Tass is the concrete, physical expression of Quintessence. These bits of pure Prime can often be used to fuel a mage's magical undertakings.
However, as it has already been mentioned, Quintessence is indivisible. This begs the question, "How then can raw Quintessence be captured in a base material form?" In the past, the Traditions' Masters might have spent hours haranguing their less experienced comrades with their own philosophical take on this conundrum. But, since recent events have placed the Masters' wisdom beyond the reach of younger mages, a simple illustration must suffice. If one is accustomed to thinking of the raw Quintessence as a pool, then think of Tass as Quintessence temporarily frozen like ice, floating on the surface of this larger sea. In time, this Tass will "melt," eventually flowing back into the infinite pool of Quintessence that first spawned it. Until it does however, Tass may be used by mages to lend power to their magic and to fuel their mystical Talismans.
Tass infuses the bodies of magical creatures — werewolves, faeries and the like — and it may be harvested from them. Needless to say, such creatures are less than happy to sacrifice themselves for a mage's convenience. More than a few mages have paid the ultimate price for such presumption.
It also collects in certain Nodes where energies gather in physical objects. Tass is sometimes affected by the form in which it manifests, unlike the pure Quintessence from which it springs. Quintessence stored in the waters of a holy spring may lend itself to healing, while that stored in the mushrooms of a faerie ring may cause the magic powered by them to have unpredictable side effects. A mage should be aware of this Resonance and use this resource accordingly.
For all intents and purposes, Tass is a finite resource. As a mage uses up the Tass that exists within a particular place or object, it disappears, returning to the pool of Quintessence from which it arose originally. Magical objects spent of the Tass that powered them are effectively useless until they are recharged at a Node or through another influx of Tass.
The Tapestry is a metaphorical model used by mages to illustrate the workings of reality. Its fabric may be seen as a complex weave of physical, spiritual and intellectual elements. All things that exist have their own unique pattern, formed from threads of Quintessence into energy, matter and life. These individual patterns are all just parts of the greater whole of the Tapestry. They interact with each other, together forming the things we perceive to be real.
Although very few mages can perceive individual patterns, everyone can view their interaction. For instance, each raindrop that falls is an example of the interaction of the patterns of water and gravity. The foundation of reality is magic, its forms a result of interwoven threads of Quintessence. Despite scientists' talk of molecular bonds and holy men's talk of the divine, it is Quintessence that furnishes the life energy that
suffuses the Tapestry. Lacking that bio-energy, the threads would unravel. Most mages agree that the Tapestry embodies three distinct types of pattern-energy. These energy types are body, spirit and mind.
The material world is the domain of the body. It is the realm of experience shared by Sleeper and Awakened mage. Tradition mages define the material realm and the wispy spirit-stuff immediately adjacent to it as the Tellurian. The majority of willworkers contend that the raw "threads" of Quintessence which makes up the spirit realms coalesce into basic, easily comprehensible patterns that make up the physical Realms (of which there are many, not just the one experienced by Sleepers). Each of these material Realms, and the Near Umbral Realms surrounding them, are part of the Tellurian.
Spirit is quite possibly the most basic component of magical reality. Wherever the raw stuff of Quintessence resolves itself into "threads," it becomes spirit. This substratum of reality is much too ephemeral for Sleepers to perceive and comprehend, at least consciously. Those conversant in the Spirit Sphere refer to this level of reality as the Umbra, or the Shadow. As the Umbra is the highest level of reality mortal man can experience, willworkers contend that it is, therefore, the "truest" form of reality that we can grasp. The material world, they argue, is merely an imperfect reflection of its spirit counterpart.
Of the three parts that make up the greater whole of the Tapestry, the least understood is that of the mind. Some mages argue that consciousness is not quantifiable, and that it may be a manifestation of raw Quintessence. Others believe that sentience formed as a reaction to the existence of the Tapestry. However, that very Tapestry cannot exist without minds to will it into being. This seeming paradox is a riddle equal to any Zen koan.
Belief...
Belief is central to all magic. Most mages realize theoretically that the limitations they ascribe to body, spirit and mind are untrue. They only exist because it is believed that they do. Mages impose their own boundaries on themselves. For years, static reality held that an unbreakable barrier prevented planes from flying faster than the speed of sound. Then, on October 14, 1947, pilot Chuck Yeager broke the sound barrier in a Bell X-1 rocket plane. Once Yeager had broken the sound barrier, other pilots soon succeeded in matching and then surpassing his mark. Captain Yeager himself set a second record on December 12, 1953 when he flew two and a half times the speed of sound. Now there are commercial airplanes that fly faster than sound routinely. Chuck Yeager's belief and talent overcame a principle of static reality, thereby changing the world.
Willworkers accept that people's personal beliefs serve to mold their actions in many ways. Cases of hysterical blindness and psychosomatic illness are both examples of this concept. The power of belief goes much deeper, however. Belief often becomes reality. If a person truly believes in a specific concept, he is not likely to question that belief.
The majority of Sleepers cling to deeply ingrained beliefs as a source of comfort in the face of the unknown. Many times, even beliefs that prove harmful will become precious in their familiarity. If enough people come to believe in something, it will become part of static reality's established paradigm.
Consensual reality suffuses all human beings, Awakened and Sleeper alike. Beliefs structure this static reality, but static reality structures beliefs, also. Every participant in this vicious cycle affects all the others and, in the end, themselves as well. Mages, though, are able to ignore, or even fracture, static reality's paradigm outright.
Despite long-standing arguments to the contrary, most mages agree that a person's belief forms not only her particular paradigm but that of the larger Tapestry of consensual reality.
...and Paradigm
More than a mere style, paradigm is the defined essence of the mage's beliefs, and it has been described by some as the language through which the mage communicates his Art. The only things any mage absolutely needs to practice magic are the will to enforce his desire on reality, the knowledge of the appropriate Spheres and the paradigm through which to focus that desire and make it real.
Before any magical Effect can happen, it must first jibe with the casting mage's paradigm. A Verbena witch cannot just want her enemy to be struck down with ill fortune. She must cause this to happen in a way that is appropriate to her paradigm. Perhaps she performs a blood sacrifice and invokes the goddess Hecate to curse her foe. Because it is both within her knowledge of Entropy and appropriate to her paradigm, chances are the
effects of the hex will come to pass. The same Verbena would be unable to transform a rampaging werewolf into a garden gnome because such an absurd belief is completely alien to her paradigm, regardless of Spheres.
One of the problems that has always frustrated attempts to foster cooperation between mages is that magical concepts are hard to translate between conflicting paradigms. In the past, Tradition mages have suggested that an artificial paradigm encompassing all the Traditions be established, but the idea has been met with a combination of angry words and howls of derisive laughter each time. Given that each mage's paradigm is tied so closely to his beliefs, it seems unlikely that such a "mystical Esperanto" would become any more popular than its linguistic counterpart.
- Creating Magical Effects
- Step One:What Do You Want to Do and How?
- Step Two: Do You Know How to Do It?
- Step Three:Do You Succeed?
- Step Four: What Happened?
Within the bounds of the Spheres, there's an infinite variety in magical practice. Of course, the mage is limited to her practical knowledge of the Spheres and the constraints of reality around her. Still, any limit can be surpassed with enough time and knowledge. As a result, each Effect is unique. Although a given rote or procedure may be handed down as a tried-and-true technique, the mage's paradigm. Resonance and knowledge of the Spheres all shape how even the simplest Effects take form.
When you craft a magical Effect, you just follow a few simple steps. You can build the Effect to do just what you want, as broadly or as narrowly as you desire. You're not limited by any static list of powers. Instead, your mage uses her learning to make up her own magical feats on the spot. Your imagination and the constraints of what your mage knows how to do are the only limits here.
A mage literally alters reality to her whims when she creates a magical Effect. Doing so could create something new, destroy something, change the environment or perform any number of strange results. However, reality itself doesn't take lightly to being hauled around and slapped into shape. Large-scale, vulgar or long-lasting changes are much harder to do than simple, brief Effects, especially Effects that blend in. A mage can therefore change nearly any fundamental aspect of the world around her, but it may take too much time, effort or magical knowledge. Worse still, the consequences of hubris (of trying to make a change that's too large or too quick) can be deadly. More than one mage has been engulfed in her own spells gone awry.
Here, we'll describe exactly what you go through in each step. Of course, you won't necessarily use every modifier and every foible. The Storyteller (Erisian) chooses which modifiers to apply, or even whether to "wing it" and let the story determine the Effect without recourse to the rules. Once you've built a few Effects, you'll find the system easy to use.
If you didn't have a plan in mind, you wouldn't be using magic. However, there are usually several ways to accomplish a given feat. Figure out what you want to do in general terms, and then look at the ways to accomplish it with magic.
Desired Result
Obviously, you must determine what it is you want to do, exactly. You might be trying to electrocute an opponent or heal a wound. Figure out a way to make events turn according to your whims. Remember, with the right Spheres and paradigm, you can do just about anything. You need only determine how you want to accomplish your aims — by using a Pattern, altering an existing phenomenon, toying with Prime energy, whatever.
Effect Description
Once you know what you're trying to accomplish, figure out how you want it to happen. Narrow it down to a particular Effect, or even something like "I want to make events twist to electrocute this guy." The Storyteller can determine whether your Effect is defined well enough for the story. Determine your desired angle, whether it's firing a bolt of lightning or tearing a hole in the Gauntlet. A lot of this decision involves roleplaying, as you decide how your mage approaches problems. The time and resources available to your mage affect this approach as well. Your magical feats will depend on paradigm, too, so this decision is a great way to distinguish your mage's beliefs and way of shaping Effects.
Your desired Effect also establishes a base difficulty. Is your Effect readily visible, or is it a subtle shift of events? Is it blatantly vulgar or quietly coincidental? Small, static Effects are a lot easier to cast than large, vulgar ones, but sometimes you just have to bust out the whup-ass and lay out some smackdown. Circumstances, opposition and the use of the right tools can all affect the outcome, too. If the Effect is just too large for you to pull it off in a quick-and-dirty casting, you'll need to add helpers or work out an extended ritual.
Paradigmatic Effect
Your paradigm should always influence your magical Effects. Rarely does a mage simply wave a hand to wreak great change. Instead, the mage relies on the tools that she's learned to use. Check out the various Traditions and their beliefs. Each one has an approach to magic that shapes the caster's Effects. Work this individuality into your Effects to generate a more colorful, engrossing story. After all, it's much more potent todescribe how your character focuses his chi energy or uploads a viral neural rewrite, than to simply state that you're blasting the enemy with Forces or examining something with Mind magic.
Sometimes, a mage can use techniques from outside her own paradigm, which happens most often when multiple mages work together or cross-trained Orphan mages share techniques. This cooperation is uncommon, though, since most mages are conditioned to think of their way as "the right way" of doing magic. Establish how your character's "right way" of doing magic flavors her Effects. Then, decide whether you call upon the Goddess with a sacrifice of your blood, or use murmured chants to invoke heavenly powers, or... you get the idea.
Casting Time
A spell may take as little or as much time as the mage requires to cast it. Elaborate preparations may modify the difficulty, although some forms of magic (like Hermetic high magic or spirit-channeling) might demand extra time. In this case, there is no modifier unless the mage takes time and effort above and beyond the usual requirements. Remember, your paradigm may demand that you can only perform certain Effects with a great expenditure of time and effort, so you may have no choice. Conversely, even if you can do a quick Effect, you can choose to spend more time in order to make it more formidable.
Although a mage can theoretically rewrite reality, he must have the right knowledge to make it practical. Once you've decided on an Effect,you need to work out whether your mage can actually make it happen!
The Spheres
The mystic Spheres reflect a mage's understanding of reality's elements. The more he knows about a given thing, the higher his Sphere rating will be. Provided he knows what he's doing, a mage can do anything his Sphere rating and paradigm allows him to do.
Mundane Knowledge
Some really complicated feats — like creating a functioning computer from scratch — may require some mundane knowledge in addition to the magical know-how. If you want your Spheres to duplicate the functions of accepted devices like cars, computers and airplanes, then you need to have an idea of how those things work normally. In other words, just knowing how to manipulate Matter doesn't let you make a plane that can fly or a laptop that runs commercial software.
Generally, your Abilities like Computer and Firearms determine how much you know about such technical subjects. The Storyteller determines how much knowledge your mage needs in order to perform specific feats. This job does not necessarily require hard rules. Rather, take a look at some of the Abilities and use them as guidelines for the sorts of knowledge that a mage may require to make complex objects, creatures or Effects.
You can also use your Abilities to improve your character's magical feats. Though some magic won't necessarily require special knowledge, there are times when the right Abilities can make it easier or better. If your mage is healing someone, a little Medicine Ability may help, after all.
When you decide to use an Ability thus, you may manage to lower the difficulty of your mage's Effects. Just ask your Storyteller.
Now that you've figured out what you're doing and how you're doing it, it's time to make the attempt. Whether it succeeds or fails, your magical working will probably do something.
The Arete Roll
Your mage's Arete, or measure of enlightenment, determines her raw ability to weave the stuff of magic. All you need to do once you've figured out how to perform an Effect is roll your character's Arete. In so doing, your mage tugs at the Tapestry with her magic, will and ritual. You needn't use your mage's entire Arete for the roll, but you're more likely to succeed if you do. Then again, the more dice you roll, the more chances you have to score a nasty botch. There's no sense in dropping a huge Effect when a small one will do, and it's usually not as risky, either. Too many mages get caught up in the power to change, instead of the wisdom to change only what's necessary.
Difficulty
Magic is tough, and it gets harder the more a mage tries to push or pull. If your mystic performs a small feat, it'll probably be easy to cast, but large-scale, fantastic Effects become very difficult very quickly. When the weight of disbelief from surrounding un-Awakened people fights against a mage's manipulation of the Tapestry, the resulting Backlash can be downright deadly. That's not to say that your mage can't pull offsome mighty feats, just that you'd better stack the odds in her favor first!
In the modern age, of course, magic is rare and precious. Feats that would have been simple even a decade ago are tricky now, and the legendary magic of ages long gone are locked away in the past. In these days of disbelief, there aren't dragons or crystal caves any more. Mages are often limited to the hard knocks of their Traditional tricks.
• Coincidental magic's base difficulty is the highest Sphere used in the Effect +3. If your mage makes a wound look like "just a flesh wound," using Life 2, then the difficulty is 5.
• Vulgar magic without a Sleeper witness has a base difficulty of the highest Sphere used in the Effect +4. If your mage uses Life 2 to cause a wound to close with the pass of her hand, the difficulty is 6.
• Vulgar magic with a Sleeper witness has a base difficulty of the highest Sphere used in the Effect +5. If your mage heals her own wound instantly while normal people watch, the difficulty is 7.
• Inherent magic typically functions according to its own rules. If a vampire mesmerizes a person or a werewolf changes shapes, then it uses its own systems.
Changing the universe in a blatant fashion causes Paradox; Most vulgar Effects will generate at least one point of Paradox, and anything generating five or more points at once risks a really nasty Backlash. Generally, a vulgar Effect generates one point of Paradox per level of the highest Sphere used, plus one more if there are unbelieving Sleeper witnesses, and that's if it succeeds.
Modifiers
Given the difficulty of working magical feats, it's sensible to get as many bonuses as you can. Smart mages do magic on their own terms and turf, getting helpers, time and ritual on their side. If your mage uses all the right tools and takes enough time, you can get several modifiers to help make the Effect a little easier.
Of course, the Storyteller decides what modifiers you take, so don't expect to stack on too many bonuses without
any penalties unless you really take pains to put your mage in an advantageous situation!
No matter how many modifiers you apply, your Effect difficulty can't be shifted more than three points in either direction. You can only stack up so much good or bad karma, after all.
Researches lore on subject before using magic -1 to -3
Has item resonating with target's essence (sympathetic magic) -1 to -3
Near a Node -1 to -3
Uses a specialty focus -1
Uses a unique focus -1
Uses a focus when it's not required -1
Extra time spent on each step of magic -1
Spending Quintessence -1 per point
Appropriate Resonance (personal or from Tass) -1
Opposed Resonance (personal or from Tass) +1
Distant or hidden subject +1
Fast-casting +1
Mage distracted +1 to +3
Mage in conflict with Avatar +1 to +3
Domino effect +1 to +3
Outlandish or greater feat +1 to +3
Surpassing a necessary focus +3
A lot of these modifiers will be explained more in depth later.
Using Willpower
Since magic is, by nature, an effort of will, the Willpower Trait comes in handy when casting it. Using Willpower requires temporary Willpower points, not permanent ones.
By spending a point of Willpower, you can get one automatic success on your mage's magic roll. A tremendous effort of will forces the magic to take form. You must do so before you make the Arete roll, however. You can't decide to concentrate on a spell after it's already failed.
Once, it was possible to shield against Paradox Backlashes through sheer force of will, but doing so is no longer possible. Once magic gets out of control, it takes its own form, and Paradox carries it off.
Using Quintessence
As the building block of creation, Quintessence fuels all manner of Patterns and magic. This rare and precious energy forms all things, so it is highly useful in the construction of magic. Channeling Quintessence aids in the creation of new "reality" from the raw stuff of Creation. In some cases, Quintessence must be used to build new Patterns.
Up to your mage's Arete in Quintessence may be used in a given Effect roll, modifying the 'difficulty by one per point. This modifier works like any other, but it lasts as long as the willworker continues to use Quintessence. Again, you must spend Quintessence before you make the Arete roll for the Effect, channeling the power to strengthen the spell as your mage casts it. For example, if your mage casts a normal Effect with no modifiers, you can spend enough Quintessence to lower the difficulty by 3 (assuming an appropriate level of Avatar Background). If you suffer from penalty modifiers, you can spend Quintessence to cancel those modifiers and reduce the difficulty, up to the limit of your mage's Avatar rating or a final difficulty modifier of -3.
Remember, though, that a mage can never use more Quintessence in an Effect roll than the character's Avatar Background rating. A mage with a weak Avatar simply cannot channel Quintessence effectively, or at all if the character has no Avatar Background dots.
A mage can use whatever personal Quintessence he has to aid an Effect, subject to the limits of the Avatar. Using outside Quintessence — Tass, Nodes, etc. — this way requires an additional use of Prime 3 to channel the power. Once such a channeling Effect is cast, it needs no additional attention for its duration, though it may still be subject to the rules for concentration difficulties with running minor Effects.
Necessary Successes
The number of successes required for an Effect varies with its scope. Larger and more complex Effects naturally require a greater level of success than simple, brief spells.
• Simple, personal Effects usually require only a single success, though of course they work better if you score more. A marginal (single) success grants you a partial or weak version of your desired magic, while complete success (three or more successes on the roll) means that the magic works just as you wanted. This scope applies to minor sensory alterations, divinations, self healing and so on, but not to gross mental, physical or spiritual changes like shapeshifting or altering your soul. Powerful magic still generates a threshold, requiring a great number of successes before you pull off anything productive at all.
• Effects that go outside the bounds of your mage's Pattern to touch something or someone else require at least two successes. Unwilling targets can usually dodge or resist such Effects as well, and you may need additional successes to get around that resistance, too. Your threshold may be higher if you try to perform a particularly tough trick, as usual.
• World-altering Effects, even if they only play with your mage's little comer of reality, can require anywhere from a few successes to 30 or more. Time for the high ritual magic! The Storyteller determines the final difficulty for such a powerful Effect.
Thresholds and Pushing Difficulty
Some circumstances push your magical difficulty above a 9. As always, such Effects require a threshold for success. These Effects are so demanding, or cast under such deleterious circumstances, that you need to score multiple successes to accomplish anything at all. The threshold thus counts against your successes. If you have a threshold of one, then you lose the first success from your roll. If the threshold cancels out all of your successes and you have Is left on the dice, then you botch (although it's not a botch if the successes beat the threshold, even if they're cancelled by 1s rolled). The moral? When you decide to perform a particularly potent or large-scale Effect, get as much help as you can!
I will let you know if there is a threshold.
Success, Effect and Interruptions
Most Effects are pretty straightforward — either you succeed or you do not. Examples include hurling a ball of flame, determining the truth with a mind scan or dilating time. Such all-or-nothing magical Effects demand that a certain amount of successes be rolled before the spell takes effect. Simple actions are easy; more complicated ones take time and effort (i.e., extended rolls) to complete.
Other spells are cast with an immediate intent in mind — to cause or heal damage, to sense some property or element, to influence somebody's mind or change some object's shape. The amount of damage, benefit or influence you exert depends on how well you roll. The better you roll, the more effect the magic has. The same goes for duration; the better you roll, the longer the Effect lasts.
If an all-or-nothing action (i.e., igniting a gas main) also does damage or lasts for a while, use the Damage and Duration table to find out just how much it inflicted or how long it lasts. Split up your successes among damage and duration to determine the potency of your Effect.
Many Effects also have a possibility of scoring some success, or of happening partially. In such cases, check the Degree of Success table, and compare it to the required successes for the Effect. The Effect may be completed at once, or it may happen only partially. If your mage is shapeshifting but you don't score enough successes to complete the Effect, then you'll only go part way and you'll need to finish the spell with an additional Effect. If you feel like keeping some bookwork, you can even cause extended Effects to slowly take shape while the mage casts them, and if the Effect ultimately fails or botches, the magic collapses horribly, undoing the Effect and wreaking whatever havoc Paradox brings.
Rituals and Extended Magic Rolls
A mage can accomplish most minor feats with little difficulty (one to five successes). However, many Effects are so complicated or powerful that the caster must take extra time to succeed. In story terms, she has to work some magical ritual; in game terms, you must make an extended roll, gathering enough successes to finish the job.
Effects that require extended rolls include summonings, complex creations, weather-witchery, strong curses, Correspondence searches, Nodedrainings, Horizon Realm creations and other powerful acts of will. The Storyteller may decree that one roll may take game-time hours instead of turns, depending on the magic involved.
A mage's paradigm may also dictate that some magic can be performed only with specific rituals and actions (foci). In such a case, you must take the appropriate game time to complete the Effect, since your mage doesn't know how to do it any other way. This requirement doesn't necessarily make it an extended Effect — you could take a few turns to wield a focus in a fashion necessary to cast a spell, but only make one Effect roll. You could certainly use it to justify extending a ritual over several turns.
For extended rolls, for each period of time spent, you roll your Arete. So if you want to spend an hour chanting a five minute prayer over and over, you roll your Arete 12 times. Keeping the magic going can be tough, though, so apply the following modifiers as well:
• The bigger the Effect, the nastier the potential Backlash. Each roll after the first adds one more Paradox point to a Backlash's total, on top of anything gained for the botch. This Paradox does not apply if the ritual succeeds or fails without botching.
• If you fail a roll — that is, you get no successes that turn — you may still continue rolling, at a difficulty penalty of one per failed cumulative roll, until the ritual is completed or the magic is somehow disrupted. If this modifier generates a threshold, the threshold applies to the final roll. You could wind up in a sticky situation, with the increased difficulty and threshold making it nearly impossible for you to score enough further successes to complete the ritual. Note that the cumulative difficulty modifier from extended rituals won't exceed the usual limit of three, but all of the bonuses for a well-planned ritual could be lost and a total difficulty modifier of three could be applied if several failures come up during the casting.
• If the roll botches, you may spend a turn (or whatever unit of time the ritual rolls take) and a Willpower point to avoid screwing up the whole affair. By spending the Willpower, you make your mage keep the magic going — barely — but you lose one previously rolled success in the process as well as the Willpower point. From there, you must increase the difficulty by one, as if you had failed the roll. A second botch destroys the Effect utterly and brings Paradox crashing down on the caster.
• If the ritual is disrupted by an outside force — like an attack or a distraction — you must make a Willpower roll (difficulty 8) or botch the whole Effect.
As always, it's best to get as many good modifiers as possible on the mage's side. Most rituals are performed in a sanctum, with loyal help. Again, modifiers cannot reduce the difficulty by more than three points.
Important note: Your mage can take extra time and care with an Effect without making it extended. If you make multiple rolls to complete an Effect, then your mage stacks up magical energy until it's at the desired level. If you declare that your mage is spending a lot of extra time and precision just to perform a singe Effect — or even on each step of an extended task — then the activity may take more than a turn or even an hour to complete. However, the roll gets a difficulty modifier bonus of one.
The Storyteller may decide that mages cannot perform extended rituals that are too long. After all, allowing a neophyte mage to accumulate 30 or 50 successes on a ritual may cause Effects that get out of hand. A mage who tracks down and kills opponents in such fashion may quickly get caught in return and dealt with, or the Storyteller may simply rule that it's impossible for a mage to concentrate that much magical power at once. A good general guideline is to limit a mage's total ritual successes to the product of the mage's Willpower and Arete. The mages can thus handle only so much power at once. If you do use this limitation, don't include successes gained from acolytes and assistants in this limit; a mage with a big enough following can perform spectacular feats.
Note also that, unless the mage relies on special magic to keep going long beyond human endurance, he probably won't be able to keep a ritual going more than a couple of hours without a lot of practice and work. This restriction alone can limit the extended feats possible with magic.
Automatic Successes
An Adept can do simple things with little trouble. If she wants to perform some Effect that requires only one or two successes, she may do it without a roll, provided her Arete is at least one point above the necessary difficulty. Coincidental first-rank Effects would require an Arete of at least five, second-rank Effects need six, and so forth. Such "instant magic" would not last long — a turn or two — but it may work long enough to get the job done.
To speed play, you may just succeed automatically with simple spells that they've perfected and used repeatedly, as long as they're low-key. A mage could consistently "just happen" to have a business card in his pocket, but certainly wouldn't be able to run down the street flaying enemies with magic without a roll. Talk to me about any effects you want like this, but they will be limited.
Remember, even an automatic success follows the dictates of paradigm. An Adept must still perform the appropriate rituals to take advantage of a simplified feat, even if no roll is required.
The Domino Effect
Wise mages who wish to avoid the nasty consequences of Paradox will attempt to disguise their magic in coincidental Effects. As the number of wild "coincidences" rise, however, they become harder to pull off. As an optional rule, a Storyteller can impose an additional difficulty penalty of one to coincidental magic difficulty rolls for every two such Effects over the first in one scene.
The effects of this penalty are cumulative. After five coincidental magic Effects, the difficulty for such magic increases by two. This only counts for flashy events, such as bursting pipes or tires, meteor strikes, extinction events and the like. Coincidences that no one sees — sensory magic, Attribute increases, objects disappearing into pockets — should not increase the difficulty at all.
The magic's done, the dice are rolled and the Effect is running wild. The time comes now to figure out the results of your power... or your pride.
Range, Area, Damage and Duration
Generally, your Effect's scale was already computed in the number of required successes. Now, you'll need to split those successes up, to make sure that the Effect hit all the targets you wanted and reached as far as necessary.
• Under normal circumstances, a mage's Arts can affect anything within her normal sensory range — be it touch, taste, sight, smell or hearing. For subjects on the edges of that range — far away, under cover or obscured by smoke, fog or other obstructions — add one to the magic roll's difficulty. Correspondence magic can dramatically expand the mystic's sensory range. A mage with less than three dots in that Sphere, however, must cast long-distance Effects at difficulty penalty of one due to her inexperience with such extended perceptions. The Correspondence Sphere must be used if an Effect is supposed to bypass a solid object in between the mage and her target. When augmenting an Effect's range with Correspondence, the Correspondence range is a threshold — the successes required for range are counted off from the Effect successes. Furthermore, a mage cannot exercise any Sphere at a level exceeding her knowledge of Correspondence. Even a Master of various Patterns can perform only limited long-range manipulations with low levels of Correspondence. A long-range, powerful, multi-person, long-lasting Effect is pretty damn difficult these days. Note that Spirit Effects must often work against the Gauntlet, and the strength of this barrier varies from place to place. With Time, a mystic can look across different time spans.
• As a quick-and-dirty rule, figure that the spell can affect one subject within easy reach per success, unless it includes some large area by its very nature. (Such Effects include explosions, TV broadcasts and Effects created over a user-linked network.) For individual results on multiple targets with one Effect, each Pattern affected after the first requires an additional success as a threshold. If your mage tries to hit two people with a spell instead of one, remove one extra success from the total roll. Thus, striking multiple people with one Effect means that the magic has less power and is more likely to fail.
• You figure the damage or resultant effect of a spell by checking the Damage and Duration table. Though once it was possible to kill with a single strike, doing so is much more difficult with modern magic. Generally, each success left over from the Effect causes two levels of damage, healing, point-transfer or whatever. Therefore, if your mage casts a damaging Effect and scores two successes (after thresholds and other subtractions), the Effect scores up to four levels of damage. This limit works the same way for damage, healing and channeling Quintessence. You can "pull" your Effect to be less powerful, but only if you specify the limit of your Effect before casting!
Some Spheres alter damage by their nature. Forces Effects add one level of damage when used to attack, Mind Effect s always score only bashing damage and Entropy itself does no damage until the fourth rank (though indirect attacks, like collapsing walls and crumbling floors, may still cause incidental damage). When performing a direct damage attack, use the Damage and Duration table. You don't need to check with the table unless you are trying to perform a particularly spectacular attack.
• Like damage, an Effect's duration is based on the chart results. This requirement usually applies only for Effects that could last a while, such as sensory magic. Mind Effects, shapeshifting and transmutations. Damage is usually immediate, while created, summoned or conjured items are often permanent. The duration is treated as a threshold; making an Effect last more than one scene therefore subtracts from the Effect's total power.
Most magic fades or needs to be replenished over time. Truly permanent results are possible, but require twice the usual successes to make them so. Some Effects are just too wrenching to be made permanent. The Tellurian itself rejects these sudden attempts at altering reality permanently, with historical inertial unraveling the magical weavings (often with resultant Paradox).
Combining damage with duration — that is, inflicting damage over a period of time — can be done. If you add a threshold of one success to an Effect, its damage can spread over a full scene. This extension does not cause the damage to multiply over the time period. It only delays or slows the damage, causing it to accumulate over time. Thus, you get a slow-acting poison, a delayed bomb or the like.
• Any physical attack that attacks a Pattern with another Pattern — a lightning bolt, magic bullet, mutant virus, etc. — might be able to be soaked by the target. Vulgar acts of pure magic, which attack a Pattern on a purely mystical level — transformations, Rip the Man-Body, Flames of Purification, etc. — cannot be soaked, nor can mental attacks. Since mages are mortal, soaking most physical attacks is limited to armor or the use of additional defensive magic. Most magical attacks cause lethal damage; weak or battering attacks may inflict only bashing damage. Attacks that affect the victim's Pattern directly score aggravated damage. (Discussion on damage types will be in the next update)
Damage and Duration
Scoring Damage: Each success expended to score damage inflicts up to two levels of damage. For Mind attacks, this damage is bashing; for most other Spheres, it's lethal. Charged with Quintessence, it's aggravated. Forces attacks inflict one extra level of damage automatically.
Scoring Duration: Each success expended on duration extends the duration beyond instant one turn. One additional success extends the duration to a scene; two extra successes, a day; three extra successes, a full story; four extra successes, six months; five extra successes, the Storyteller's option. Scoring double the normal successes required for a complete success on the Effect may make it permanent.
Scoring Area: Affecting a Pattern other than the mage himself requires a success. Each additional Pattern affected after the first requires an extra success. Affecting a large area requires additional successes at the Storyteller's discretion. A giant ball of flame is harder to make than a simple, single bolt of fire.
Example of Total Scoring: A mage scores four successes on a vulgar fire blast. Two successes are used for damage, so it inflicts five levels of aggravated damage (four for the successes, one for a Forces Effect, aggravated for fire). One success is used because it's affecting a target other than the mage, and the last success is used to strike an additional target. Two targets are struck, each taking five levels of aggravated fire damage.
Dodging and Resistance
A target who is aware of an incoming magical attack may choose to dodge it (if the attack is material) or resist it (if it involves the Mind). The first requires a Dexterity + Dodge roll; the second, a Willpower roll. The difficulty of either avoidance is 6, just like a normal dodge or soak roll. Like any other dodge, each success the defender rolls to avoid an attack subtracts one from the aggressor's magic successes.
• Direct attacks — lightning bolts, falling buildings, blasts of energy, bullets, hails of stones and such — can be dodged like any other physical assault, so long as the victim knows that the attack is coming. An opponent may not necessarily know what to expect, though, and shooting someone in the back makes the point moot. A victim can detect an incoming magical assault with a reflexive Perception + Awareness roll (difficulty 8). If the victim doesn't know what's coming, dodging out of the way may not apply; jumping to one side doesn't help if a building is collapsing on top of you. Ray guns, hurled lightning and the like may require a roll to hit and can be dodged, but extra successes do add to damage as with any other attack — as long as the successes aren't
removed by the opponent's dodge. Direct Pattern rips usually can't be dodged and don't require an attack roll, but thus only score the damage from the Effect rating itself.
• Mental attacks such as commands, possessions, mind-crushes, telepathic bonds and brainwashing can be countered by a Willpower roll if the defender is aware of what's going on. This facet often makes Mind magic a slow and subtle art. Note, however, that most Sleepers won't know what's going on. Also, a Sleeper must expend a point of Willpower to gain such a roll, so Sleeper minds can be worn down.
Countermagic
Essentially, countermagic is a roll used for undoing magical Effects. Mages refer to countermagic as a means to block incoming Effects with similar Spheres, anti-magic for shielding against magic with Quintessence and unweaving to destroy an existing Effect. The methods of casting such counters are similar, though some are a bit more difficult than others.
In brief, countermagic typically requires an Arete roll (difficulty 8). The particulars depend on whether the mage is trying to counter an Effect directly as it's cast, or undo a completed Effect.
Failure
When you roll less successes than needed to execute your mage's Effect, or if the mage is restrained or incapacitated before she can finish it, the magic fails. Failure is simple: The spell has little or no effect. Depending on what your character wanted to do, this failure might create a partial success or no result at all. Remember, even if your Effect fails, you still gamer any appropriate Paradox.
Botching
If you botch the roll (roll any Is without scoring any successes, even successes that were canceled or used up), your mage blows the spell and gains Paradox.
• If the Effect was coincidental, your mage gets one Paradox point for every dot in the highest Sphere she was using. If, for example, she was trying to cast a Life 4, Prime 2 Effect, she would gain four points of Paradox.
• If the Effect was vulgar without Sleeper witnesses, she gains one point for every dot in the highest Sphere, plus one. The aforementioned mage would now earn five Paradox points.
• If the Effect was vulgar with witnesses, she gets two per dot in the highest Sphere used, plus two points. The unfortunate from the first two examples now gets a total of 10 Paradox.
Paradox
The full rules of Paradox and its effects take up their own section later. The step-by-step process of a Paradox Backlash can be summed up like this:
— When a mystic gains Paradox points, keep track of them. I may roll for a Backlash, or the Paradox might just stack up to haunt you.
— When I check for a Backlash, I roll the offending mage's Paradox total as a dice pool. This total uses all of the mage's Paradox — any points that were already there, and any that were just added.
— The Storyteller rolls the Paradox pool against difficulty 6; for each success, the Backlash expels one Paradox point. The more points this Backlash expends, the worse the effects will be.
— Small Flaws usually manifest when five or fewer points are spent. At greater levels of Paradox, either major Flaws may appear, or other results may occur.
— Physical damage dependent on the severity of the Backlash burns its way through the mystic. Really large Backlashes may spread their damage outward from the caster, dividing the damage between everyone within a few yards.
— Paradox spirits may show up at any level. The bigger the Backlash, the meaner the spirit.
— If more than 10 points go off at once, a Paradox Realm may manifest, punishing the mage and possibly others in the area.
— Quiets work best when a Storyteller prepares for them in advance. After the journey's completion, the Storyteller simply tells the player how many points of Paradox were lost through the trials. An episode of Quiet makes an excellent chapter for one or two players, between other game sessions.
— Sendings and hobgoblins may show up as a result of Paradox. Such manifestations do not occur as a result of the Paradox per se, but they come in response to the violent counter-twisting of reality.
Additional Rules
Detecting Magic
With a successful reflexive Perception + Awareness roll (difficulty 6), a character can feel magic in use within her immediate vicinity. Really powerful Effects (10 or more successes) might lower the difficulty as low as 4, while unusually subtle ones (where the mage spends successes to wipe out magical traces) could raise it as high as 10.
The Prime 1 Effect Sense Quintessence can detect the remaining resonance of magical acts after they occur. A feat is generally detectable for an amount of time equal to the duration table, for every two successes scored on the finished Effect. Thus, a simple one-success Effect leaves a whiff of magic for a turn, but a huge 10-success spell may leave traces of magic for months. The longer it's been since the spell casting, the harder it will be to detect the change.
Abilities and Magic
Since magic comes from a mage's formative beliefs and practices, the mage's learning affects the magic's outcome. A mage who's firmly convinced that a specific ritual like Tarot-reading or dancing is necessary for magic had better learn how to do those things well. Conversely, using magic can make otherwise mundane tasks much easier.
As with all modifiers to magic, Abilities should be used to help the story and flow of the casting, not as an excuse for another set of modifiers. Ability modifiers cannot change the difficulty by more than three points, as usual.
Abilities Enhancing Magic
If a mage uses an Ability appropriate to her Sphere — perhaps as a focus, or as a process of using a focus — she can cast her Effects more reliably. Having the right Ability might also help the mage to target the Effect better or to have a better idea of what to do to get good results, as well. Just about any Ability can have some impact on magic, though of course the exact combinations will vary with the mage's paradigm.
If a mage takes a full turn (sometimes more) to exercise the appropriate Ability just before casting her Effect, you can make an Ability roll (with the appropriate Attribute) at the same difficulty and threshold rating as the magic. Each success beyond the threshold then lowers the threshold and difficulty of the subsequent magic roll by one point, up to a modifier of three at best.
Sometimes, an Effect may require a specific Ability. It's nigh impossible to make a working computer without the right knowledge, and influencing someone's emotions may rely on the proper subterfuges first. It requires an Ability roll first, and makes the magic a little harder if failed. A mage might be able to fix a car with
Matter magic, without knowing too much Technology, although it would be difficult. However, trying to fix a nuclear reactor the same way would be a bad idea....
Magic Enhancing Abilities
Just as Abilities can make magic easier, a little judicious magic can certainly make the use of Abilities much simpler. Just the right amount of magic can let you jump a little bit higher, move a little bit faster, see a little bit more... you get the idea.
Using magic to enhance an Ability usually works on little coincidental nudges and insights, so it's easy to do. The magic roll proceeds as normal, but for each success garnered on the result, the subsequent Ability use gets a difficulty modifier of one, up to a limit of three. Adding some successes to area or duration could let the mage share this bonus, or maintain it for a short time.
Magic used to enhance an Ability must be done right before the use of the Ability, or else it needs to be running and maintained while the Ability's used. It's possible to take multiple actions and use one for magic before performing the feat, but doing so is inefficient unless the mage is really pressed for time. After all, if you are using magic to aid the Ability, you're probably not trying to take any other negative modifiers.
Multiple Effects
A mage can cast only one Effect per turn, even if she has used various powers to speed herself up (reality is already "preoccupied" when it's in a different time frame). If you want to do multiple things at once, you'll have to have your mage build an Effect that performs several simultaneous feats.
Simultaneous Effects
Although a mage can cost only one Effect at a time, he can keep various Effects running. The difficulty of doing so often varies with the Effect's type.
A simple Effect that just modifies the mage or surroundings for a time requires only a tiny flow of the mage's attention and magical effort.
Keeping the Effect moving is a constant push from the Avatar and the will, but it's a small one, since the Effect is generally somewhat selfsustaining or static. Such Effects include things like body-enhancement, sensory improvements or even small changes to Patterns that are designed to last for only a short time. Such simple Effects cost you a difficulty penalty of one for every two full Effects in use, whenever your mage tries to cast a new Effect.
More complex Effects like mind-reading, juggling huge Forces or manipulating Life Patterns all require the mage's concentration. These Effects require constant update and manipulation, so the mage must divert a substantial amount of Awakened will to them. Your mage may not be able to concentrate enough to perform other Effects while doing something this delicate. If the Storyteller lets you concentrate on multiple Effects (or if your character has specific Merits or magical Effects that let him maintain multiple areas of concentration),
you'll still take a difficulty penalty of one for every two Effects that your mage has running. That's for simple and complex Effects both.
Instant Effects rewrite Patterns or alter reality and then are done; they require no further maintenance. If you change a material into a different sort permanently, or you create something from nothing and give it Prime energy to make it fully real and permanent, then it's part of the Tapestry. Such manifestations no longer require concentration.
Rotes and Fast-Casting
Most of the Traditions teach sets of common Effects, called rotes. These rotes allow a mage to perform a technique that's tried-and-true over the course of several years or centuries. A rote has already been built with the Tradition's trappings and foci in mind, and it relies upon well understood principles of the Tradition's Sphere knowledge. In brief, it's a spell formula.
Just about any Effect could be cast by rote: anything that's been well-used, tinkered, thought about and used again can eventually pass into common mage use as a rote. Rotes are traded among mages of the same Tradition for favors or information; a good rote can give the mage a slightly easier time casting an Effect, or perhaps open the mage to some idea of Sphere use that he hadn't thought of before.
When a mage builds an Effect on the fly without using a rote, it's called fast-casting; it's a little bit rougher, and gets a +1 penalty to difficulty.
Thus, many mages spend a lot of time honing a few favored Effects, to turn them into well-known rotes. What qualifies as a rote is ultimately up to the Storyteller; however, it can be assumed that any of the base Effects listed for the Spheres (following) can be found in role form for any of the Traditions.
If you want to buy rotes using experience, let me know in pm and we'll discuss them.
The Nine Spheres
Centuries ago, the Tradition and Convention mages settled on the nine Spheres as a way of describing the elements of the universe. Each Sphere covers a wide area of understanding and control. Even though mages describe magic in terms of their own paradigms, the Spheres form a consistent basis from which to work. Together, the Spheres encompass all (or nearly all) of the facets of the Tellurian.
Many mages posit the existence of an additional Sphere or Spheres. Each Tradition has its pet theory as to a " 10th Sphere," and the Technocratic Union seeks a Grand Unification Theory. Still, despite years of study, no one group has been able to find an over-Sphere or a missing element to fill this mythical role. Like some posited Northwest Passage, the "10th Sphere" draws students but never reveals itself.
For now, I am only going to post up to level 3 of each sphere, since that is as high as you can go. When someone's, anyone's Arete reaches 4, I will put up the last two levels for each Sphere.
Specialties: Conjuration, Distortion, Scrying, Teleportation, Warding
Space, interrelationships and sympathetic links all become clear through the study of Correspondence. By bending Space or bypassing it entirely, a mage can travel rapidly, fly or teleport from place to place. Divining, locations allows the mage to see far-away places or direct magic over distances. With a link between a person and an object, Effects may be targeted through connecting rituals.
Distance forms no barrier to a master of Correspondence. Indeed, distance and even space do not exist to the student of this Sphere. Through the unifying Correspondence Point, mages realize that all things occupy the same space — or no space at all. Virtual Adepts, the most dedicated modern students of Correspondence, theorize that all things coexist in a single All-Space or Correspondence Point, and that bypassing space is simply a matter of realizing this unity. Mathematically, space is just an illusion, a convenient construct of the mind. Objects, people and places don't really take up space, according to such theories. Instead, everything is just a Pattern, and space simply describes the relations of different Patterns to one another.
Mystically inclined mages see Correspondence through the theories of contagion and sympathy. Any two things that have touched share a little trace of that connection, which can be called on through Correspondence. Objects or places that are similar in Pattern can be manipulated through that similitude. Any sort of connection opens the door to the manipulation of Patterns. It's always easier to work with the familiar than the strange, after all.
In and of itself, Correspondence understanding is highly abstract. A mage skilled in Correspondence can measure space, find connections between objects and move Patterns around. Combined with the other Spheres, Corresponding becomes a formidable tool indeed. Proper use of Correspondence lets a mage bypass the limits of his own senses, extending his magic and actions to distant places or objects as long as he can form some connection. Correspondence visualization lets a mage see far-away places, people or things, and perhaps even touch them, go to them or drag them to himself. This door swings both ways, though. Just as a mage forges a connection, that connection can be traced back to the mage.
The more disparate a set of objects, or the greater the perceived distance crossed, the more difficult the Correspondence Effect. Such distances can be combined in conjunction with other Effects. Doing so makes the Effect more difficult to cast but capable of extending to great ranges, possibly even beyond the mage's senses and to places of which he is not aware. Normally, a mage can extend his magic only to areas of his immediate senses, but Correspondence ranges bypass this limitation. The Correspondence Sphere lets the mage perform Effects beyond his line of sight, outside his hearing and otherwise in places beyond his normal reach.
Despite its capacity to bend space and distance, Correspondence functions only on whole Patterns unless combined with the various Pattern Spheres. That is, it's impossible to just teleport away someone's heart with Correspondence alone. In essence, Correspondence does not affect Patterns directly; such manipulations must be done with other magic. Correspondence simply lets those Patterns be affected, whole and complete, in changes of space or distance. If the mage wants to use Pattern Spheres to affect something with Correspondence, she's limited by the Correspondence level (if it's lower than the Pattern Sphere). Thus, a mage can teleport something with just Correspondence, but if she wants to change its Pattern at a distance, her skill with Correspondence is as important as her skill with the other Sphere.
Advanced students of Correspondence seem befuddled or distracted, as if they're not paying attention to their surroundings. In truth, they are constantly aware of their immediate areas to a degree that others can hardly comprehend. In spite of their apparent distraction, these mages exercise absolute precision of motion, a result of their intimate understanding of distances.
• Immediate Spatial Perceptions
Basic understanding of Correspondence allows a mage to develop precise and intuitive judgments of distance or area. A simple Effect enhances the mage's awareness of space to determine exact directions and distances. The mage can cast spells to "feel out" the contours of space around her, using mystical senses to determine the placement of other Patterns even beyond the normal senses. With the proper Effects, a mage can also detect warps in space or the presence of gates, sinks, wormholes and other instabilities or tears in the very fabric of perceived distance.
Combined with various Pattern Spheres, the mage can determine exact sizes and distances to creatures, objects or forces. With more ephemeral Spheres, the mage could develop a rough idea of the locations of nearby thinking beings, the area of power in a Node or the direction and distance to a peculiarity or strange coincidence.
•• Sense Space
Touch Space
With scrying magic and projection, the mage can cast out her senses to various places beyond her physical form. The mage could touch and feel something physically at a distance or use magic to see a vista at a far-away location. The mage chooses one target and performs an appropriate Effect to scry there. Sensing a distant area forges a sort of connection between the mage and the location — a warp of Correspondence as the mage brings her Pattern in contact with the place — that can be detected with simple Correspondence awareness. This connection also extends the mage's perceptions to allow him to use his magic at such places. Conversely, the mage can make wards that bar scrying, or defend the Patterns that she perceives from conjuration or transportation, by strengthening the hold of space and hedging out such distant perceptions.
Combining Correspondence sensing and touching with Pattern Spheres lets the mage affect small Patterns at a distance. The mage could reach out and touch a stone from a far distance, then use Matter with Correspondence to pull it into his hand, conjuring it from across a field. Similarly, the mage could deposit an animal some distance away with a touch and a conjunctional use of Correspondence and Life. As with all uses of Pattern
Spheres with Correspondence, the mage is limited to his lesser understanding in the possible Effects. In conjunction with other Spheres, long-range Correspondence allows the mage to seek someone out in order to establish mental contact or read thoughts, project probability manipulation at a far distance, search for powerful sources of Quintessence to manipulate or even look into distant spirit worlds.
••• Pierce Space
Seal Gate
Co-locality Perception
Tearing the very fabric of space itself, the mage can open a brief gateway to other places and step through. While the mage could only cast her senses out to distant locations previously, she can now actually travel via teleportation. The mage needs only sense the destination — or even haphazardly cast out to a random place, although doing so is extremely dangerous, then perform an appropriate Effect to change her Pattern's location. Drawing together connections in various Patterns— or severing them — is also possible, and it causes the Patterns affected to build a stronger or weaker bond that can be exploited later through Correspondence.
By strengthening the bonds of space instead of warping them, a mage can seal gateways and block the passage of Correspondence Effects. The mage can actually bar an area from passage, be it mundane or through Correspondence. Such an Effect prevents transportation in an area, and it can be cast over Patterns other than the mage herself.
Finally, moderate comprehension of Correspondence allows a mage to split his perceptions over several locations at once. Although the mage can open a door to only a single place, or manipulate individual Patterns without major effort, she can use her scrying to view multiple places simultaneously. The mage could experience the show in any form appropriate to her paradigm. She might see a set of ghostly superimposed images around her as she spies on multiple locations, or perhaps she has a series of small simultaneous images for different places.
With Pattern Spheres, the mage can use Correspondence to teleport Patterns or move objects from a distance. The mage reaches out and bypasses space to touch the object from range. Searching through multiple locations at once lets the mage perform very acute investigations, especially when using other Spheres to look for specific results.
Correspondence Effects
• Sense Connection — Powerful uses of Correspondence pull places together or wrap space around like taffy. The proper rituals allow the mage to sense such distortions. This Effect is handy in determining if there's a gate nearby, whether someone is scrying or whether an object is being manipulated remotely. The mage can also determine if a Pattern has a specific connection to another Pattern. Obviously, this knowledge is extremely useful in sympathetic magic, or in determining what would be a good item to use or place to work a specific Effect. Note that a mage can't necessarily tell what something is connected to. The Effect merely indicates the presence or absence of an unusual Correspondence.
• Landscape of the Mind — One of the most basic Correspondence exercises, this Effect opens the mage's awareness to her surroundings without recourse to normal senses. With concentration and ritual, the mage can "feel" or perceive a great area of space, although extreme areas are both difficult to encompass magically (requiring many successes) and difficult to process mentally (generally requiring the aid of Mind magic for anything beyond a city block in area).
• Whereami? — Absolute sense of space gives the mage a perfect determination of her relative location. Combined with Spirit, the mage can even intuit location within spirit worlds, and thus find her place almost anywhere in the Tellurian. Mind magic lets the mage determine the validity of her senses and establish whether she's hallucinating or dreaming. Naturally, wards can alter or block such perceptions, and Paradox or Quiet
might confuse the issue. In most cases, this Effect simply lets the mage get a rough idea of where she is relative to some axis other normal, familiar world, so that she can get home or find her way. This Effect gets its name from the Virtual Adepts, who tend to use computer-aided maps and positioning to determine location.
•• Apportation — Although the rudiments of Correspondence are insufficient to actually teleport safely over long distances, a mage can affect some small Patterns. A quick Effect causes an object or creature to transport to or from the mage. The mage must also use the appropriate Pattern Sphere, typically Life or Matter. Apportation can't affect any Pattern more complex than the mage's Correspondence knowledge. That is, even a Master of Life or Matter can transport only very simple Patterns with this limited understanding of Correspondence (plants and very simple animals for Life, basic homogenous substances for Matter).
•• Correspondence Sensing — The ancient arts of scrying take many forms. The mage might use a tiny camera, a reflecting bowl, a magic mirror or any number of means. The end results are the same: the mage draws a connection between her senses and the desired location. The mage can use her normal senses there, and thus she can watch events unfold, listen in on a conversation or perform similar feats. With Time or Spirit magic, the mage can even look into other worlds or ages, although such Effects are substantially more difficult and prone to interference or unusual results.
Correspondence Sensing can follow the traces picked up with a more basic Sense Connection, allowing the mage not only to determine if something's a gate or if someone's scrying on an area, but to trace back to the location at the other end. This Effect lets the mage determine where a gate goes before passing through, or find out where a spy is lurking and look back. Spirit magic is also required if such a connection crosses the Gauntlet or into certain protected Realms.
Once the mage knows how to sense an area, she can defend against such senses, performing countermagic against other spies by using her Correspondence knowledge — her own knowledge of scrying techniques — to block the perceptions of the spy.
•• Ward — Just as a mage can sense distant locations, the mage can also defend against such perceptions. A ward prevents sensory intrusion from most varieties of supernatural perception. The mage simply creates a bar against the connections of space that would form with Correspondence Sensing. Such an Effect pits its successes against the successes of any scrying attempt, so a well-built ward can keep out even determined spies while a hasty one just makes scrying a little blurry. The ward's successes subtract from any scrying attempt's successes, but the
spy's work of battering down the ward is noticeable unless the spy is also careful enough to rebuild the ward while worming through it.
With the proper conjunctional Spheres, a ward can be set with specific conditions or blockades. A ward with the right Mind magic might let through certain viewers or certain people in a particular state of mind, or who know the right password. Time magic can key a ward so that it's penetrable to viewers in a specific range of time. Matter or Life magic allows wards to be woven directly over such Patterns, and it makes scrying on the objects themselves difficult.
Once the mage can actually pierce or strengthen space (Correspondence 3), a ward can be built as a ban, an actual barrier to passage. The ban might appear as a force field or a set of glowing runes, or it might have no visible manifestation. The Spheres used in the creation of the ban determine what it keeps out. A Matter ban could be keyed to resist intrusion by bullets, iron or radioactive material; a Forces ban might block certain energies; a Life ban can keep out specific creatures or types of creatures; a Spirit ban naturally protects against demons and spirit entities.
The ban strengthens space against the creature, combined with the power of the appropriate Pattern Sphere, to hedge it out, though anything not keyed to the ban passes through normally. Thus, a ban against spirits would still let a spirit's spells and thrown weapons through, so be careful!
Bans must usually be cast over an area, and unless the mage spends a lot of time adding to the duration and conjunctional Effects, they aren't likely to last for too long.
••• Chain — "As above, so below." Like objects often bear similar Resonance, and changing one can change the other. With Correspondence magic, a mage can strengthen or weaken the ties between objects or places. Such a chain makes for a powerful tool in building magical links, or a good way to defend against Correspondence senses and attacks. A simple Chain Effect lets the mage change the attachment between two Patterns.
••• The Seven-League Stride — Legend has it that the Order of Hermes made magical boots that would take the wearer exactly seven leagues with each stride. Though such boots are an artifact of the past, this Effect mirrors their capabilities. A competent mage can step from place to place nearly instantaneously. Depending on the exact sort of magic used, the mage might seem to blur past in an instant, or just vanish and reappear somewhere else. Regardless, the mage effectively teleports to any place he desires, although near and better known locations are easier to reach, of course.
Just as a mage can teleport himself through judicious use of Correspondence, objects or creatures can be moved with the right Effect. Simple Apportation can affect only simple Patterns, but as the mage's Correspondence knowledge improves, she can affect similarly more complex Patterns. Simple living things or composite objects can be moved with variations on the Seven-League Stride. Adepts and Masters of Correspondence can even use their greater rituals to bring along other people or to transport large or unusual substances.
Combined with Correspondence Sensing, the mage can travel to just about any place that can be scried — which is a good thing if the mage doesn't want to land in a hostile environment by accident. With Sense Connection, the mage could detect a scrying adversary, trace that connection and then teleport to the spy.
••• Filter All-Space — Spreading senses across the Tellurian, a mage can search for specific objects or creatures as she extends her senses.
The early Correspondence power of Correspondence Sensing may allow for scrying of specific areas or Patterns, but this more advanced technique lets the mage look in many places at once! The mage senses everything going on in all the places scried, which may call for the judicious use of Mind magic.
A mage who isn't looking for anything in particular could simply split perception across multiple locations and draw in a welter of sensory input. Conversely, a proper filter, especially with the right Pattern knowledge, lets a mage sift through many places to find an exact and particular target. The mage can then eliminate scenes from the multiplied vista until homed in on the right spot.
Specialties: Chaos, Dissolution, Fate, Fortune, Order
Luck, fate, chance and chaos are the prime components of the study of Entropy. From this Sphere comes the study of order and randomness, and thus, the study of totally random creation and destruction. All things dissolve eventually into haphazard components, and similarly events form from disjointed, unconnected patterns. Whether in thermodynamic theory or metaphysical metaphor, Entropy describes the simple fact that all things break down, but that new states come from disorder.
For mages interested in coincidence and chance, Entropy affords great possibilities. Mages can sense the flow of probability itself. Determinism and chaos are equal partners, to the student. The mage can spot chance on the move, recognizing points where probability quirks in odd directions. With enough mastery, the mage can even influence probability to cause changes and accidents to happen according to her desires.
The mage may not be able to specify the exact outcome, but she can at least cause fair or foul fortune to fall as she wishes. In practical physical terms, Entropy also relates an understanding of the breakdown, of systems. Although the mage can't affect Patterns directly until he achieves a great mastery of the Sphere, the final steps on the Entropic path allow the mage to literally tear apart Creation by encouraging the natural — or unnatural — spread of chaos. Matter crumbles. Forces fate. Creatures die. This is the lesson of Entropy: Everything falls apart.
Mages who study Entropy often choose the path of either order or chaos. Students of order look into patterns, into the ways that events flow from one to the next and into the means by which new things build on the old. Students of chaos study the dissolution of patterns, the destruction of matter and the random elements that infect happenstance and probability. Either sort of mage has an intuitive understanding of the forces that build and destroy.
By itself, Entropy cannot be used to attack Life Patterns directly until the fourth level (that is, only an Adept or better can in flict damage directly with the Entropy Sphere). However, indirect Entropy — bad luck, collapsing buildings and just rotten strings of happenstance — can inflict damage normally. Unsurprisingly, Entropic masters often have a great deal of Entropy Resonance. Such individuals have a nigh-tangible aura that gives an impression of being in exactly the right place and important — or of being completely out of place. Such mages seem to show up in just the right places at the right (or wrong) times. Sensitives and mages with high Awareness note that Entropy mages have a sort of dark, primordial air that belies a swirling, entropic core.
• Sense Fate and Fortune
The rudimentary ability to sense entropy allows a mage to discern the current of destiny. The mage can look into the waves of probability, see places where chance has been altered or nudged, notice nexuses of unlikely events and sense the weaknesses of objects. The mage can determine if something has a particularly lucky characteristic and see if something is on the verge of breaking. Though these senses are far from perfect, they do make the mage a mean gambler and a give him insight into a little bit of luck.
Combined with various Pattern Spheres, the mage can look for weaknesses in a Pattern or see where it will fracture naturally. The mage can also determine if a particular object or creature is lucky. Correspondence with Entropy lets the mage find a place where an unusual event may happen, and Time could let the mage isolate exactly when a manifestation of destiny will appear.
•• Control Probability
After determining the threads of the Tapestry and how they pull on one another, the mage can tug subtly at Fate's loom. Although this ability doesn't necessarily change Patterns directly, it does let the mage alter probability just enough to influence the direction in which the Tapestry unfolds. The Disciple can grab the gross threads of probability where they collect and alter them to suit his whims. Though fine manipulation is still out of reach, the mage can exert a level of control that allows him to determine the outcome of simple events.
By spotting random occurrences, the mage can distinguish predetermined or set patterns from totally chaotic ones. In any pattern where chance and chaos plays a part, the mage can make minor alterations, forcing the randomness to play out as he wishes. Thus, the mage can pull out a good poker hand from a shuffled deck of cards, influence a dice roll subtly or pull out the gone odd sock in the sock drawer. The more complex or the more patterned the event, the harder it is to affect, so the mage is best off dealing with fairly simple and subtle changes. The mage doesn't lay a hand on the Patterns around him directly. Instead, he influences the chance of specific things happening.
In conjunction with Pattern Spheres, the mage can sometimes determine how multiple objects, creatures or forces will interact with one another, and which ones will meet. With ephemeral Spheres, the mage can sense patterns in seemingly random fluctuations of the Gauntlet, notice who's likely to come up with a particular idea first or influence an event to happen at a specific time.
••• Affect Predictable Patterns
The more predictable a Pattern, the more easily a mage can determine how it functions — and how it breaks. Finally able to touch other Patterns with Entropic control directly, the mage can cause chaos in static Patterns, or arrest the onset of decay. Of course, the natural course of things always wins out in the end. It's impossible to dodge Fate and erase chance completely. However, the mage can exercise a great deal of control over random events, forcing them to delay, making them happen much sooner than they would and causing a Pattern to undergo its natural end sooner or later than usual.
At this level of skill, the mage can affect only set, predictable Patterns such as Matter and Forces. Life Patterns, with their constant ebb and flow, are too difficult for the mage to hamper directly. Since the mage can alter set Patterns, he can cause machines and systems to break down or prevent such damage. He can cause a device to fail, to suffer a quirky malfunction or to continue working long after it should've given out. Such blessings and curses do eventually wear off (and the entropy often "catches up" in the end), but they can be a boon in the interim.
With Pattern Spheres, the mage can not only affect a Pattern with Entropy directly, but he can control how it will react with other Patterns. Thus, the mage could make a computer that won't break down for years or get overloaded by an electrical surge.
Entropy Effects
• Locate Disorder and Weakness — By using Entropy senses, the mage can locate areas of chaos, disorder and decay. A simple sensory Effect determines roughly where an object may break, where an occurrence may happen randomly or how a sequence of events may fall out. With more successes, the mage gets more detailed and accurate information. By concentrating on an organizational structure, the mage can find the most disorganized and chaotic point. Doing so can be useful in determining areas that may be difficult to understand, or places where a few more little changes may go unnoticed. Focusing on a Pattern, the mage can sense the weakest areas and make a devastating attack in those places. Applying the magical senses lets the mage use his Entropy magic to augment his damage roll.
• Ring of Truth — For those who believe in such things, destiny has a way of coming to the fore. Prophets speak the words of destiny, and events come to pass; people make simple statements that turn out to hold profound truths. Attention to destiny (or just to the patterns that indicate when someone is most likely to lie or to be right about something) can tell a mage whether someone's words hold accuracy. The Ring of Truth relies on some tie to destiny to determine veracity. Although this powerful Effect can help a mage determine if someone is
lying or if the individual's words are somehow important, it has limits. The mage can only analyze something that has meaning to her — a question that has no relevance to the mage or the subject cannot be analyzed. That is, the mage cannot simply query a random person on the street, or even a cabal-mate, about sundry details of the Technocracy and expect an objective assessment of truth if the questions are without connection or context to the subject. Furthermore, the Effect is not infallible, and it often leaves the mage with cryptic hunches or incomplete answers. Fate is fickle. "Reply hazy. Try again later".
•• Beginner's Luck — There is a statistical possibility that any random attempt to do anything will actually succeed. You can get a hole-in-one the first time you pick up a golf club or hit the bull's eye at a rifle range on the first try. The trouble is doing it the second time, as the chance gets exceedingly improbable. One lucky shot is in the realm of possibility, but five holes-in-one from a rank amateur is beyond belief.
Most mages agree that skill and practice will beat blind luck any day. When faced with any feat that she has never attempted before (or at least succeeded in), however, a mystic may use the Effect to call on the force of beginner's luck and do the impossible. For each success with this Effect, the Storyteller may add one success to any non-magical Skill roll that a mage's player has two dice or less to attempt, in addition to any successes that the mage makes on her own. The "automatic successes" from this Effect last until they are used in some spectacular success, at which point the magic expends itself.
Each future attempt to use this same magic for the same feat adds one to the difficulty, reflecting diminishing returns. Mages who wish to continue to make spectacular successes should learn additional levels of the Skill in question. No one stays a beginner for long.
•• Games of Luck — By controlling localized probability, the mage can influence the outcome of nearly any game of chance. He can tell which horse will come in, who'll get the winning poker hand and how the dice will fall. As with all Effects of this sort, the mage's successes get increasingly improbable as they continue. At low levels of success, the mage might influence the events but not completely get the desired result.
At high levels, the mage can exert a fine (but not exact or total) control over the outcome of such random games. Although it may seem that a mage could make large quantities of cash this way, chance has a way of catching up. Besides, the bookies probably won't let your Virtual Adept run the numbers on his laptop while he's playing poker!
••• Like Clockwork — Patterns that rely on precision can be improved and shielded with this simple Effect. By insulating a Pattern against the forces of Entropy, a device can be not only protected from decay and rust, but made to run perfectly for years, never failing and never allowing errors to creep in. Obviously, time catches up with all things so this Effect can't be made permanent. However, it can stretch the life and accuracy of all sorts of machines if it's maintained regularly (especially clocks, computers and other such precision devices). The Technocracy uses this Effect extensively, simply through regular maintenance of its machinery. Tradition mages might work small charms and blessings into a device to give it similar benefits. This Effect's successes establish a duration and size for the subject, keeping it shielded from running down naturally. The successes also defend against Entropy attacks levied against the object in question: An Entropy attack deducts from this Effect's protective successes first before hampering the object's functionality.
••• Slay Machine — Just as Entropy can protect a delicate Pattern from failure or decay, so too can chaos induce just such occurrences. By accelerating the process of inaccuracy and failure, the student of Entropy can render a modern technological device a heap of rubble — or at least cause it to fail badly enough that its compounded errors make it worthless. The number of successes scored on the Effect determines how much chaos the mage manages to inject into a given system. For complex machines, the mage can cause gears to break, belts to snap, axles to bend and rods to slip. Electronic components suffer surges or failures. Computers and calculators get random errors and crashes along with computational problems. Simple material Patterns disperse in an accelerated rate of decay: Water evaporates, steel rusts, wood rots and copper corrodes. A couple of successes would be sufficient to interrupt a personal computer, but 10 or more successes would be necessary to crumble a large engine to broken pieces.
Specialties: Motion, Primal Elements (Fire, Lightning, Radiance, Cold, etc.), Physics, Technology, Weather
In the physical universe, science postulates the existence of two disparate states: matter and energy. Hermetic theory purports different levels of energetic states, from fire to frost. Primal religions cast natural and elemental forces into powerful, sometimes divine, roles. Through Forces, the universe manifests impersonal energies. Those energies follow rules, though, and the mage with command of Forces can command the elements, be it through quantum mechanics, electronic devices, mystical dances or chants to the patrons of primal archetypes.
Natural forces manifest through energetic Patterns, constructs of Quintessence in motion. Every force has its own unique properties, but they all share the common root of Prime swirling through a Pattern. By manipulating that Pattern, the mage can turn forces into other forces, negate various forces, increase or decrease their power or even create and banish energy from nothingness. Every magical style has a different means of addressing these forces. Science considers certain forces to be the absence of others, while mystical Traditions usually consider negative and positive forces — heat and cold, light and dark, motion and stillness — to be opposite but independent entities. Regardless, the understanding of Forces lets the mage manipulate all of them equally.
For the mage who indulges in flashy displays and destructive power, Forces presents mastery of the most vibrant magical power. Thunder waits in the hand of the mage of Forces, and flame dances at his command. Naturally, such pyrotechnic displays are often vulgar, but the world is surrounded by forces constantly, and the mage can manipulate them as easily as he can create his own. Apprentices and Disciples can see attacks coming with Forces and defend themselves against all manner of strikes, while Masters can summon up legendary storms, hails of fire and walls of darkness. The unleashed power of agitated Quintessence lets Force Patterns unleash themselves in forms more blatantly destructive than any other Sphere. By itself, study of Forces is not a particularly broad area of influence – Combined with the other Elemental Spheres, Forces allow the mage to master the entirety of the material world. With the ephemeral Spheres, the mage can influence the very concepts of Forces, their release and transmission and their spiritual energies. This Sphere is not subtle, and its effects can be both long-ranging and devastating.
Mages who study Forces tend to carry with them an aura of sheer energetic power: a barely felt wave of heat, an electrical flash to the eyes, the clinging of passing shadows. Like Forces Effects themselves, such manifestations are often more noticeable than the results of other Spheres. The precise sort of manifestation often depends upon the wizard's specialty. A magician who toys with kinetic motion may almost look like he hovers off the ground whilst a mage of darkness is constantly enshrouded in shade. Since they are both noticeable and Paradox-prone, other mages respect and fear such wizards. Forces are blatant and destructive, but most mages are not known for using Forces subtly or to many and varied Effects.
• Perceive Forces
A mage must first understand what he wishes to control, and the apprentice of Forces learns to sense different Force Patterns, read their intensity and learn of the distinctions between different variants of Forces. The mage can sense positive and negative Forces, watch them interact, see where they emanate and where they go. He can determine the intensity of a light source as easily as he can determine the presence of radio waves or radiation.
Combined with other Elemental (Pattern) Spheres, Forces senses let the mage see how other Patterns interact with or create Forces. With ephemeral Spheres, the mage can see the Quintessence that flows to form forces, examine the spiritual archetypes of Forces, determine the origin of various forces and figure out where they're going.
•• Control Minor Forces
Energy can always be diverted, and the Disciple who understands Forces can influence its direction and intensity. The mage can affect various Patterns easily, altering their direction, changing their qualities and controlling their dispersio n. The mage cannot yet create forces from nothingness or change forces into different states, but he can manipulate how the forces interact with the rest of the world.
By diverting a force, the mage can cause kinetic energy to change direction, thus changing an object's course. He can make fires dance according to specific images and spread to (or avoid) certain areas. He can lengthen shadows or bend light so that images reach different destinations. He can even reroute the passage of electricity or cause radiation to avoid him. The mage can thus render himself or someone else invisible, cause sound to manifest somewhere other than its origin, and otherwise protect an area from interaction with forces.
A mage can affect only individual Patterns offered at this level, and only on a scale that he can encompass himself. Thus, the mage could render a single individual invisible, but he couldn't cause an entire building to vanish. He could make a flame flicker with a particular image, but he couldn't control the course of a forest fire. Simply directing a force away is much easier than actually taking total control of the force and directing it with precision, but as long as the mage can reasonably influence the minor force, he can take total control of its direction and focus with enough effort.
Combining control of minor forces with other Pattern Spheres, the mage can give a certain item properties that repel or attract forces, make an object or pathway more susceptible to forces or shield part of an individual from interaction with a specific force. With the ephemeral Spheres, the mage can freeze a force in place while allowing it to continue to expend its energy, cause a force to affect a location far distant from its actual position or redirect spiritual energies.
••• Transmute Minor Forces
Finally able to grasp and twist the Patterns of forces, a skilled mage can convert forces into other types, shift their intensity radically or even create force from nothing (and banish it to oblivion as well). Although he is still able to affect only individual small Patterns of force, the mage can cause the elements to dance at his whim. He can impart motion into an object, make a fire that burns cold or cause shadows to explode into bursts of light. Mages can use this power to fly, hurl lightning, pulse out electronics and perform similarly dramatic feats. The mage cannot create force from nothing without the use of Quintessence, but he can turn minor forces to his own advantage.
In conjunction with Pattern magic, the mage can convert a force into an object or even a creature, or disperse a material into raw energy. He can easily weave telekinetic controls around a creature or object, and he can cause his attacks to pass through objects or creatures harmlessly on their way to the target. Similarly, with the ephemeral Spheres he can transmute a pure idea into a construct of force, lay waste to a distant location or set up a special attack that waits until an appropriate time or event comes to pass.
Forces Effects
• Darksight — In the absence of visible light, the mage can shift his perceptions up or down the spectrum of electromagnetic radiation. This allows him to view infrared or ultraviolet light, radio waves, X-rays, etc. He won't be able to discern colors, but he may read other interesting perceptions from the various spectra — X-rays would allow him to see an object's underlying structure, and he could see in the dark using infrared.
Virtual Adepts and Sons of Ether tend to use special visual lenses, filter programs or goggles for this Effect, and they look through scientific spectra. Mystical magicians use this power to see by heat or sound, often mimicking natural creatures that can do the same.
• Quantify Energy — By invoking this Effect, a mage can sense the type and amount of energy at work around her. She can easily translate her perceptions into accurate measurement units such as volts, amps and teslas. Note that this quantification includes kinetic energy, which allows a mage to determine an object's speed in relation to her if she knows the object's mass.
Just because a mage can sense and quantify energy doesn't necessarily let her make sense of it. A mage could note the presence of radio waves, but he might not be able to translate and hear them immediately.
•• Electrical Chaos — Virtual Adepts in need of a quick diversion often sabotage Technocratic equipment with a sudden electrical pulse. Akashic Brothers and Hermetic mages sometimes concentrate electricity around themselves or their weapons and use it to shock the enemy. Either way, the mage simply diverts the flow of electricity, causing it to concentrate in one area or discharge in another. Such an Effect is a damaging attack, striking against a .living opponent or a device susceptible to electrical damage.
•• Energy Shield — By bulwarking against certain forces, it's possible to not only defend against many attacks, but also to create a variety of interesting exceptions to "natural law." Bending away light makes a mage invisible, but it also means that she can't see. She must rely on other senses or use Correspondence to sense other locations. Pushing away sound renders the mage completely silent; the mage could also concentrate sound into an area, drawing in sound from around her and keeping it from being heard elsewhere. It's a simple matter to protect against electrical or fire attacks, too. Altering the direction of incoming kinetic energy allows the mage to stop or deflect bullets. By deflecting gravity, the mage can make himself essentially weightless, able to float or levitate, even controlling direction by allowing forces from certain directions to interact with her. Such a shield could also be helpful in repelling radiation or other esoteric sorts of rays.
Note that most mages only maintain a shield against one or two types of forces at a time. It's nearly impossible to make a shield that hedges out all incoming forces.
••• Friction Curse — Turning a subject's motion into heat energy, the mage not only renders the subject unable to move, but causes the victim to heat up until he bursts into flame! This Effect essentially turns the subject's movement into damage, so faster objects are more susceptible. A modified version can cause the subject's own breathing action to create cold, freezing the subject in place and encasing him in a block of ice.
Partial successes negate some motion and impart some heat; multiple successes can transform motion into damage. Better still, since the target can't move, he is hard-pressed to dodge the ensuing eruption of fire or cold.
••• Telekinesis — At low levels of skill, a mage can perform rudimentary telekinesis by altering the directions of motive forces on an object.
With the ability to transmute forces, though, the mage can easily turn body heat, a shout, even ambient light into a push that controls or moves an object. (With Prime magic the mage could create telekinetic force from nothing.) It's easier to manipulate smaller objects, of course, and fine control is quite difficult. The mage must also have a constant source of force. If no outside force influences the subject, there's nothing to transform into kinetic control. On the other hand, since people generate all manner of forces, it's usually a simple matter to hinder an enemy's movements. Some mages focus telekinesis by using dolls or representations of the subject, while others just use transformative runes or phrases to direct the motion. In many cases, mages find it easier to telekinetically manipulate the subject if they can act out the motion, but that action isn't always necessary.
Specialties: Cloning, Creation, Disease, Evolution, Healing, Improvement, Shapeshifting, Wounding
Those material things that move, grow and change come under the purview of the Sphere of Life. While other Patterns remain stagnant, or are self-contained flows of Quintessential energy, life Patterns are different. They connect to the Tellurian, drawing Quintessence as they live and grow and returning it to the flow with their own contributions and excretions. Only in death does this process cease, the Pattern stultifying to base matter.
It is this connection to the cosmos that makes life unique, and it is from this everchanging flow that life adapts and draws its infinite complexity.
The power over life is a great one, the power to create and influence all creatures. Mages who study Life learn to heal and alter animals and later themselves and others. As the mage's knowledge grows, he learns to affect more complex Patterns. Eventually, the mage can change shapes, restore youth and health, heal injury. Conversely, he can strike down foes, rend apart the living and spread disease in his wake.
Among the Traditions, study of life is a respected discipline. Life mages are the healers, the nurturers and the defenders who bring health and the joy of living with them. Even potent necromancers and the undead cannot stand against the ever-renewing power of life. With the strength drawn of life, the mage can be whole and effectively immortal.
Life magic holds sway over any creature or cell that still moves with the ebb and tide of living breath. Even cells in plucked fruits or severed parts may still be governed by life while there is yet the spark within them. Once the subject finally dies — its Quintessence still and its connection to the universe inert — it returns to Matter.
Masters of Life are without blemish or imperfection, carefully healing away the foibles and flaws of their own bodies. Strong and radiant, they seem to glow with the unending bounty of generous life. The appearance of such a mage reflects her desires and moods, and she eats or drinks, breathes, ages or changes according to her will.
Note that when a mage alters or heals a Pattern, she does so to the limit of her capabilities. If a mage pulls off a Life Effect, she cannot recast the same Effect for more successes until the Pattern has undergone some natural change (that is, a change of scene). Thus, the mage can transform herself and then change differently or change back, but if she heals an injury or causes a wound in a given scene, she cannot use that power on the same subject again — she's done all that she can to the Pattern at that time.
If a mage affects a Pattern and changes it away from its true nature — that is, increasing or decreasing Attributes or adding new characteristics that are not natural to the creature — then the subject suffers the phenomenon of Pattern leakage (or bleeding). Over time (once per day, sometimes more often) the creature suffers injury as its Life Pattern fights the changes, generally taking one health level of lethal damage for each gross change. A mage skilled in Prime can use Quintessence to offset this injury, but when he runs out of Quintessence (or if the victim is not a mage), the problem will set in again. The only way to overcome this Pattern bleeding is to alter the Pattern permanently or to remove the changes.
• Sense Life
The most basic principles of Life magic involve the study of living Patterns and their motions. The mage starts by learning to feel the flow of life energy. From that point, the mage can sense injury or sickness, and he can feel the potency of vibrant health. Given experience, the mage can easily learn to sense nearby living creatures, to determine their nature, health, sex and age, and to sense any tears or imperfections in her own Pattern.
With the other Pattern Spheres, Life senses allow a mage to tell not only if there are people nearby, but what they wear or carry and whether the forces and objects around them cause injury. Entropy with Life tells whether they will suffer from disease or mischance and what form it will take. Time and Correspondence magic lets the mage sense the living Patterns of far-away individuals or people in the past or future. With Prime, the mage can actually see the stream of Quintessence that bonds all living things to the cosmos.
•• Alter Simple Patterns
Heal Self
A mage's manipulation of living Patterns begins with the most rudimentary ones, and with the ones most familiar to her. The budding Life mage learns to affect sessile Patterns and ones that make up very simple creatures. She also learns to recognize her own innate Pattern's form, to help it in the process of restoring itself.
A novice of Life magic can heal herself, restoring her Pattern to its original form and closing wounds or removing alterations. She cannot actually transform herself into new forms or change her Pattern from its original base nature yet, but she can at least defend herself if others do so.
She can determine if her Pattern has been affected in some way, sensing disease or imbalance long before any symptoms manifest.
With control over simple Life Patterns, the mage can also influence rudimentary life forms like bacteria and plants. Any plant, invertebrate, algae or fungus is within her purview, and the mage can harm or change them as she desires, perhaps shaping them to grow in certain ways or striking offending creatures dead. The mage can't totally transform them yet. Such Patterns must retain their original nature, but they can be coaxed into moving, growing and changing in certain ways.
In conjunction with other Pattern Spheres, the mage can imbue herself or a living being with resistance to certain objects or forces, or she can cause such other Patterns to influence the growth and development of simple creatures. She can set up Effects to heal herself upon the receipt of injury (with Time magic) or use Correspondence to sense and alter life anywhere in the world.
••• Alter Self
Transform Simple Patterns
By the time the mage reaches a significant understanding of Life, she unlocks the keys to transformation: the means to turn a life Pattern away from its original nature and into something different. She can change her own Pattern in startling ways, and she can exert mastery over simple living things. To more complex creatures, she can exert change, causing the entity to grow or change as she desires.
By working with her own Pattern, the mage can take on new qualities or change old ones, perhaps giving herself unusual features. She can grow claws or suspend briefly her need to breathe. She must remain fundamentally human, but she can stretch the limits of her own capabilities and surpass her normal limits of mortal flesh.
With total mastery of simple Patterns, the mage can transform them into new shapes, turning a crawfish into a cedar tree (albeit a very, very small one) or reweaving a simple bacterium into a deadly killer. Her understanding is sufficient to create and destroy such Patterns utterly, and to cause them to grow, change or die as she sees fit.
By using simple Pattern-transformation in conjunction with other Spheres, the mage can create simple living things out of nothingness, or turn nonliving matter or forces into living creatures, although such creations have no minds of their own unless the mage uses the Mind Sphere. She can also alter creatures across a distance or push or pull such beings into other places, even the spirit worlds, with the proper Spheres. She can cause a change that will not affect a creature for some time, such as causing an apple tree to suddenly blossom in the middle of winter some years later, or she can render plants and simple animals safe from disease and injury.
Life Effects
• Life Scan — A simple attachment to a computer can search for the bio-fields of nearby living creatures, allowing a Virtual Adept to determine the locations and conditions of such targets. Although such scans require additional work (and Correspondence) to reach over a great distance, they can be helpful in targeting friends or enemies, since the Virtual Adept can recognize individual Patterns that have been detected and logged previously. Most Virtual Adepts also include special filter programs to cut out undesired life-forms from the scan, like microscopic organisms or simple vermin (aside from Technocrats).
Many other Traditions can perform a similar Effect with an appropriate scrying tool. A Verbena might use a mirror that shows images of nearby creatures, while a Euthanatos sniffs for the distinctive scents of various creatures.
• Prayer of Healing Revelation — The Celestial Chorus studies Life magic to detect illness and injury. These Disciples learn to identify flaws that indicate various diseases, injuries, poisons and parasitic infestations in a life form's Pattern. The mystic must usually make a Perception roll when scanning the Pattern. The more successes scored on the Effect, the more specific the information she receives. One success might reveal poison, two might reveal that the poison is affecting the respiratory process, and three successes might determine the poison to be arsenic.
•• Alter Simple Creature — By grasping a Life Pattern and molding it metaphysically, the mage learns to heal or change it as desired. Euthanatos use a version of this called "Little Good Death" to learn how to tear simple Patterns, bringing death to plants or small creatures as a stepping-stone to greater skill. Verbena use this skill to mold their trees and pets into pleasing and healthy forms, and to cure disease or injury in such. Healing or injuring a creature uses the damage and duration rules. Causing a change to the Pattern relies on the Storyteller's judgement of the power of the feat and severity of the change.
•• Heal Self — Each Tradition has a time-tested means for self-healing; mages get into too many scrapes not to! Verbena renew themselves with a draught of pure water or a charm of good fortune. Hermetic mages restore the form of the physical body by words that mold flesh. The Akashic Brotherhood uses "Ho Tien Chi," or the "Breath of the Day After Birth," to bring in healing energies and vitality, as taught through Do. Celestial Choristers lay on hands while Technocrats use simple slap-on medical patches, amp drugs and regenerative devices. The Effect is simple: The caster simply heals damage as specified on the Damage and Duration rules.
••• Better Body — Mages who rely heavily on Life Effects use this power to alter themselves. A mage can take on various forms to her advantage: Claws, gills, increased Physical Attributes or Appearance, body armor and more. The only limits are imagination and what the mage believes that he can do within his paradigm. Successes scored indicate the limits of the change: One success would be good for an extra dot on one Attribute, for instance. Additional successes can maintain the Effect or generate larger changes.
If a mage changes a Pattern beyond normal limits — increasing Attributes to legendary levels (six or more), adding totally inhuman features, fortifying to soak against aggravated wounds, etc. — the subject gains permanent Paradox as long as the changes remain. Usually Paradox is a problem only for mages, but other victims can suffer as well, especially when Paradox erupts near them. Such gross changes always cause Pattern bleeding as well.
Simply altering a Pattern within its normal range of forms — swapping two Physical Attributes, for instance, or changing eye color — is a much simpler and less danger-prone use of this Effect.
••• Rip the Man-Body — With this Effect, a Euthanatos can rend the Patterns of complex life forms. As the mage lacks detailed knowledge of such complex Patterns, she cannot unravel the Patterns quickly. Damage is inflicted using the damage and duration table. This damage often manifests as lesions and internal hemorrhaging.
Specialties: Complex Patterns, Conjuration, Shaping, Transmutations
All non-living Patterns that coalesce into form fall into the Sphere of Matter. Along with Forces and Life, this Sphere completes the cycle of Pattern Spheres that influence things of the material world. Given the incredible utility and variety of objects all across the Tellurian, this Sphere is highly versatile and useful, and it's often underestimated due to its perceived "base" nature.
Matter Patterns are objects whose flow of Prime has coalesced into a simple, static form. The Quintessence in Forces is still active and energetic, and Life Patterns flow with the universe in a process of give-and-take. Matter, by contrast, is inert. However, manipulating Matter is usually a much simpler affair than manipulating other Patterns.
Magicians who study Matter can create objects (with base elements or Prime energy), transform them and change their properties. Matter can also be made to behave in unusual fashions, flouting scientific law and even, in some cases, the bounds of common sense. At the very advanced levels of study, Masters can blur the lines between matter and energy, creating Matter Patterns that throw off Forces (radiation) or bear a resemblance to Life.
Masters of Matter gift everything they own with vibrancy and solidity. Their clothing and possessions are often exceptional, with special qualities and great durability. Indeed, many take pleasure in bringing artistic forms or changes to materials that they own. Anything can be shaped or created with Mastery of Matter, but true art expresses more than base material.
• Matter Perceptions
The most basic understanding of Matter gives a mage a clear insight into the nature of material objects. By scrutinizing a Pattern, the mage can tell not only how massive something is and what it's made of, but whether it's a composite, whether it's damaged in any way, how it might interact with other objects and what could be hidden inside.
Combining Matter and Entropy lets the magician sense weak points and identify the best means by which to break them, Forces tells what energy to bring to bear against objects. With Life magic, the mage can determine the presence and composition of inert matter in living Patterns, like piercings and implants. The use of more ephemeral Spheres lends itself to scrying at range or determining whether a given object is actually a form of Tass.
•• Basic Transmutation
The mage may transmute one substance into another, without changing its shape, temperature or basic state (solid, liquid, gas). The object simply takes on a new composition, at the mage's whim. Complex creations are mare difficult or in some cases impossible; usually, mages are limited to creating or transmuting homogenous substances — a block of wood into a brick of stone, for instance, but not into an alloy of gold and
osmium. Naturally, the sorts of possible transmutations depend heavily on paradigm. A Hermetic mage might turn lead into gold alchemically, a Chorister could duplicate the miracle of turning water into wine but a Technocrat is more likely to convert simple elements like hydrogen to helium.
Only simple and inert forms of Matter can be transformed at this level. The mage cannot make radioactive elements. Doing so requires Mastery, as such Patterns shed their essence in the form of Forces. Matter Patterns also tend to have a rigid shape, and this shape cannot be changed with this base understanding. Of course, if the mage turns a rock into butter, he can sculpt or melt it easily. Rare materials are also hard to create.
Metaphysically, such matter is a precious substance, not easily found or made, which reflects in the difficulty of magical duplication. Basic transmutation combines with other Pattern Spheres to let the mage create solid matter from forces or even from living beings. (Of course, anyone can turn a Life Pattern into a Matter Pattern — just kill it). The mage can also conjure a basic object out of Prime energy. With the right understanding of Forces, the mage can impart enough energy to change an item's state while transforming it. He can use Correspondence to pull or push items around and even to reach into them and remove parts. The mage can give a spirit a physical representation or create an object according to a mental image with Quintessence.
••• Alter Form
Although Matter Patterns are resilient, they are not inviolable, and a mage with enough experience can reshape matter as he desires. This level of skill lets the mage sculpt the object mystically, changing its form or even compressing or expanding certain elements of its material properties.
The mage can increase the object's density or disperse it into gas, or he can just make it take on a different silhouette. Broken materials can be rejoined and matter made whole once more, or the mage can pull things apart, separate them into components or make mixtures of matter.
With the Pattern Spheres, the mage can easily draw energy out of a Matter Pattern or make it mesh with a living creature. More ephemeral Spheres let the object change in response to thought or even cause it shift randomly into a useful (or harmful) shape.
Matter Effects
• Analyze Substance — Any number of simple enchantments can be used to determine material properties. The mage could pick out gold from iron pyrite and tell exactly what a chair's made of and how much weight it can hold. Mages do so in many and varied ways. Sons of Ether and Virtual Adepts use their favorite tricorder-style sensing devices, Hermetics often compare to known samples and look for disparities, Ecstatics just "go with the flow" and pick whatever feels right.
• Fragments of Dream — Dreamspeakers view all manner of fragments of the Earth Mother's dreams. By tapping such dreams, they can expand their perception of Matter. The mage extends her senses beyond physical reality into Pattern. She no longer sees matter in the same way: instead of a brick wall, for instance, she sees its Pattern in her mind's eye.
This Effect allows the mage to perceive tilings that would be unseen in physical reality. She could sense the contents of a room beyond a wall, or detect objects or structures that might otherwise be hidden, such as a false bottom of a suitcase. Really dense or complex Patterns may be more difficult to penetrate.
•• Melt and Reform — The mage turns an otherwise inviolable object into a similar but much more accommodating item. The mage could grab a stone wall and briefly render the stone into clay, easily shaping it with his hands until the Effect ends, or he could turn a statue to butter and let it melt before changing it back. This Effect makes an excellent way to get out of traps, although it may take some work to be explained as coincidental.
•• Straw into Gold — Just like Rumpelstiltskin, the mage can weave base matter into a valuable substance. It remains a homogenous material, but it takes on qualities desired by the mage. Vulgar willworkers may literally turn tears into diamonds and straw into gold. More subtle magicians could improve the quality of an existing object, or "accidentally discover" that an object is more valuable than it first appeared. In this fashion, a mage can turn cheap beer into a decent stout, make generic brands seem of higher quality and cause an ordinary item to actually be made of something valuable.
••• Destroy Structures — The mage uses her knowledge of Matter Patterns to break down structures by shredding their Patterns. The Effect resembles Sculpture, but the mage simply breaks down a Pattern as quickly as possible. The mage can destroy nearly any simple object. He can tear up concrete, steel and cloth with equal ease. However, advanced compounds might be too difficult for the mage to unravel (and require a higher level of skill). Note that the material is not reduced to nothingness; it is simply scattered and torn apart.
The mage can also turn an object into some other sort of inert substance and go from there. Doing so can be useful if a mage is dealing with matter that won't be destroyed just by dispersing it, like poison gas or acid.
••• Sculpture — By changing the shape of a chunk of Matter, the mage can easily sculpt a substance without bothering to transform it like Melt and Reform. The mage just grabs the Pattern mystically — whether by pantomiming the sculpture, chanting its name of power or whatever — and yanks it around into the desired shape. The object responds and takes on the appropriate form. Sculpture may require multiple successes for very large or complex objects.
Specialties: Astral Travel, Communication, Illusions, Mind-Shielding, Self-Empowerment
The enlightened will shapes reality, so it should come as no surprise that the power of the Mind is, indeed, an esoteric yet highly studied tool of mages. Such study leads to the investigation of thought, the existence of perfect forms, the idea of intelligence and inquiry divorced from mere physical form. The mage who studies Mind delves into all of these subjects and dives to the very root of cognition, the formation of ideas and the power of unfettered will.
By opening the mind and transcending the limits of the body, the mage surpasses any paltry human limitations. His thoughts are pure, and his sensation of comprehension is perfect. The Mind magician can use thought to communicate, control and wipe away the inaccuracies and errors of human misjudgment for the peaceful serenity of total concentration. All thought is open to the mage: from the refined sensibilities of human philosophy to the feral instincts of animals. Any thinking process can be comprehended and manipulated with sufficient skill.
Although Mind magic is not a particularly flashy art, it is a respected one. Unlocking the mysteries of the Mind requires great discipline and study. Furthermore, its subtle uses are many. Mind arts can perform any number of tasks invisibly, since such arts rarely manifest physically. The Mind mage can sense the intent of others, alter their emotions and control their thoughts. He can set his consciousness free to roam invisibly and explore such esoterica as the foundations of linguistic understanding or conceptualization as well.
Mind Masters usually have a concentrated, placid air about them — as if they are in a constant state of meditation. From time to time, they let slip small hints like reading peoples' reactions, guessing the answers to questions intuitively, even forming intricately constructed chains of logic on a moment's notice. Physically, they are rarely imposing. However, their clear communicative skills and depth of intellect are readily apparent.
Unlike the orderly Pattern Spheres, Mind magic tends to be a bit more "fuzzy" in its capabilities. An initiate can often perform tasks similar to what a more experience mage could do, but not as well or with as much precision or variety. However, Mind constructs do seem to take on specific "thought objects." In some cases, a Mind magician can influence a particular concept just like a Pattern Sphere might be used to manipulate a material object. Because Mind attacks do not cause direct physical harm, all damage inflicted with Mind magic is bashing damage.
• Read Surface Thoughts
Empower Self
Although Mind magic is not really an elemental Sphere, mental constructs do seem to fall into ephemeral categories. A trained mage becomes sensitive to moods and thoughts around herself, and she learns to recognize the base impulses of other minds while taking control of her own. With a simple look, a mage can get a gut feeling or empathic hunch, determining someone's emotional state or telling whether a particular object has a powerful emotional Resonance attached to it. The mage can't read specifics, like whether an emotion is strongly directed at someone in particular or the intricacies of a plan in someone's mind. However, she can tell if someone is giving off positive or negative emotions and determine if an object, place or piece of Tass has "good vibes" or "bad vibes." She can even read basic, strong emotional contexts attached to such objects, so that she can pick put a knife used for a murder from a group of otherwise identical knives.
Since the Initiate also learns to control and order her own thoughts, she can perform a number of prodigious, but usually coincidental, mental feats. With preparation, she can make a rudimentary defense against mental intrusion. She can also render her aura obscured and unable to be sensed. Furthermore, her discipline allows her to use any number of simple Effects to improve her computational skills, memory and concentration.
•• Read Surface Thoughts
Mental Impulse
As a mage moves beyond the organization of her own thoughts, she learns to reach out to other minds. The mage can read not only surface thoughts, but she can sense memories associated with objects and scan for specific emotions. Her own thoughts are ordered and disciplined enough to defend against most outside intrusion and to mislead those who attempt to plumb her mind.
Surface thoughts flit across the consciousness of people in garbled, half-formed images that can be easily picked up by the mage. Indeed, different people have different thinking processes and "flavors" of thought that the mage can understand. The mage cannot yet invade a mind and tear out its secrets, but much can be learned just from the casual thoughts of others.
The mage can also associate thoughts with specific items, determining particular forms of Resonance that a material or place might have and drawing out strong memories attached to it. At this level of skill, such impressions are still vague, but the mage can often sense general events and ideas with a strong content of emotions.
If the mage forges a communication with another open mind, she can send emotional impressions. Subjects may get a sudden sense of the mage's emotions, or she may leave the source unspecified, leaving the subject wondering whence a certain impulse came. Subconscious suggestions can lead a subject to perform actions without even knowing or questioning why, although the mage's projections are limited in their strength and strong-willed minds may shake these suggestions off.
With her strong mental control, the mage can not only shield her mind from intrusion, but she can build false fronts, disguises and surface ruses. Mental intruders may not recognize the mage's true skills and powers, or may find her mind completely empty. She can even alter the appearance of her aura, so that onlookers note a different emotional state than would normally be visible. Her discipline allows her to sense most attackers who enter her mind without great skill, and she retains a level of control over her mental processes at nearly all times, even when sleeping or splitting her concentration.
••• Mental Link
Dreamwalk
The mage's powerful mind cuts through interference and irrelevance to form a strong link to other thoughts. She can indulge in telepathic communication, experience someone else's senses, control her own dreams and pierce the veil of understanding to read the true meaning behind a concept, symbol or idea.
It's a simple matter for a skilled mage to set up direct mental communication. She can read ideas directly from the subject's mind, without even the need for language, and send her own thoughts thus. Such communication can make for a silent and perfect exchange of ideas, or it can be used to project illusions, false thoughts and psychic assaults. The mage can also read through the subconscious impulses of the victim, gaining insight to the subject's drives and experiences. Memory is laid bare to the mage's scrutiny, colored as the subject saw it.
Language is, at its heart, just a symbolic way of communicating concepts. At this level, the mage can cut through the symbol to the root concept. Doing so allows the mage to understand nearly any written, spoken or symbolic language that has some human basis. The mage can make her words understood to those who hear her and understand nearly any language. She can translate writings with ease and understand symbols automatically without any cultural context. Things that are outside of the mage's conceptual experience or that are magically defended might still remain mysterious, though.
Regulation of mental power even in the mage's subconscious mind allows the mage to control her thoughts during sleep and dreams, to contact other dream minds and to enter mysterious Dream Realms. She can influence the dreamscapes there, but the strangeness or spirits that reside in some dreams can affect her as well. The mage could enter dreams telepathically while she remains awake, although splitting her consciousness thus is usually more trouble than it's worth. More usefully, the mage's control over her dreams means that unless her psyche is somehow trapped, she can always fall asleep or awaken as desired, immediately.
Mind Effects
• Mind Empowerment — The mage's mental discipline, even at this rudimentary level, lets her accomplish prodigious feats easily. She can focus on multiple tasks at once, improve her thinking capabilities and focus her concentration. The mage can reach out to feel others' emotions, defend herself (rudimentarily) from such intrusion or enhance her mental capabilities.
The mind-shielding of an Initiate is crude but effective: The mage's successes on the Effect counter direct Mind assaults. Very subtle or skilled assailants may be able to bypass this protection, and the mage's mental defenses at this level of skill are obvious to anyone who cares to probe the magician's psyche. This Effect can at least keep out some unwanted guests though. Empowering mental processes allows the mage to function like a calculator or computer. He can work through information rapidly and with little or no error, and he can collate facts and logical data. The successes scored either cut down the time necessary to process information accurately, or allow the mage to multi-task and concentrate on multiple avenues of thought at once. Although the mage still moves, responds and acts at his normal rate, he can engage in battle while simultaneously thinking about several problems and deciding what sort of tie to wear for formal dinner later that evening. The mage can even improve her Mental Attributes temporarily and artificially, although surpassing human limitations or supercharging her mind for too long can risk Pattern bleeding.
With emotional sensitivity, the mage can "see" auras as multicolored halos that reflect the emotions of a person or object, or even feel some level of the subject's emotion. Strong emotions practically scream out at the mage, and they may even be traumatic if the mage does not defend herself with mental shielding. A knowledgeable mage can also detect some types of supernatural activity or creatures by watching an aura. She can even tell as a subject goes through mood shifts. Watching reactions to others lets the mage tell friend from foe, and the mage can also determine when a subject is lying, with careful study and a handful of successes on the die roll. The mage can also determine when an area has strong emotions associated with it, or sense the presence of Resonance in a given form of Tass or at a Node.
• No-Mind — A simple examination for nearby mental Patterns allows the mage to detect other thinking beings in the area, and to determine their positions, individual genders and types. The mage senses the closest minds first in a pattern that radiates outward, but he can screen out known types deliberately. The Akashic Brotherhood performs this Effect through the "No-Mind" technique, emptying their own thoughts to clear away their minds and make them more sensitive to others, but the other Traditions have similar mind-sensing Effects as well.
•• Empathic Projection — Emotions carry great weight. By focusing her emotions and casting her attention to a subject, the mage can send a sudden impulse or feeling. The target can be made to experience the mage's own feelings, or the mage can strike an emotion into the subject. The successes scored indicate the intensity of feeling. With two or three successes, the subject just has a slight sudden urge or quaint moment of queasiness, while five or six successes would cause a sudden blast of emotion to scream into the forefront of the target's mind.
Obviously, a sudden influx of emotion can startle a person or cause her to act strangely for a moment (or longer, if the mage places a duration on the Effect). The target may suddenly laugh inexplicably, drop something or flee the area in panic. Stronger-willed targets are harder to affect.
The target can spend a point of Willpower to resist the urges, as with any sudden impulse. If the subject has reason to suspect the mage's intrusion, a Willpower roll can be used to resist, so an extended ritual may be required to affect a wary subject. In some cases, a sudden blast of pure, heartstopping emotion can paralyze or shock a subject (inflicting standard bashing damage).
The mage cannot send actual pictures or words through this method, but a sudden feeling of danger or need can often be a useful missive when in trouble. Of course, other Mind magicians in the area may well sense the panicked empathic projection.
•• Psychic Impression — The mage leaves a Mind imprint on a given place or object, thus imbuing it with a particular emotion. Most often, this impression is some Resonance Trait of the mage, but the mage may imbue the target with a strong emotional Resonance under circumstances of great stress. The object carries the Resonance for as long as the Effect lasts. If the object is used in conjunction with an Effect, its Resonance may assist or hinder the Effect. Thus, the mage can cause an item to feel his own hate, elation, curiosity, joy or rage. A bullet used in hate would carry greater mystical weight, as would a bandage infused with compassion or a bottle of wine infused with camaraderie.
When a mage places Resonance in an area, that place gains a certain "emotional weight." A house could be made to seem creepy, a nightclub might have a dance floor that brings out anger or lust, a church could be peaceful. Such an Effect can be felt by anyone who enters the area, though generally only those with Awareness will recognize it as supernatural. Normal people will just find the place relaxing, agitating or whatever.
••• Probe Thoughts — It is nearly impossible to keep secrets from a skilled and determined disciple of Mind magic. The mage can simply bore into the target's mind, rooting around at will for surface impressions, or dig into memories, sensory information or even the subconscious. The target may suddenly experience strange thoughts and emotions as the mage brings them to the fore, or the mage can expend additional effort to slip in quietly and dig through the target's mind unnoticed.
With a successful probe, the mage can dig into memory (as the subject remembers it), experience any or all of the target's senses (perhaps in conjunction with her own senses, by using a multitasking Effect) or determine the victim's subconscious drives and desires. A quick surface scan may go unnoticed, but deeper probes often alert the subject that something's amiss. The successes scored indicate how deeply the mage can probe. Two or three successes give fleeting impressions of surface thoughts, while five or more open up buried memories and painful secrets. If the mage wants to sneak around unnoticed, his player must score additional successes exceeding the subject's Wits. A suspicious subject can resist the initial intrusion with Willpower, as always, and a Mind mage can often build a mental shield or even a layer of fake thoughts to block the intruder. In the latter case, the intruder must best the target's Mind Effect in order to break down the mind shield or notice and bypass the fake layer of thought.
••• Telepathy — Direct mind-to-mind communication is possible with this power of Mind magic. The mage can send words, pictures or concepts directly to the subject, and he can read the surface thoughts of the target in return. With enough successes, the mage can connect to remote subjects, unfamiliar ones or multiple subjects (with additional successes needed for each). Thus, the mage can easily link minds with a member of her cabal or try to set up a telepathic network between multiple people, at the cost of a great deal of effort.
Since the mage setting up a telepathic link works on the basis of pure concepts, she can communicate through images or ideas instead of simple words. Language is no barrier to the trained mage. By contrast, those without Mind experience still tend to think in terms of language, and the mage may have to cut through the babble of words to get at the underlying concepts.
By sending images or sensory information, a telepath can also cause the subject to experience hallucinations. The complexity of the illusion determines the required successes, and a wary target may try to resist with a Willpower roll. With few successes, the illusion may seem unconvincing, incomplete or phantasmal. Illusions created with high levels of success — usually five or more — are indist inguishable from any real sensory input. Even if the target knows that something's an illusion, his body may well react reflexively when his senses warn him! Better still, the mage can simply send a knife of disturbing psychic Resonance straight into the victim's brain, inflicting bashing damage.
Untrained subjects, especially those with low Willpower, have a tendency to generate a distracting amount of psychic volume. The mage might well decide to lend a little organization to the target (by extending a mind shield) just to keep less skilled members of the link from distracting the group. Keeping a mental link up is certainly a distraction of some level, and the mage may suffer additional penalties to dice pools above and beyond the penalties for maintaining an Effect if there's a substantial amount of psychic "chatter."
Specialties: Artifice, Channeling, Creation, Destruction, Perceptions, Resonant Effects
Above and beyond the Pattern Spheres sits the Sphere of Prime, the study of raw creation and the energy that fuels the Tellurian. Prime is the study of Quintessence, literally the "Fifth Essence." To every Tradition this is a sacred or valued power, for with Prime the mage can tap into and manipulate the keystones of cosmic forms. Quintessence is also known as ether or Odyllic Force, the underlying nature of the fabric of reality, the First Essence or Prime. Through Prime magic, the mage directs the flow of universal energies to create, destroy and reshape as she sees fit. While the other Spheres influence the actual stuff of creation, Prime controls the power from which they all spring.
According to the united theories of the Traditions and Technocracy alike, Prime energy fuels everything. It is everywhere, flowing through living Patterns, swirling in Forces and coalescing into Matter only to be released again. The cycle of Prime energy never ends. This cycle is the cycle of magic itself. From Prime energy, a mage can create the base materials of the Pattern Spheres, or he can reduce such objects to the sublime constructs of Spirit and Mind. He can convert Quintessence into magical force and draw out the natural power inherent in places or object. He can cast enchantments of permanent power over things, nullify the workings of other mages and use the power of Prime to combat the rebounding force of Paradox itself at the greatest levels of mastery. Such mastery does not come lightly, but it is the foundation of the most powerful and permanent workings in any Tradition and any Sphere.
Masters of Prime energy carry in themselves a reflection of that power. Although even mortals can feel the eeriness of mages, Prime Masters surpass that level of energy. They almost glow with radiance, be it divine or profane. The magical power at the hands of a Prime Master lends the mage a definite palpable aura of other worldliness.
• Etheric Senses
Effuse Personal Quintessence
An Initiate of Prime studies learns to sense and see Quintessential energy, be it stored in Tass, welling up from a Node, traveling across a powerful line, swirling through a natural Pattern or shining during a Juncture of power. His Prime senses allow him to detect the use of magic, to determine when a coincidence was the result of a magical Effect and to see the flow of magic energy as it is shaped and cast forth. Although such perceptions are not necessarily sufficient to determine the exact Effect, they do alert the mage to the bending of the Tapestry.
Just as each Tradition has its own view of Prime, each mage has a different sort of Prime sense. Some mages recognize Prime as a brilliant white or blackness, a color that surpasses natural vibrancy. Others hear it as a sort of music or melody. A few ascribe to Prime a different sense entirely, a sort of comprehension that cannot be translated into the natural senses. Regardless of whether it is a pure, crystal matrix or a swirling darkness of the original Void, it represents power.
By sensing the strongest currents of Odyllic Force, a mage may align himself so that they flow into his own Pattern, charging his Avatar. Without the first rank of Prime, the mage cannot store free Quintessence within his own Pattern beyond the amount he receives from his Avatar.
Mages without Prime magic cannot gain Quintessence ratings above their Avatar rating. The mage can't necessarily use this power to gain additional Quintessence from meditation, but if someone tries to empower the mage with additional Quintessence, the mage must have at least this rudimentary understanding of Prime to be able to hold the excess energy.
In conjunction with the other Spheres, the mage can see Prime energy in various Patterns or recognize specific sorts of Resonance and their strength. The mage can also determine if an area has a strong Prime wellspring (like a Node) or when a Juncture that creates Prime energy might occur.
•• Weave Odyllic Force
Fuel Pattern
Enchant Patterns
Summon Prime Weapon
Activate Quintessential Matter & Forces
By reaching out and touching Prime energy metaphysically, the mage can create tiny diversions in the energy that fuels the Tapestry. She can twist the power of Quintessence, storing it in an object or turning it to use in specific cases. She can also use this power to cast other magic into stronger forms.
The patterns of physical matter and forces may be enchanted, creating magic swords that may damage spirits or etherically charged lasers to burn vampires. Moreover, Odyllic Force itself may be spun into a blow that hammers at Patterns, allowing a mage to launch bolts of pure Quintessential energy or to form a glowing weapon of mystic power.
Base matter and energy that are already infused with Quintessence, the inert but magical forms of Tass, may also be activated, structuring its essence so as to compose potions or temporary Charms.
In conjunction with various Spheres, the mage can create materials, forces or creations from the ether. The mage can also spin dreams, nightmares and quasi-real phantasms with Mind magic, or generate new constructs of Spirit energy.
Whenever a mage creates a Pattern "from nothing," she uses this power of Prime to divert a small amount of the Tapestry's-energy into that new Pattern. Thus, all Effects that create Matter, Forces or Life out of nothingness rely on the mage also using Prime 2.
••• Channel Quintessence
Sublimate Quintessential Matter & Forces
Activate Quintessential Life
Enchant Life
Normally, a mage cannot pull Quintessence directly from the Tellurian itself. Although the flow is immense and consign, it is also tied intimately to the shape of the Tapestry. However, in some special places (Nodes) and times (Junctures), excess Quintessence bubbles up through the Tapestry, there to taken by a mage with command of Prime. Even though the mage cannot steal the Quintessence directly from a Pattern, he can take advantage of the rare opportunities where Quintessence arises unconnected to any Pattern.
As the Ahl-i-Batin explain, Quintessence is either free or fixed and it's like water in a desert land — just as common and just as precious. Nodes are like wells and oases, with mage Chantries the caravansaries that are built around them. Periapts are gourds to hold the water, while Junctures are the rare rainy days. There is enough water in the air and sand to let a palm tree grow, if you give it time, just as there is enough free Quintessence around you to spin into the Patterns of the elements or life. The remaining Quintessence, like water, is fixed, giving life to palm trees and camels and women and men, and you can no more drink that Quintessence than you can drink the air or the sand. Yet a mage is a fortunate man, for he has a righteous djinn in the form of his Avatar, pouring cool sweet water when he asks and carrying it as a slave would hold a precious gourd as they travel from oasis to oasis, asking hospitality. But only an unrighteous man or a desperate one would slay his camel for the water it holds. This poetic analogy holds true. At this level of understanding, a mage skilled in Prime gains the ability to pour water from gourd to gourd or drink blood from his camel. That is to say, free Quintessence may be transferred from Periapt to Periapt, or from a Periapt to a mage's Avatar or back. The mage can pull Quintessence out of inert Tass for personal use, as well.
At this level, inert Tass may be sublimated and forged into permanent Artifacts and Talismans, as the mage forged it into Charms at the previous level, and living Tass may now be activated so as to become a living Charm. Chimerical and ephemeric Tass, such as the substance of dreams and the ectoplasm of ghosts, follows the same rule as physical matter — sentient chimera and living ephemera are treated the same as living beings, while inert dreamstuff and ectoplasm follows the rule of Tass created of base matter and energy.
As he enchanted swords and flames before, the mage of this level now gains the ability to enchant living beings, such that hands and claws can now inflict damage directly upon Patterns. In conjunction with other Spheres, the mage can create items of power or fuel them with energy. The mage can not only create items from nothing, he can steal away a small measure of Quintessence from Patterns as they decay. Such energy returns quickly to the flow, and it is more directed than harnessed, but it can offer a small measure of additional power to the mage's workings.
Prime Effects
• Consecration — A mage may allow the ether to suffuse his aura, so that his unique pattern of psychic Resonance bleeds over and into an object and forges an etheric bond between the two. This phenomenon occurs naturally, and Sleepers even make it happen subconsciously, but the magic of Prime can perform quickly what is usually an extended process. Such consecrated objects are useful in that, as they are considered part of a person's Pattern, they will thus transform, translate or otherwise change along with the subject to whom they belong. There is also some risk to this Effect, for such intimately connected items can be a great danger if they fall into the hands of an enemy. Likewise, a person or a place may be aurally marked in this manner, the subject linked to the place or person, and the person or place linked to them in turn.
Naturally, such sympathetic magic causes an object to carry some of the mage's Resonance Traits, and it may seem to have a "personality" of its own, reflecting the owner. An object so suffused typically counts more closely as a connection to the mage on the Correspondence Ranges chart. With Prime 2, it's possible to form such a bond with a living creature. Although this bond doesn't help the mage to sense the creature's thoughts or moods without Mind magic, it is used in the formation of familiar bonds (for familiars with living forms) and sometimes as a sort of "lifeline" to valued friends or loved ones. The mage can always use his Prime senses to track back the link, as long as it exists.
• Heart's Blood — An initiate of Prime can easily sense the flow of Quintessence through his own body — his life energy. This energy flows from the Tellurian, through the Life Pattern and back out to rejoin the cosmos. Each point corresponds to a health level, the last three on beyond Incapacitated and their loss resulting in death.
In desperate times, mages skilled in Prime — typically the Celestial Chorus and the Verbena — can push themselves beyond their limits and "give 'til it hurts," taking the additional health levels as points of Quintessence above and beyond what is stored in their Avatars. Such damage may only be healed by time and bed rest, not magic, so most mages will usually only risk the Bruised health level. Mages of the Chorus, however, have burned themselves out in acts of martyrdom to perform one last holy miracle, while Verbena with low Avatar ratings often use their Bruised health level as a power reservoir, considering the sacrifice of heart's blood more holy than the spiritual energy used by most mages.
• Watch the Weaving — This Effect is not so much a spell as an additional degree of sensitivity. When any magical Effect is attempted within the vicinity of a disciple of Prime, he may roll Perception + Awareness to detect the weaving of the etheric threads. Once the mage has noticed the subtle tint of magic — or if the mage is just naturally suspicious — he can use this Effect to actually see or sense the magical weavings. Most mages perceive these weavings as patterns of light and color in the air, although perceptions vary according to the nature of the mage, the Tradition of the spellworker and the Effect in question. However he perceives magic, the mage may watch the weaving and attempt to identify the patterns and thereby discern the magic's intent, as well possible affiliations of the caster.
Mages of the Order of Hermes use a standardized system of mathematics, colors and seals as notation to record the forms of unknown magic. They may then take these notes to Masters of the Order who then decode the basic form and intent of a particular weaving. The mage may then allow the patterns of familiar rotes — or unknown spells that bear the seal of a friend or ally — to pass by unopposed, as the mage knows they are of friendly intent.
This forewarning also allows the mage to attempt countermagic if he understands all the Spheres involved. Other mages, who do not have etheric senses, can recognize only magic that involves them directly in some way or of which they will feel the immediate effect. For example, if a Nephandus attempts to conjure a demon, most mages cannot attempt to counter this spell (even with knowledge of Spirit) since the spell is not affecting them directly. However, a priest of the Celestial Chorus could use Prime to sense the stirrings in the ether at the Nephandus' words — and possibly even recognize the demon's sigil as it appeared in the air. Assuming the mage also understands the Sphere of Spirit, he could counter the magic invocation the moment it began.
Continuous magic, particularly wards and curses, may also be detected by use of this Effect, although it often requires some knowledge of the appropriate Spheres involved in order to comprehend their nature fully.
•• Body of Light — At this level of Prime, the mage may use his control over the ether to weave what is known as a Body of Light. A Body of Light is a purely etheric construct that typically takes the form of a person's idealized self, but it may take any form the mage devises. There is no mental or emotional content to such a creation. It is merely a useful empty shell typically used to house the astral form of a mage using Mind to travel. Without one, the psyche is essentially naked for its journeys through the Astral.
The Body of Light, however, is more than just a work of vanity. The form serves as armor, as well as a physical form for travel within the Middle and Lower Realms of the Umbra. Astral travelers who wish to perform shapeshifting or other feats in places where they do not have a spiritual body — like Dream Realms — must use a body of light. Also, without such a body, an astral traveler is invisible to those in the physical world, even to those who can sense spirits or magic (Spirit 1, Prime 1). While those sensitive to mental emanations (Mind I) will be able to sense the mage's presence, he will not be able to communicate without further use of Mind magic.
The Body of Light is also commonly used in conjunctional Effects with the Pattern Spheres to allow a mage to materialize his idealized form as an illusion of light, as living flesh or even as a golem of living stone, while his true body and spirit lie protected elsewhere.
The technique of Grafting the Body of Light is also used to create things of ether which are then transmuted to physical substance via the Pattern magic. It may also translate things of the base elements into pure ether which may then be used as adjuncts to a Body of Light.
•• Enchant Weapon — A mage now leams to reweave the underlying Quintessence so as to clarify and intensify existing forms, enchanting objects and creatures. Weapons treated in this manner — while doing no more damage than their mundane counterparts — strike directly to the Patterns of their targets, inflicting aggravated wounds.
The etheric form may also be made different from the physical, so that a dirty denim jacket may have the underlying structure of a Kevlar vest, or a broken talismanic dagger may still have a whole blade with regards to magical structure. Such structures are still what they appear to physical reality — the denim jacket would not stop bullets, nor could the nonexistent dagger cut butter — but to etheric, spiritual and astral reality, they are quite real. The jacket could stop spirit darts while the dagger could stab wraiths, or even perform whatever magical or ritual functions it did before.
Note that a mage cannot yet imbue Life with static seething Prime energy at this level, so he cannot cause his own Pattern to tear into other Patterns — but a clever mage could easily wear enchanted gloves for combat. Enchanting a Pattern in this fashion typically requires energizing it with a point of Quintessence (the enchantment lasts for the duration scored, but is almost never permanent without a greater supply of Quintessence).
•• Holy Stroke — Even initiates of Prime can defend themselves by using pure, charged Prime energy. When a material object is not handy for brief enchantments, or when the mage simply needs to get the job done with a demonstration of pure, nonconjunctional power, this Effect is appropriate. The mage fires coruscating energy at the opponent, or creates an ephemeral, glowing weapon of Prime energy. Such a construct requires Quintessential fuel (typically one point per use), but it inflicts aggravated damage using the mage's Prime skills. Depending on the attack, the mage might fire it off as a bolt, or simply slash with a glowing sword of holy energy. Such attacks are particularly effective against supernatural opponents. On the downside, the mage must score enough successes to not only inflict damage, but to maintain the Effect and to affect the targets desired (striking an opponent with a blast of Prime counts as one target; creating a Prime hand weapon only counts as one target regardless of how many people it's used to strike, which is why swords of light are more common than holy bolts in massive battles).
••• Bond of Blood— Transferring Quintessence between Patterns is a staple of potent magicians. The mage can take Quintessence from Tass or from a Node. If offered freely, the mage can even accept Quintessence from another individual, or gift a person with his own Quintessence. The mage can store energy in a Periapt or store it in another object. With a powerful enough Effect, the mage can even strike out against another mage and drain away that magician's extra Quintessence, although energy stored in the Avatar is inviolate.
This Effect gets its name from the Verbena, who use blood as a conduit for Quintessence. The Verbena in question smears an object with her blood or shares blood with a person in order to share her Quintessence. Hermetic mages use a similar rite by passing around a golden chalice and drinking from the cup or anointing a subject with it.
Although other supernatural creatures often carry their own power, taking Quintessence from them is a chancy matter at best. Most have a form of power that does not translate well into universal energy, and it is often bound up in their own inherent natures (that is, their Avatars). In the rare case where a mage is offered that power in some sort of conduit — vampire blood, for instance, or a shifter ritual that allows the trade of spirit energy — he can harvest Quintessence from the source. However it is usually inefficient and loaded with Resonance.
As a variant, a mage can sometimes channel a small trickle of Quintessence from a Pattern that's destroyed. An object that's burned normally releases its Quintessence back to the Tapestry, but the mage can coax some of that Quintessence into taking a slightly longer route and tunneling through another Effect. Such an Effect must be used conjunctionally with whatever magic it's powering, but allows the mage to draw a single point of Quintessence from the process of breaking or sacrificing things, like pouring out an offering of wine or burning several sticks of valuable incense.
••• Enchant Life — Because of their ever-flowing and changing Quintessential currents, Life Patterns are more difficult to affect with Prime power than simple Matter or Forces. With this feat, the mage energizes the Life Pattern and gives it greater solidity, anchoring it in reality. This Effect makes the creature seem more "real," and it often provides a sudden flush of energy or emotion.
Furthermore, the living being can inflict aggravated (Pattern) damage with its own natural weapons. Akashic Brothers thus affected can score incredible damage with their bare hands, or shapeshifting Verbena can use claws to incredibly dangerous effect. As always, such an enchantment typically requires the expenditure of a rare and valuable point of Quintessence.
••• Lambs to the Slaughter— Sacrifice is a highly controversial magical procedure, painted black in the-eyes of most of society — and no few mages — by images of Nephandi gaily slaughtering virgins, goats, children, passersby and whatever comes to hand.
Sacrifice, however, is used, approved and even praised by all Traditions in one form or another. The most common — and most holy — form is self-sacrifice, as done with Heart's Blood. Heart's Blood may be combined with a living bond (see Consecration) to sacrifice one's own life energy to power another's magic. The magic comes from a willing sacrifice, and this sacrifice lends the magic additional power, the psychic Resonance of the primal energy in harmony with the magical working. Thus, a woman who gives of her own life energy to save the man she loves will have the power of that Quintessence affected by the Resonance other love (and the total sacrifice of her life may not even be necessary, depending on the magic).
In many other magic spells, the mage sacrifices some sort of material object: breaking an item, burning it, burying it or otherwise destroying an object of value. In the case of Tass, this act releases its excess Prime energy; to a mage with Prime magic, it allows the mage the opportunity to channel away a small measure of Quintessence as the item is destroyed (typically one point). Such Quintessence returns quickly to the flow, as soon as the object is broken, and so it must be used immediately.
The trouble with most Nephandic rituals — and the reason most Nephandi gain no additional power from their sacrifices — is that the victims are unwilling. Every point of Quintessence pulled out of the blood of an unwilling victim generates an equal and opposite measure of psychic Resonance absolutely opposed to the murderer and everything he or she stands for. This Resonance cancels out any benefit there might be from blood on the altar (apart from pleasing one's Dark Masters).
However, a willing sacrifice — such as a Celestial Chorus priest who martyrs herself to save her flock, a Verbena acolyte willingly burnt in the Wicker Man to end a famine or a Nephandic groupie who really and truly believes that the best thing she can do with her life is spill it on the ground for the greater glory of the Dark Masters — gives a great deal of power to a ritual. This sort of devotion can't be mentally compelled or
blackmailed, but it can be carefully taught. There are certain Nephandi who raise children as "innocent lambs," treating them well and telling them: "The Dark Masters are your friends. The Dark Masters are better than Barney. There's nothing more wonderful than to be sacrificed to the Dark Masters — but we won't do that yet. We'll save it for a special occasion. All praise the Dark Masters".
Verbena, Hermetics, Euthanatos and particularly traditional members of the Chorus engage in similar practices, but with domestic animals — particularly lambs, goats, chickens and calves. They raise them with a great deal of special care and special treatment, then use them as the centerpiece (and main course) of seasonal rituals and feasts. As vampires know, the amount of life energy in such a creature is not as great as it is in a human, but there are also less mural qualms about killing a chicken or lamb.
Many people find the concept sacrifice of distasteful, but it is included here both as a story element and as an important part of both ancient and modern magical and religious belief. However, a Storyteller is free to disallow sacrifice as a source of magical power if it is a story element she does not want to deal with, if it's inappropriate to particular magical ceremony or if the proper rites and rituals have not been observed by the
player's character. A Verbena might gain between two and five points of Quintessence from an appropriately raised and humanely slaughtered lamb as part of a May Day feast. Then again, the lamb may not be that innocent or willing, and any possible bonus might be spoiled by negative Resonance. It is a matter of Storyteller opinion and judgment whether any particular sacrifice holds power beyond the beliefs of'the person performing the ritual.
Specialties: Gauntlet Manipulation, Naturalism, Necromancy, Possession, Spirit Dealings, Umbral Travel
Defining the ephemera between Quintessential and material, Spirit marks the creation of such stuff as reflects the world beyond simple human perception. Spirit is a homogenous whole, a sort of conceptual energy given a special form that can mirror or mimic the more mundane Patterns of elements. However, Spirit is much more. It is also the results of emotion, hope and thought — the intangible end product of the Mind's musing and shaping. The mage skilled in Spirit can touch the wall that separates potential from material and reach through to see entire realms formed of maybes, might-haves and never-weres.
Both spirit entities and spiritual landscapes form of a spiritual energy that hovers somewhere between Prime and physical Pattern. Ephemera or plasm, this intangible substance makes up the otherworlds, the far Deep Umbra, the Shard Realms and the myriad other places where mages explore magic in its purest states. Such spirits are responsive to impulses and materials, and so the entities of spirit often reflect human drives, belief systems, even gods or concepts — or is it the other way around? Regardless, most people remain blind to the spirit plane, while mages can reach out to interact with the half-felt dreams of the world itself.
The Umbra — the spirit reaches — is separated from the physical world by an invisible and intangible Gauntlet, a mystic barrier that keeps the dead or the spirits of nature from crossing into and affecting the living world. Other worlds are sometimes isolated from the Umbra by their own Gauntlets, and other times coexist with Spirit. Powerful mages can pierce this Gauntlet to reach different areas of die Umbra, but such a task is not without hazards. Journeying to the lands of the dead or to the far reaches of other dimensions is possible, but it is difficult in the extreme. Worse still, the Gauntlet itself, once merely a barrier through which mages had to exert their magic to cross, is now actually metaphysically dangerous. To traverse the spirit world risks injury, insanity and worse.
There are countless strange creatures and entities in the spirit worlds, many of which follow bizarre rules that bear no resemblance to the laws of Earth. A mage who would traffic in Spirit would do well to learn such rules, to discover the byways of the Umbra and to traffic in the currency of spirits — chiminage, or the bonds of mutual service. Near the Earth, the Mirror Umbra reflects physical reality as colored by Resonance. Deeper in the spirit worlds are the Dream Realms, Epiphamies, Astral space, Horizon Realms (other worlds in their own dimensions) and eventually the Deep Umbra — the great void beyond the stars. It's no wonder that many Spirit mages choose to stay on Earth and simply summon or converse with the spirits that happen to be there! In the Umbra, one can find any Heaven or Hell of mankind's creation... and perhaps be trapped there.
Masters of Spirit have an otherworldly sense, a tendency to murmur to the air, focus on things that aren't there and hold to unusual taboos. They often indulge in unusual behaviors and sometimes talk to spiritual allies or enemies that nobody else can see. They range from distant psychic sensitives to powerfully rational mathematicians and physicists.
• Spirit Senses
Initiates in the ways of Spirit can sense the Mirror Umbra, the reflection of the material world into spirit energy. The initiate can see anima and ghosts, hear natural spirits and sense places where the Gauntlet between worlds thins or thickens. The mage can determine when an object has a powerful spirit component, like a mystic fetish. The mage's Resonance palls her most closely to objects, spirits and places of similar Resonance, but the mage can open to any spirit perception with effort.
Combined with other Spheres, the mage can sense objects that have connections to the spirit world or that have been somehow translocated there. The mage can also either combine her vision of animas with an awareness of emotions and auras, or detect the places most favorable for converse with specific types of spirits or where spirits might gather for energy.
•• Touch Spirit
For a brief moment, the mage can reach out to touch the spirit world. The mage can manipulate spiritual objects and interact with spirit entities, even pushing them around, conversing with or attacking them. The mage can affect t he spirit world while remaining physical, extending his natural reach, voice and form across into the next realm.
By casting his control over the Gauntlet directly, the mage can also manipulate the strength of the wall between worlds. This difficult task can make it easier for a spirit to manifest, or the mage could protect an area from ghosts and possessions. Powerful spirit wards can keep out travelers who walk the spirit realms. Adequate preparation can also make it easier for the mage to reach into the spirit realms, if only for a time.
Combined with the Pattern Spheres, the mage can make items that can affect the spirit worlds, or give another creature a brief sense of spirit or ability to touch the mirror realms. The mage could also cause an area of the spirit world to suffer chaotic storms of spirit energy or use Correspondence to extend his sight to the many and varied Realms of Spirit.
••• Pierce Gauntlet
Although it's dangerous to do so, a skilled mage can pierce the Gauntlet between worlds, stepping into the spirit world or back out to the material. The process of stepping sideways, as it's called, often relies on powerful rituals, and it works best at places of natural power. Even then, survival is not guaranteed – the Gauntlet is a dangerous barrier to mages.
A mage can translate himself across the Gauntlet, becoming pure ephemera (spirit matter). Bringing possessions takes more work and increases the difficulty of the trip. In either case, the mage risks injury. Mages with strong Avatars are especially susceptible to the storm winds that ride the barrier between worlds.
While in the spirit worlds, the mage obeys the laws of those places and interacts with them normally. The mage can deal directly with spirits, but he can also exert his magic directly against them. Once in the spirit world, the mage can travel to other spirit destinations, often by taking pathways known to Traditional lore. The mage might forge out into various near Realms or other worlds, but he cannot pass the Horizon — yet.
As the mage can alter the spirit world directly, he can also stir a spirit to wakefulness or lure it into slumber. Most objects and places have associated spirits, but the powerful Gauntlet and lack of connection to the mortal world causes those spirits to sleep, uninterested ingoings-on around them. The mage can stir those that hover on the edge of wakefulness, or briefly cause some to return to sleep. Most spirits are too weak, too
far deteriorated and too unconscious to be so roused, but many places or items that hover on the edge of importance or that have strong Resonance have lightly sleeping spirits that can be roused. Similarly, powerful objects or fetishes have spirits that the mage can put to sleep temporarily, perhaps to avoid their wrath or to reach something that they guard.
With the Pattern Spheres, the mage can create ephemeral representations of material objects or forces, essentially duplicating the Pattern Spheres in the spirit worlds. With Mind magic, the mage can determine Resonance and roles of various spirits encountered, while Correspondence can ease the rigors of travel in the spirit realms. Prime magic lets the mage determine the boundaries between places of power and feel the flow of natural wellsprings of spirit energy.
Spirit Effects
• Detect Possession — A Chorister uses exorcism rites while a Verbena tests the subject's blood, but whatever the ritual, it's a simple way to determine whether another spirit rides within a material shell. The mage simply uses his spirit perceptions to sense the offending spirit's presence in a person (or object, in the case of a fetish). The mage may not be able to do anything about it, but it's useful to tell if someone's actions are her own.
Of course, determining the exact nature of the spirit may require the use of the Cosmology Knowledge or Mind magic.
• Spirit Sight — It's usually a simple matter to shift one's sight into the spirit world. The mage can see what exists on the other side of the Gauntlet, although he may not be able to affect it directly. Thus, a mage might notice that an area has a very nasty or vibrant spirit reflection, indicative of some sort of problem or boon. The landscape of the nearby spirit world usually reflects the physical world of that area, but often with significant changes based on powerful events and items in the place. The mage can also see spirits as they go about their business, and some might even take notice in return.
With enough successes, the mage can translate multiple senses into the spirit world, allowing him to hear or feel spirits as well as seeing them.
Usually, the mage can only sense one area at a time (spirit or material), unless he splits his senses and concentration with additional Life and Mind magic. The difficulty generally depends on the thickness of the Gauntlet.
•• Call Spirit— A sort of "Hey!" shouted randomly into the Umbra, this Effect lets the mage translate his voice into spiritual terms on the other side of the Gauntlet. The successes scored determine how pervasive and compelling the mage's call is. Powerful spirits rarely show up to such a call — they have better things to do, and they are usually too far out in the spirit world, anyway — but lesser spirits often flock to such. Spirits
seem to love messing around with the material world. The mage really exert any control unless he has more powerful spirit magic, but he can attract attention.
If the mage uses Spirit Sight, he can call for specific spirits or even hold a conversation with something (or someone) on the Other Side.
•• The Spirit's Caress — A mage can reach across the Gauntlet briefly to touch a spirit on the other side. The mage could strike a spirit or just interact with it while remaining otherwise physical. This Effect is a perfect means of conflict if the spirit has no way to manifest in the material world to return the insult. Of course, the Effect just allows the mage to affect the spirit; it doesn't guarantee the results of any of his physical actions (the mage might pierce the Gauntlet and reach across, only to miss the spirit with a punch).
Combined with the Prime Effect Bond of Blood, the mage can share Quintessence with the spirit, or ask it to give up Power in exchange (treat them as interchangeable resources). This tactic doesn't work as well with ghosts although some wraiths have their own means of granting power to a mage, as the ancestor-spirits of the Wu Lung can attest. Note that Quintessence drawn from a spirit takes on the spirit's nature as its Resonance, so it's best to deal with a spirit that does the sorts of things that the mage wants to do!
••• Awaken the Inanimate — By talking and crooning over a physical object, a Dreamspeaker or Akashic Brother may Awaken its spirit and rouse it into awareness. A Verbena might spread blood in a pattern over the object while a Hermetic mage would sprinkle it with dark dust and carve a seal onto its surface.
Objects, once their spirits are awake and aware, can be particularly useful. Their personalities tend to be very protective of those who have treated them well and ill-disposed toward those who have treated them badly. The object could not really do much on its own, but it might cause small coincidences that work for or against the mage. For example, if a Euthanatos were to rouse the spirit of his gun, it might misfire in the hands of an enemy. Likewise, an aware Chantry house might take a very dim view of burglars, especially if they broke in — doors might slam, lights could go out (or on), and the alarm system the burglars disarmed might short out and go off anyway.
Rousing an object typically requires plenty of ritual successes — five or so for a gun, 20 or more for a house. This is slow, but often coincidental unless the mage wants an especially vulgar manifestation. The older and more psychically -charged the object is, the more powerful its spirit and the harder it will be to rouse. The newer and less important the item, the less powerful and less intelligent its spirit and the easier it is to rouse. A new knife from the knife shop, never used, would have less personality and intelligence than a cockroach, but could be made aware with a minimal amount of magic. Over years or decades, the objects would start to absorb some of its owner's personality. The knife an old shaman forged in boyhood would have a strong and active spirit (thought it might not be a fetish per se). As always, an object with strong Resonance similar to the mage's is more likely to awaken to his call.
An object with an awakened spirit exists in multiple worlds at once. A person can use an awakened knife in the physical world to injure spirits in the Near Umbra, or he may cut the silver cords that connect astral travelers to their bodies.
In the modern age, many objects resist awakening completely. The dullness of mundanity infects them and prevents them from taking on their own personalities. Even if a mage manages to awaken an object, there's no guarantee that it will be helpful, or that it will know anything of value.
••• Stepping Sideways — Mages can push through the Gauntlet and into the Near Umbra. Once in the Umbra, the mage walks and interacts with the place just like always, but as a being of ephemera instead of as a material entity. The mage is always noticeable to those who know what to look for. Living beings stand out in the Umbra, especially if they visit the deadlands.
Traveling through the Gauntlet is usually done as an extended ritual — the mage makes a real or symbolic journey and eventually passes into the spirit world. The difficulty of such a journey varies with the thickness of the Gauntlet. Should the mage botch, he may well become stuck. In such a case, only another mage able to reach into the Gauntlet can pull him out or push him through.
Crossing the Gauntlet is a very dangerous journey. The storm winds of the Reckoning lash the very Avatars of those mages who dare to cross into the Mirror Worlds. When a mage crosses into the Umbra, roll the mage's permanent Paradox + Arete (difficulty 6). Each success indicates one level of aggravated damage as the storm winds flay the mage's enlightened spirit! In some particularly nasty cases, mages have even had their Avatars flayed apart by the storm winds, getting haplessly dumped back in the material world with less power and sometimes horribly Gilguled. Such punishments rely on the Storyteller's cruelty. Hehehe.
Specialties: Alternate Timelines, Divination, Temporal Manipulation, Travel
Time, as the philosophers say, is the magic that all men know. The relentless tick of the clock leads down a road to an uncertain future, immutable, undeniable, equally profound to all humanity. Although time may vary with the observer — long moments of passion and profundity, stark seconds of terror or loss, relativity and the spin of quantum mechanics — it's an undeniable part of existence.
For mages who delve into the mystical study of Time, of course, matters aren't so cut and dried. Science and magic both agree that the flow of time varies with the observer, that time itself is hardly the constant that it initially seems. Indeed, some students of esoterica question whether time's linear flow is not simply another artifact of consensus, a happenstance result of random creation that's no more constant than a changeable wind.
Even those who accept Time's forward march (more or less) still discover that the eddies, currents and branching paths of time are far more manifold and mutable than most people would ever guess.
Mages studying Time magic agree that the world is full of unexpected whorls and vortices of temporal disturbance. Time contracts around some places and dilates at others, though the regimentation of scientific time means that such phenomena are not as common as they once were. In unusual circumstances, time may loop back on itself, make jumps and rifts to past or future, or diverge in multiple streams. A trained mage can sense all such variations, although these phenomena are hardly predictable or safe.
Time mages often start with a basic sensitivity to the flow of time and move to comprehend their own subjective sense of it. From there, the mage learns to manipulate her personal perceptions of time, and later to extend that manipulation to others. Truly skilled mages can even warp, halt or accelerate time and step into past or future.
Obviously, a strong understanding of metaphysical Time is useful in conjunctional Effects, much like Correspondence. While control of space grants a greater range and sensitivity to Effects, Time magic allows the mage to "hang" Effects until some future time, dilate their duration or change their rates of manifestation.
Curiously, once a mage manipulates time in a subjective fashion, it's progressively harder to rework the manipulation. If a mage stretches out a particular few seconds, for instance, she may gain time to perform responsive actions at her convenience, but further time-manipulating magic must contend with the fact that she's already warped her perception of that time. Thus, once a mage has twisted a particular bit of time, she must overcome the momentum other own Effects to change it further. More importantly, once the mage is working with distorted time, her magical energies are already tied up in the feat. (Therefore, the mage can't take six actions in one turn and use all of them for magic.)
Masters of Time most often carry a strong sense of deja vu with them. People around the mage find time itself "fuzzed put," as if the past, present and future blend to a single point. The mage may well manifest sudden, unconscious shifts in time, causing a flower to bloom or a book to gather dust.
• Time Sense
As might be expected, a mage's first initiation into the mysteries of Time is an awareness of time's flow. The mage learns to discern subjective time, to keep an accurate track of her own temporal position, to notice anomalies and alterations in time and to track Effects through their temporal "wake," the disturbance that all things leave in the flow of time.
Most Time magic leaves some sort of disturbance that's noticeable to a mage who knows what to look for. Although an Initiate can't really do anything about it, the mage can at least tell when Time magic are at work, and may well get the heck out of there! Natural phenomena sometimes cause odd Time distortions, too, and these are apparent to a trained mage. Actually messing around with time instabilities is a dangerous process, and more than one mage has been catapulted into far-distant times, alternate histories or bizarre temporal loops. The Initiate can easily feel such dangers and keep away spot, and he may even be able to determine how the phenomenon in question works.
Although it's impractical to always have a concrete sense of Time, an Initiate can often tell when someone's scrying on her through time, and she can develop a powerfully accurate count of time's passage.
Combined with the other Spheres, the basics of Time magic let the mage determine whether a particular Pattern has been affected unnaturally by Time and how it has been changed as a result. Furthermore, they give the mage better accuracy in using pre-existing time distortions in conjunction with other magic.
•• Time Sight
Although both past and future are hypothetically nothing but possibilities, it's possible to scry through time itself to look at the probabilities that tie most closely to the direction of the magician's own timeline. The mage can cast her perceptions into past or future and gather information from other times. The process is not always accurate; the future is mutable and some say that the past, too, changes as people's memories and beliefs of it change. The closer the mage looks to her current present time, the more accurate the vision. Distant times and places may be inaccurate, fuzzy and difficult to comprehend. Some places and times are even protected against such scrying by powerful wards or by natural phenomena that bend the course of time itself.
Simple pre- and retro-cognitive Effects just allow the mage to look into the past or future at her current location. The mage can watch time as if viewing it directly, pausing to skip to different points or glossing over some areas to speed on to others. She can extend her Time senses to such vistas and tell whether there are other temporal distortions at the times that she watches.
Mages can build walls of warding with this power, creating a great deal of "temporal static" to blow out Time senses in the same way that Correspondence can be used to repel distant scrying.
In conjunction with other Spheres, Time senses let the mage examine Patterns of the past and future, determine the course of fate and even read the thoughts of people in different eras.
••• Time Manipulation
By extending personalized perceptions over an area of time, the mage can alter the apparent flow of time at a site. Theories vary over whether this is a true manipulation of the time-stream or just an extension of subjective time properties, but the fact is that such manipulations can create some very unusual — and powerful — Effects.
By dilating or contracting time, the mage can alter the rate at which things happen in comparison to the "normal world." A flow of water could be made to trickle like molasses, a bullet could be slowed to visible speeds or a running man could seem to whiz by with incredible velocity. The subjective time of the target isn't changed: the running man feels himself moving as if at normal speed, while the world around him seems to be moving very slowly; the bullet appears to onlookers to move slowly, but it hits with as much force as ever. Most mages agree that such Effects simply wrap the subject in a bit of slow or fast time, although a few hardcases insist that it's a matter of altering relative universal time-flows or something equally esoteric. In general, the specifics don't matter, since the end results are quite fantastic.
A mage wrapped in dilated or contracted time can easily cocoon himself in a protective layer that insulates himself from the outside world, effectively freezing himself in time, or accelerate to the point of performing numerous physical tasks in a few seconds. Different mages all have different ways of approaching this undertaking, of course, but it's still a potent power.
With a bit of finesse, a mage can rewind or loop time as well. Doing so is very difficult, however, and it tends to draw down a lot of Paradox. Once time is bent in this fashion, it gets exponentially more difficult to warp it further, and such distortions are easily noticed by other Time magicians (and sometimes by astute sleepers!) as well as causing all sorts of interference that makes time sensitivity in the area go haywire. In short, the mage might be able to rewind a few seconds of time and reconstruct an event differently, but Paradox and destiny tend to conspire to make such undertakings profoundly difficult. Such redirections often result in unforeseen problems later.
Time Effects
• Perfect Time — Although Mind magic can provide an accurate internal count and chronometer, only Time magic can sense and correct for distortions in subjective time. From Virtual Adept self-adjusting computer clocks to Akashic internalizations and Verbena biorhythms, the mage learns techniques to feel the flow of time with incredible accuracy and to automatically adjust for jumps and skips in the time stream. If the mage is flattened with unusual Time Effects from adversaries or strange Umbral spaces, she at least has a chance to adjust and adapt. Better still, the mage can keep absolute track other own Effects and timing, easily judging subjective time as necessary to put a precise duration or spin on any action.
• Time Sense — Powerful events recur in the supernatural world, unseen to normal mortals but visible to mages. Such events range from tiny slips of deja vu to the phenomenal shifting and phasing castles, caverns and complexes that seem to exist outside of time and appear on regular cycles — or with no Pattern at all. Keeping up a running sensitivity to such phenomena is trying, but a mage who suspects the presence of something unusual can feel the ripples caused by such disturbances. These disturbances include the sorts of wakes left by other Time magic, as from time travelers and distortions of the time continuum. Potent spirits sometimes hold courts and there are gates that open only on certain cycles... the mage can sense any and all such phenomena with a modicum of concentration. Indeed, the mage may well presage such events before they occur, or feel the rippling residue left by such happenings.
•• Divinations — Scrying-bowls, speaking mirrors, uncontrolled cryptic pronouncements or songs, and visionary trances are staples of magical divination, and they are keys to understanding the past and future. Although both ends of the spectrum are clouded by possibility, Time magic can at least draw back the curtain for a moment to snatch glimpses of what might become or might have been. The vision seen or described may be hazy or indeterminate; the further from the present, the more clouded the vision.
Successes rolled on such an Effect are split up to determine both the duration to which the mage can look into past or future, and the accuracy of the divination. Such visions are almost never totally accurate, but they can sometimes paint a useful picture. Beware the mage who sees visions of disaster, though... that way lies insanity.
•• Time Wards — Any sort of mucking about with time "muddies the waters," so to speak, and although a novice mage can't perform fine manipulations with time, she can at least lay about with random Time Effects to make the surrounding time-stream disturbed and impenetrable to Time perceptions. Other mages trying to look into the past or future get only a blur of possible visions and confused images, and Time Effects tend to run into the rippling temporal currents and get dispersed into the rapids. With enough force and work, the mage can completely block off an area from time sight and render it totally opaque to temporal scrying.
Unless the mage uses other Spheres in conjunction, an Effect of this sort just blocks out a small area of time in her own location. The exact duration warded is determined by the duration chart, although the mage can determine how far the ward extends to past and future by splitting up the duration. Successes rolled are also used to generate the ward's strength; a persistent or powerful mage can break through Time static with enough will. In other respects, these wards are similar to the more familiar wards built with Correspondence.
••• Distort Time — By generating a field of slow or fast time, the mage causes localized distortions that let people or objects move and react to the world at different rates than normal. A bubble of fast time would contain a person who could move two or three times faster than normal, for instance, while slow time could enfold a hurled weapon and cause it to seem to float through the air in a leisurely fashion. The subject still
experiences an undistorted sense of subjective time, so the fast man would feel as if he's moving at normal speed while the world around him is slow, and the hurled weapon would retain its deadly momentum but could be easily grabbed by the handle.
Every two successes scored causes the bubble to accelerate or decelerate time by one factor. Thus, two successes would allow a mage to double her physical speed, taking two actions in a single turn.
••• Time Warp —By pulling time back into a loop, the mage causes a small area to suffer a local "rewind" of time. The mage herself remains immunized against this Effect due to her command of Time magic (otherwise he wouldn't know that he'd done anything and the looping would be almost pointless). From there, the mage can change her actions and responses to a given situation, already knowing how it would turn out otherwise. By combining Life and Mind with the Effect, the mage can actually rewind herself physically and undo the effects of physical trauma, while still retaining her memory of the events that never happened.
In game terms, the mage causes one or more turns to rewind and get redone in her area. Successes spent on the area determine how large a location is affected — the mage might just unwind damage done to herself, or might rewind a whole area to undo a massive catastrophe. Additional successes spent on individuals can insulate them from the Effect just like the caster, so that they remember what's about to happen again and can act appropriately. Anyone who's not insulated just redoes whatever they were doing before, although they might change in response to someone else's differing actions. That is, a Man in Black firing his gun still fires it (and scores the same result as before) unless, say, one of the rewound mages decides to body-check the MiB instead of diving for cover.
Rewinding time is not only exceedingly difficult, it's very vulgar. If the mage rewinds time over a specific thread (say, one particular turn), then any attempt to affect that spot of time again must overcome the successes scored on the initial rewind — time is already so bent out of shape that further manipulations must be even more powerful. Time scrying and the like also fight a similar barrier. Time's distortions make it hard to read the area — which, incidentally, means that although the mage knows what may happen when she rewinds time, she still can't predict how her changed actions will change the replaced timeline. Rewound time tends to stack up Paradox due to the inherent trickiness of the feat. Every turn of rewound time causes Paradox for the Effect, so rewinding three turns would cause triple the normal Paradox for the spell!
Naturally, this spell is so difficult and specific that very few mages use it at all. Some paradigms just don't accommodate the idea of "rewinding time" while others facilitate it, but all mages agree that such stunts are left to young hotheads who haven't yet learned the dangers of such vulgar magic. (Your Storyteller will hate it if you overuse this Effect, too, which is another sure way to get lots of problems.)
“PHENOMENAL COSMIC POWER!… itty-bitty living space.”
– the Genie, from Disney’s Aladdin .
Perhaps the single thing that any mage can be said to fear most is Paradox. The very idea, be it is called scourge, Backlash, distortion or any other name, is enough to frighten even some of the most insane Marauders. The force of Paradox itself will cause any mage to think twice before he tosses a fireball down the street. Paradox is perhaps most terrifying because it's unpredictable, it's dangerous, and lies waiting for a mage to make a single misstep.
For storytelling purposes, it's important to understand what Paradox is, as well as what it is not. Paradox is not a sentient force. It is not malicious, and it is not benevolent. It doesn't favor certain individuals, and it isn't out to get others. It simply exists. Paradox's results could be described as analogous to the human immune system: It fights off anything that seeks to disturb the equilibrium of the system it protects.
Paradox occurs in any case when a mage makes enough of an impact on reality to "disturb the waters," so to speak. The disturbance can be a badly failed attempt to alter reality coincidentally or the use of any vulgar magic. In fact, vulgar magic always incurs Paradox. However, it's important to note that Paradox only seems to afflict Awakened mages. The fact that the mage changes the universe through force of will, rather than through some inherent power, seems to draw down powers that lash at the mage in return.
Basically, a mage changes reality in ways that no other force can do. Awakened magic grabs hold of the Tapestry and shoves it into a completely different direction. Even when some supernatural creatures uses a power that looks the same as a magical Effect, the means is completely different. The mage undergoes a process of self-exploration and transformation in order to alter the universe in turn, and that process means that the mage is subject to the unleashed forces of change. The harder the mage pushes — the bigger the change — the more Paradox rebounds.
Paradox Accumulation
Mages can get Paradox energy in varying quantities, depending on how much magic they do. The attempted Effect determines the amount of Paradox that a mage gamers. In older days, the energy often accumulated, and tended to snap at unforeseen times and create disturbing problems that lasted for some time. Since the advent of the signs of the Reckoning, such is no longer the case. Now, Paradox rips through the mage almost immediately after it is accumulated. When Paradox energies do accumulate, the effects that release later tend to be more permanent than in previous times.
In game terms, the following are values for Paradox accumulation, with a successful Effect:
• A successful coincidental Effect doesn't normally garner Paradox.
• A vulgar Effect without witnesses generates one point of Paradox per level of the highest Sphere used.
• A vulgar Effect with witnesses generates one point of Paradox per level of the highest Sphere used, plus one.
The following are the amounts of paradox accumulated when botching. All botches cause a backfire, unless the Storyteller feels really mean and wants the mage to store up hideous amounts of Paradox for some evil purpose.
• A coincidental botch gives Paradox equal to the highest sphere level of the spell.
• A vulgar Effect without witnesses that is botched generates one point of Paradox per level of the highest Sphere, plus one.
• A vulgar Effect with witnesses that is botched gives two points of Paradox per level of the highest Sphere, plus two.
The effects of Paradox usually occur within a turn or two of the accumulation. The specific effect depends on the amount of Paradox involved.
Staving Off Disaster
A mage often finds it necessary to hold Paradox off for a few moments, to ensure that he completes some vital task. By expending a point of temporary Willpower, a mage can delay all Paradox effects (including any damage or Backlash) until the end of a given scene. Doing so makes the Paradox energy hang above the mage's head like the proverbial sword of Damocles. Any additional Paradox gained before the end of the scene is postponed as well, at no additional cost. The downside of this tactic is that all of the Paradox is added together at the end of the scene to make one large Backlash effect, rather than a few small ones.
Backlash Forms
Paradox Backlash usually strikes out in some sort of change or injury to the mage. For simplicity, it's easy just to let Paradox fall into certain roles, but remember that Paradox is just as unpredictable as the mages who garner it. Storytellers should always be willing to get creative in the tortures that they inflict.
Note that stored Paradox cannot be bled off or released in smaller amounts, even with Willpower expenditure. Once freed, the accumulated energy is always released in full. Be vulgar at your own risk. Only time and caution allow a mage to smooth out the distortions of Paradox.
Paradox Flaws
Usually, when a mage burns off a small amount of Paradox, he gets a splitting headache and some sort of nagging problem. The weirdness that strikes in response to twisted magic is a Paradox Flaw, a sort of taint that afflicts the mage and his surroundings in response to his magical tampering. It is, as the name suggests, the attempted Effect actually working on the mage itself due to the magical energies he misused so grossly.
Paradox Flaws show up for most releases of Paradox energy, often in proportion to the severity of the Paradox involved. However, there's no predicting Paradox, and the Storyteller should use Paradox Flaws to make life interesting for mages, especially those who seem overly prone to too much Paradox energy.
All Flaws listed here come at the Storyteller's discretion, and they depend on the Effect attempted. Since Paradox responds to the mage's bending of reality, it takes a form appropriate to the initial magic. Thus, Paradox does tend to cause strangeness, but it also does so depending on what the mage was doing (or trying to do), what sort of Resonance the mage has and what sort of mood the Storyteller's in. Purple flaming elementals, walking on ceilings for a week, or turning a 50-foot tall neon sign bright red for a night are extreme and unlikely examples. Instead, Paradox might be more likely to detonate a mage's car's gas tank, have him experience vertigo as if he were walking on a ceiling, or cause a short circuit in a large electronic device that causes it to stun or injure the mage in question.
Further, Paradox Flaws are not likely to cause collateral damage. The forces that turn against the mage are usually quite localized around the mage in question. The mage's friends are generally safe unless they are in the direct path of the effect in question.
Paradox can be the Storyteller's ultimate tool for teaching common sense. It also guides and directs the chronicle's flavor. Paradox Effects that are silly or random tend to make for a lighter chronicle, while more lingering or dangerous Effects will make mages more careful and paranoid.
If Paradox is the backlash of the universe twisting to change the mage as the mage changes reality, then Resonance is the constant subtle current that surrounds the mage as an agent of change. As has been stated many times, magic stems from desire — the mage's desire to reshape the world to his whims. Although magic allows the mage to bend the world in that fashion, it also means that his desires affect the world constantly, always changing things just a little bit and influencing the outcome of the mage's Effects.
All mages have some form of common Resonance. The most neophyte mages usually only manifest a little Resonance — a single point in a single type of Resonance — but as the mage becomes more powerful, does more magic and delves into deeper passions, Resonance becomes more pronounced. Eventually, Resonance not only overcomes all of the mage's workings, but it affects her normal life. As a mage becomes more potent, her mystical will affects the world around her more strongly. Eventually her Resonance cloaks her in an aura of power that is noticeable and almost tangible. Humans often notice something odd, unusual or potent about mages; for the mage with high Resonance, this feeling is much more pronounced.
When a mage works his Effects, his Resonance causes the Effect to reflect his intent and emotion. The personal, unique nature of each mage causes each form of Resonance to be special, though. Mages who are experienced in sensing Prime threads — or who just have good supernatural instincts — can often tell a mage's specific form of Resonance. They can even recognize who built an Effect or tell a little about the individual.
Conversely, mages may try to dampen their own Resonance to make their Effects more subtle.
Resonance tends to flavor Effects in proportion to the Effects' own intensity — a large, flashy vulgar Effect will have more Resonance than a subtle, coincidental Effect. This Resonance manifests in the Effect itself, causing it to look or feel strange according to the mage's Resonance Traits.
It may also cause the Effect to generate a subtly eerie feeling that causes mages to take note, animals to become uneasy and humans to get a creepy feeling.
Resonance Affecting Magic
When a mage creates an Effect, the mage's Resonance characteristics often show how the mage's emotions get involved in her magic. It's not as if the Resonance actually changes the Effect; rather, the Resonance is an indicator of how the mage's Effects always manifest. The Resonance is a natural way to describe the mage's particular style of magic. An angry, violent mage tends to create very fiery and dynamic Effects, while a particular and studious mage will do magic that's systematic and precise.
The simplest way to let Resonance affect magic is just to take the mage's highest Resonance Trait and find some way to influence the Effect accordingly. That sort of emotion comes through in all of the mage's Effects. The more powerful the Resonance, the more it impacts the Effects and causes them to take strange properties — weird lights or sounds, strange ways of manifesting, bizarre hallucinations, spectacular appearance or any other number of odd changes. A mage with a single dot of Dynamic Resonance, for instance, may have Effects that are a little whimsical or that sometimes do chaotic and unpredictable things, while five dots of Dynamic Resonance would add whirling, spinning alterations, bizarre manifestations and strange, completely unplanned changes to the magical results.
If you want to go all-out in your game, you can try to put a Resonant spin on an Effect for each of the mage's Traits. Thus a mage with some Dynamic Resonance and some Static Resonance will get some competing dynamics in his Effects. With competing Static and Dynamic Resonance, a mage might get an Effect that has strange lights and sounds, yet makes them in repeating patterns or systematic fashions.
Of course, Resonance needs not affect a mage's Effects all the time. It can be quite cumbersome to come up with an alteration for every magical Effect that every mage does! Instead, it may be easier to come up with a few "signature signs" for each mage. Look at the Resonance Traits that the mage has, and come up with a couple of key ways in which the mage might color her magic. For instance, if your mage has the Entropic Resonance Trait of Dissonant, you might decide that a harsh musical chord often accompanies the mage's vulgar Effects.
How Resonance Traits affect magic can be left in the hands of the Storyteller or the players, depending on the nature of the game. Some Storytellers may prefer to influence the magic in ways that the mage can't predict, while others may want to let the players express their mages' personalities through the use of Resonance.
Resonance and the Mage's Life
Of course, Resonance doesn't just affect the mage's magical powers. A potent mage has an almost tangible aura, a mystical something that sets him apart from mortals. His power radiates from his incredible enlightenment, his mastery of the Spheres and the changes that his will causes to the world around him.
Naturally, normal humans aren't exactly comfortable with this weirdness.
Most newly Awakened mages have a sense of the world being a little more strange and different than they ever believed. Their own alienation reflects in a disconnection from the world that mortals know and feel instinctively as the "normal" world.
Since a mage's Resonance manifests in his actions, voice, mannerisms and magic, people can sometimes tell that the mage is more than human.
In normal social situations, the mage may suffer a penalty in reactions with humans — one point of difficulty for each dot in the highest Resonance Trait. This penalty can be overcome with appropriate Mind magic, or if the mage's Resonance wouldn't necessarily discomfit the human in question. Acolytes and freethinkers often deal with "weird" people as a matter of course.
Detecting a mage's Resonance isn't really a subject for dice rolls, though you might use a Perception + Awareness roll to determine if someone has Resonance. In general, Resonance is a descriptive effect for mages. Including subtle hints at the mage's Resonance is a good way to add some description to the character and an indication of the mage's arrangeness or areas of magical study.
When reality itself bows to the subjective whims of a mage, it's all too possible to become lost in one's own vision of the world. In circumstances where severe Mind attacks or nasty Paradox Backlashes strike against a mage's psyche, the character may well find himself tumbling into a world of madness and harsh delusions.
Insanity in a mage is truly terrifying. With the power to bend reality to his whims, the mage can turn the world around him into a nightmare reflecting his own inner turmoil. It's no wonder the Marauders are so feared. They see a world far different than the one in which everyone else lives, and they impose that skewed perspective on static reality.
Quiet causes the mage to experience hallucinations, distortions of reality and even total internal mindscapes. Anything from sensory overload to badly botched Mind magic to Paradox overload to violent psychic attack to extreme age can lead to Quiet. It's an unpredictable, but always feared, fate for mages. Worse still, mages in Quiet can even spawn bizarre hallucinatory creations from their own twisted psyches, and these hobgoblins can sometimes manifest and take on lives of their own.
Quiet most often affects a mage in accordance to his Paradox and Resonance. The more Paradox a mage has, the stronger his Quiets become and the more profoundly they affect his senses. High Resonance determines the sorts of Quiets that impact the mage.
Running a Quiet can take a lot of work, since the Storyteller must have a good handle on the character's paradigm and psyche, and other characters may find themselves at a loss to deal with their mentally crippled companion. On the other hand, mages can come back from these socalled "twilights" with new inspiration or handicaps. Visions and revelations of many sorts are quite common as a result of Quiet. Such a story can present a wonderful complication for an ongoing chronicle, as the mages are forced to deal with questions of what's real and how to separate perception from reality.
Entering Quiet
A mage can enter Quiet when an overwhelming event rocks her psyche and causes her to retreat into one of her forms of Resonance. In some cases, a mage might slowly slip into a form of Quiet over time, but such cases are more rare. However, there's no easy dice roll for such a system.
Forms of Quiet
Quiet manifests in many shapes. The most common sort of Quiet is sheer madness, stemming from an excess of dynamism. As architects of change, mages can find themselves stricken with sheer, mind-bending randomness. However, other sorts of Quiet are possible, based on the sort of Resonance that the mage attracts. Each form has its own sorts of problems and complications. Neophyte mages may not know how to recognize or combat these various forms of Quiet, which can lead to adventures as the mages try to figure out what's affecting their companions and how to cure them.
Madness
Dynamic madness comes to mages who are too overwhelmed with raw, random change and chaos. This sort of Quiet leads to hallucinations, sensory deprivation and eventually, the formation of hobgoblins and mindscapes. The mage becomes trapped in a rapidly changing world created in his own mind, unable to determine the real from the imagined. Marauders are thought to exist within a permanent state of madness, unable to connect with any sort of objective world.
A mage who enters Quiet with an excess of Dynamic Resonance will probably suffer Madness. The effects of Madness are fairly random, but they can get quite drastic if the mage is overwhelmed with too much Paradox or just with a nasty strike. As always, the mage's particular form of Resonance may color the events inspired by Madness, which could serve as a possible way to separate fiction from reality.
Clarity
For mages who embody Stasis and move away from Dynamism, the threat of Clarity lurks. A mage under the influence of Clarity doesn't seem to suffer delusions or episodes like a mage afflicted with Madness. Instead, the mage blots out those parts of the world that don't fit with his vision.
He becomes transfixed on a particular goal or idea and pursues it to the unhealthy exclusion of other activities. He becomes convinced of a single way of doing things and becomes unable to deal with new situations or compromises. Eventually, a mage overcome with Clarity becomes a mindless drone, subservient to some higher pattern of Stasis perceived only in his crazed yet orderly mind.
Naturally, Clarity most often shows up in highly static mages with Pattern Avatars — like Technocrats. Some Traditionalists theorize that highranking members of the Technocracy are so afflicted with Clarity that they are literally unable to compromise on the fate of the world.
Jhor
The Underworld carries its own potent Resonance, the energy of death itself. Mages who dabble too much in such studies can be afflicted with Jhor, the Resonance of death energy. Normally, souls discharge that energy in the cycle of death, but such an accumulation is unhealthy and unbalancing in the living. Mages who work with Primordial energy, who dabble in necromancy and death, often accumulate Jhor.
A mage infested with Jhor tends to fall into a Quiet episode that builds on this accumulation of death energy. The mage assumes a pallid visage and an obsession with death. The mage's normal moral inhibitions fall away in favor of a desire to associate with and understand death energy. In actuality, the mage becomes fixated on the return to primordialism, but the living mind and body cannot handle this reunification. As a result, the mage slides into a study of necromancy and draws away from other living beings, becoming gaunt and sociopathic, eventually degenerating into little more than a magical killer.
Tradition mages who enter the Underworld, who spent too much time studying the deadlands or who associate too much with death tend to develop Jhor. The Euthanatos in particular have learned to recognize this particular malady due to their long association with the deadlands, and they can often help mages in the early stages to achieve a better level of balance.
Coping with Quiet
Since Quiet causes all manner of nasty, mind-warping effects, most mages will fight to keep some semblance of normalcy — if they're fortunate enough to realize that they're afflicted. A mage can try to determine what elements of Quiet are unreal or unnatural and attempt to resist them, but he may not always succeed. If your mage is afflicted with some form of Quiet, you can spend a point of Willpower and roll your mage's Perception + Awareness in a contested roll against the appropriate Resonance Trait (difficulty 7 for both rolls). Thus, you roll against your mage's Static Resonance if suffering from Clarity, against Dynamic Resonance for Madness and against Entropic Resonance for Jhor. Obviously, since Resonance Traits aren't usually too high, you'll often succeed on such a roll, but not always....
If you manage to succeed on a disbelief roll, your mage manages to exert his will through the Quiet episode. For the rest of the scene he pushes away hallucinations, overcomes his inability to make decisions or his attraction to death. The mage also manages to discharge a point of Paradox in the process, potentially lowering the severity of the Quiet episode. Eventually the mage might overcome the Quiet completely, or he might run out of spiritual fortitude and have to wait it out.
If you fail a disbelief roll, your mage expends his Willpower but is unable to overcome his episode of Quiet. Suffer.
If you botch a disbelief roll, you suffer from hobgoblins.
Hobgoblins
When a mage enters a particularly nasty episode of Quiet, his delusions may manifest on the world around him. Such manifested creatures and objects are known as hobgoblins, and they tend to follow the mage around and cause all sorts of Quiet -ridden problems until the episode passes.
A hobgoblin could manifest in any number of forms — as a small creature, an actual object, a sensory effect or the like. The difference is that a hobgoblin seems, for all intents and purposes, to be totally real, and it can affect and be perceived by other people, not just the mage! Such manifestations are adept at causing all manner of trouble, especially when they can interfere with the mage's friends, or just set the local scenery on fire. Worse still, the mage might well know that they're brought on by the Quiet, but he can't always tell what's a hobgoblin and what's a normal part of reality.
Hobgoblins usually stick around for one day per level of the mage's Arete, although they may last longer in particularly nasty Quiets. They can be destroyed or "killed," but the ramifications could be troublesome (to say the least) if the mage madly attacks hallucinations that aren't there or destroys something that's actually someone's pet or property. While the hobgoblins exist, they typically reveal the mage's dark secrets and desires, cause trouble and raise questions of conflicts within the mage's mind.
Hobgoblins most commonly appear for Madness episodes, but disembodied voices or machine emanations may occur for Clarity, or vicious demonic creatures may appear in cases of Jhor.
Mindscapes
In particularly severe episodes of Quiet, a mage can become caught up in a reality so heavily shifted that the real world can't be distinguished.
As some primal part of the mage's mind struggles to come to grips with reality, the mage enters a world completely enclosed in his own mind, fighting through a mindscape to search for an exit from the Quiet. Symbolism, psychological conflict and magical wisdom spin together in a surreal landscape that exists only in the mage's mind. By resolving these conflicts, the mage hopes to work through his inner difficulty to reach some sort of balance.
A mage who enters a mindscape is functionally catatonic. Totally engrossed within his own mind, he cannot interact with the real world without extreme effort. Instead, he traverses the symbolic landscape. In there, he grapples with the rules of the dream-world while his body remains in a near-coma. Such journeys may seem to take mere minutes or entire years mentally. In the physical world, the mage usually remains in slumber for a day for each point of Paradox held. By making a Wits + Enigmas roll (difficulty 4), you can speed the mage's ability to pass the trials of the mindscape, but it's often better to actually roleplay the travails of the mage and run a game where the mage must fight his way past his inner demons. While in the midst of the mental journey, the mage can try to communicate with the outside world through normal means, but you must make a Willpower roll (difficulty 8) with a minimum of three successes. Otherwise, the mage manages nothing more than to mumble or squirm in her sleep. And, of course, the mage can only attempt to do so if he suspects that he's in a mindscape. A mage thrust into a surreal scenario involuntarily may not realize that he's trapped in his own mind.
An outside mage can enter a mindscape through the use of proper Mind 3 magic, generally with a trance, a psionic link, a special astral-travel spell or similar Effect. Inside the mindscape, the visitor experiences everything that the suffering mage sees, and he is fully (mentally) vulnerable to the effects of the delusions. Indeed, an entire cabal could enter a mindscape to try to rescue a friend, but doing so is risky.
An individual who is killed or incapacitated in a mindscape remains in a coma, perhaps for months or years. Mages can also suffer from psychological problems or trauma from mindscapes; to those inside the mindscape, the experience seems utterly real. Mages have been known to emerge from mindscapes with psychosomatic injuries or new mental problems. On the other hand, mages can also discover and overcome some of their internal conflicts and problems. Working through a mindscape is much like a Seeking in this respect.
A mage who manages to overcome a mindscape does, fortunately, discharge his Paradox in the process.
Paradigms, training, history, Resonance and mundane experience all shape the styles with which a magician does magic. Nothing is as simple as saying, "I use my Spheres to make an Effect." Rather, magic is a careful and refined process, one in which the mage empowers the foundations of her own beliefs. From that conviction — the belief not necessarily in magic itself, but in the way to do magic — stems the power that lets the mage change the world, but only in that particular way. Game mechanics are just a means to simulate a mage's ability to alter the Tapestry, not an automatic definition of how mages interact with the cosmos.
Since your mage can perform tasks only by using techniques and objects that she believes have power, you must choose and define your mages' foci and paradigms carefully. Your mage will have these elements for a long time. Most mages learn their particular mentor's views or unearth their own styles, then stick with those doctrines for the remainder of their lives. Only a few mages manage to learn the styles of their cohorts or rivals, and fewer still become strong enough to exert magic by their force of will alone. Thus, it's incumbent upon you to determine how your mage sees the world and shapes it with her own individual style.
Foci and styles may seem like a pain, but they're a necessity for mages. Can you cook a TV dinner without a microwave, stove or flame?
Probably not. Can you travel 500 miles on foot in a day? Again, almost certainly not. With the right tools, you can do such things. Similarly, your mage can't necessarily perform any of the spectacular feats attributed to magic without the right tools to make it all come together. The mere fact that the rules say that your character can do magic without foci doesn't mean that your character knows she can!
A mage's style determines everything from what she thinks she can do with magic, to how she does it, to whether its results can be coincidental. If a Verbena waves a hand and causes an injury to heal, it's a vulgar Effect, but that might be the only way that the Verbena knows how to do it; conversely, a Son of Ether might use a bizarre healing device that seems coincidental. Same Effect, different styles; same result, different focus and mechanic.
Style Influences
People hang on to individual convictions formed through the hard knocks of life — tenets that are so central to their beings that they're lived as principles and taken to the grave. Such ideas spring from the ways that we survive: the things that help to shelter us, improve our lot in life and make the world bearable or brilliant. For some people, these core ideals are so strong that they touch on spirituality, altered consciousness or pure, unadulterated inspiration. These devout passions (the rituals, emotions and faith) are the foundations of magical styles. The belief in these sacred forms gives them power and makes them magical.
Magic stems from the elements of the mundane that draw connection to the universal. If gods are simply cosmic elements given familiar masks, then foci and paradigms are just incomprehensible powers attributed to finite keys. Such items and rituals may have power of their own, but mages go beyond intrinsic properties. Instead, mages create their own forms of magic and give new powers to old forms through their personal understanding. Science and superstition have power, but mages have the capacity to create power.
At first, mages draw their inspiration from their own cultures. The habits and traditions with which a mage was raised determine how she sees the magical world, what she believes has power and how she works her Effects. With time and effort, the mage may overcome these blinders, realizing that there is no One Truth, but rather that everyone has his own truths. From there, the mage may well abandon the shackles other foci and her heritage... or she may not. Pride and the conviction that one's way is the only right way are powerful chains.
While you work up your mystic's background, you should also determine her personal style. Depending on where and how the character was raised, you'll find different magical inspirations. Even two mages of the same Tradition with the same mentor will have uniquely individual styles.
The conditioning of life itself is more powerful than any abbreviated few months of magical training. Determine your mage's individual version of the truth and why she has faith in the elements of magic that she uses.
Foci
In simple terms, a focus is a concentration aid. Foci are thus the items, rituals and practices that mages use to tap their magical power. A focus may be a totally mundane object or ritual, with no power of its own, but because the mage believes not only in the focus' power but in her ability to use it, the focus opens the door to magic. A novice mage can sense the power of magic just out other reach. Through a style and a set of foci, that mage learns a way to channel that power. With time and experience, these foci become second nature to the mage, their power so carefully carried and understood that the mage considers the foci extensions other own will. At length, the mage may come to understand that ultimately the foci were simply a way to express magic, but that the magic comes from within herself.
Each Tradition lists a series of different sorts of foci that are commonly used. A Tradition mage can use any of these foci for the appropriate tasks. It's all a matter of figuring out how the focus would stylistically fit with the magic. If one focus doesn't seem appropriate for your ritual, pick another one! Of course, some foci have better resonance, some mages are better with some foci, and some foci might also be Wonders with powers of their own. And, of course, there's power in uniqueness. If a focus is one of a kind, tied to the mage in some special way, it has more power.
Standard, Personal and Unique Foci
Since every mage has a unique style, every mage also has a unique set of foci. For some, it's enough just to bring together a few necessary tools. Others rely on personalized items or even specially crafted and totally individualized foci. A more specialized the focus gains more power, but it also limits the mage more.
A standard focus is just a normal ritual or object that the mage uses to do magic. If your mage uses magic circles, candles, martial arts or concentration, techno-toys, whatever, then any sample of such things will do. The mage simply needs a representative object or action to act as a focus. These sorts of foci are generally representative of the Tradition as a whole.
Personal foci are the specific tools with which a mage studies the keystones of her Spheres. When you build your mage character, decide on a specialty focus for each of her Spheres. That particular tool is one with which the mage is very skilled. In all castings where the mage uses the specialty focus, you get a one-point break on the difficulty, making the spell easier to cast. Your mage can still do the magic in other ways, she's just better in this one special form of casting. Therefore, your mage can rely on all the normal, standard foci for all other Spheres, but her training gives an edge when she uses the sorts of tools that she knows best.
Lastly, unique foci are literally unique items — handcrafted or personally invented devices or individualized, used-only-once-ever rituals. Such items have a great deal of power for the mage because they are tied to her so intimately. Obviously, a unique focus works best for the mage who made it. Only the mage who actually invented the focus can reap its benefits. Like a personal focus, the unique focus gives a difficulty modifier of one in addition to other modifiers. If your mage uses magical candles as a personal focus for Mind magic, and she handcrafts a candle specifically for the purpose, the use of that candle gets the bonuses for both its unique status and for being a specialty focus.
However, a unique focus is irreplaceable. If a mage's unique focus for a Sphere is lost, broken or destroyed, the mage may have difficulty coming up with a replacement. Often, a mage needs a specific unique focus to work certain types of magic. If you have chosen a unique focus for your mage and that focus is lost, destroyed or used up, then the mage must perform all magic in that Sphere as if attempting to surpass a focus. You can't have a benefit without a commensurate downside, after all. This penalty can only be overcome if your mage manages to make or acquire a new focus, or if your mage achieves sufficient enlightenment to abandon foci for that Sphere.
Surpassing Foci
Mages may sometimes be placed in dire straits where they may not have time or means to complete their rituals with all their foci. When the mage really needs to get the magic going but just doesn't have the tools, she relies on sheer guts, determination and force of will.
If your mage is caught without a focus, she can still attempt a magical Effect that would normally require a focus. She grits her teeth, summons up every ounce of magic that she knows and tries to make something happen. You need only spend a Willpower point in lieu of using the focus, and the mage can try to make it happen!
Of course, when a mage draws on magical energy by the seat of her pants and without the aid of her familiar tools, it's much harder to direct the power and much easier to screw things up. Attempting to surpass foci imposes a difficulty penalty of three to the magical feat roll. Eventually the mage may achieve enough enlightenment to overcome the foci totally, but her belief in her own need makes it more difficult for her to do magic unaided in the meantime.
Note that, because of their utter dependence on physical props and material tools, Technocrats and Technomancers can't do this trick at all! A Virtual Adept, Son of Ether or Technocratic mage must always use the tools of his trade, at least until he develops the enlightenment to overcome his need for foci completely.
Abandoning Foci
With great effort and enlightenment, mages can eventually escape the limits of their tools. A mage who's broadened her horizons to understand other forms of magic eventually realizes that the magic comes from her own will and dedication. From there, the mage may eventually find the wherewithal to put aside the tools and become the magic.
Although mages need foci during their early stages of training, they can overcome this need eventually. In game terms, you can abandon the foci necessary for two of the Spheres that your mage knows once your mage reaches Arete 6. For those two Spheres, the mage can cast spells without the use of foci at all. Every additional point of Arete opens up two more Spheres to use without foci, until at Arete 10, the mage doesn't need any foci at all. If your mage performs Effects using multiple Spheres, she must still use foci for any Spheres that require them, but in those chosen few where she's achieved a real breakthrough in understanding, the power comes solely from within.
Of course, using the same familiar tools is still helpful. You get a bonus difficulty modifier of one if your character uses unnecessary foci. This bonus applies only if you're creating an Effect that relies solely on Spheres that no longer require foci, but your character uses them anyway. If the Effect is a conjunctional Effect that still requires foci for any of the Spheres, you can't claim this bonus.
Even Orphans and Hollow Ones have their foci; they just tend to have a broader range of props and the ability to learn from and incorporate styles. Orphans and Hollow Ones thus get the opportunity to use the standard foci from just about any Tradition that they can study. Conversely, though, they pay for this broad range of skill by taking more effort to develop the Spheres. If you're trying to find multiple ways to do things, it'll take more study.
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It's much easier to be different when there are other people, different just like you, around. Mages are certainly no exception. Those mages grouping together to share common mystic principles developed their own council and unified system of magic. From the roots that they've handed down, they have established magical Traditions. The Traditions have their disagreements over theory and style, certainly, but they have found, especially lately, that it is often more productive to work together — at least on the surface — toward their common goal of defense against forces that would destroy magic and myth.
The Council of Nine, made up of one member from each established Tradition, serves as the official governing force of the Traditions. The Council's purpose is to guide the actions of the Traditions as a whole, to serve as a watchdog for mages' activities and look out for the well-being of mages and Sleepers alike. In truth, the Council has little effect on the dally life of the average Traditionalist. Its ideals tend to filter down to individuals; its active goals tend to be achieved by small groups of disciples taught by mages close to the Council.
On an individual level, the Traditions serve a variety of purposes in a mage's life. The Traditions help a mage to learn, give her moral and magical support and help her understand and define the structure of her beliefs. A Tradition mage can also expect to be part of a group of people who will back her up and shelter her in sticky situations. On the other hand, Traditions usually expect their members to be helpful in return.
In the modern age, the Traditions hold dear the various practices of magic handed down from many cultures and legacies. All believe, however, that it's important to keep magic alive and to give Sleepers the choice of a magical world. From the highest seats of Tradition thinking in the Horizon Realms, to the individual apprentices who dream of a better world, the Traditions defend a world where people can believe in wonder, mysticism and spirituality. The Technocratic Union has no room for such vagaries, and the Masses have chosen to live in a safe and static world.
Not all mages choose to become part of a Tradition, however. Some prefer to work and live by themselves, figuring out solutions to their problems and celebrating success alone. These Orphans don't get the benefits of being part of a discrete group, but they don't have to deal with the more difficult parts of being social, either.
Mind, body and spirit are all part of the larger whole of the person, just as the person is part of the larger whole of the universe. Identity, division and conflict are illusions. When the mind and body come into harmony, the soul follows. When the individual does not resist the universe but moves within, he embraces his nature. From these philosophical roots came the Akashic Brotherhood. By honing the body, the Brothers make, a temple for the mind; with the refined mind comes understanding of the spirit. The Brotherhood uses simple tools — exercise, meditation, practice and study — to refine the simple man into a brother of knowledge.
Background
The philosophical and historic roots of the Akashic Brotherhood lie in the beginning times when all people lived in harmony. The first Akashics learned their skill in Do from Dragon and Phoenix, and they disciplined their bodies and their minds through the balance of movement and stillness. As the earth turned and more people came to live near the All, the All fractured and became dissonant. The balance between mind and body, motion and stillness, was disturbed, and the ones who would become Akashic Brothers retreated into mountains, caves and forests to continue their study of balance through Do. Martial arts and exercises perfected the body while rigorous disciplines, chants and prayers cleansed the mind.
As the world fractured and people took up dissonant paths, conflict came in several forms to the Brotherhood. The earliest artificers brought the first vestiges of technology to humanity, thus turning people from their relationship with the immaterial world and strengthening the barrier between the physical and the spiritual realms. Tools encouraged people to focus on only the things they could touch and forget that there was ever anything else; material goods became a goal and replaced the natural fulfillment of personal accomplishment. Even within the Brotherhood, young students took up the study of Do but failed to understand the relationship between philosophy and physical prowess. These warriors saw the Brotherhood's physical skills as an end, and brought disharmony to the group and its relations with others.
Later, Akashic conflicts expanded to include another group of Awakened humans, a band of mages who saw reincarnation as their duty. The Brotherhood did not approve of mages who took into their own hands the power over life and death, and the Brotherhood warred against the death mages — who would later become the Euthanatos — for 300 years. The war left both Traditions scarred, although neither has entirely forgiven the other for the centuries of bloodshed, they have learned from each other. Neither Tradition (as a whole) jumps quickly into conflict.
As the spiritual philosophies of Buddhism, Taoism, Shinto and similar religions spread across Asia, the Brotherhood followed. The Shaolin monasteries of China housed their members, as did the mountain-dwelling hermits of Japan, the cloistered priests of Tibet and the mysterious mystics of India. Many Common people adopted Brotherhood beliefs in everyday life. This groundswell of common support became the Brotherhood's bane: organized nations, harsh rulers and secret societies resented the Brotherhood's liberating influence on the Masses. Eventually, the Brotherhood found itself embroiled in wars as armies and governments sought to destroy its influence. The Brotherhood's holdings were broken and its members scattered. Hierarchical societies and caste systems, combined with a focus on material living, turned people against the Brotherhood's self-empowering ways.
Still, as an organization devoted to the improvement of the individual, the Akashic Brotherhood survived. Wandering priests here and there kept the Brotherhood's ideas alive while the teachings of the Tradition remained a part of many cultures and families. Technocratic influence may have destroyed the Brotherhood's material strength, but that was never its focus — the Brotherhood's true power came from the soul of humanity.
Those who needed guidance, who felt the calling of Do, found the Brotherhood. Independent of the modern desires, structures and possessions of the technological age, the brothers and sisters could not be trapped or deprived of the light they kept within.
To the modern Traditions, the Brotherhood now embodies the balance between violence and peace, understanding and conflict, in which the Traditions themselves remain embroiled. The Brotherhood's roots are spiritual, so they cannot be slain with bullets, money or laws. The Warring Fists use their incredible prowess to battle the enemies of the Traditions, while their teachings preach the Ascension of each individual through righteous action. As the modern Renaissance of martial arts and Asian philosophy blends with 21st-century culture and technology, the Brotherhood seeds itself once more in the hearts of common people everywhere.
Organization
Structure in the Brotherhood is loose; enlightenment and destiny are recognized as steps along the path, but all living things have virtue and value. To the Brotherhood, the idea of placing one thing or philosophy over another is a false division. Therefore, while Masters are respected for their insight, they do not exercise any real weight of authority — they are simply credited for their insight. Akashic acolytes come from all walks of life, but all study the Akashic way of leading a pure and simple lifestyle, at least to some degree. As a Brother progresses to a simpler and more unhindered state of Do and a greater Arete, his accomplishments are recorded and his teachings distributed so that all may benefit from them.
Factions
The Akashic Brotherhood is not made up of Shaolin priests only; neither does it exclude Caucasians or any other group. True, the focus of the Tradition is mainly Asiatic, but the search for balance and understanding is universal. Buddhists, Confucianists and Taoists make up a good percentage of the Brotherhood's ranks. Atheists, pagans and even Christians are welcome — any enlightened soul seeking to find harmony and study the way of Do can become a Brother. (Incidentally, the term Brother is not a slight against the female members of the Tradition. Akashic Brother is simply a title for someone who studies the ways of Akasha, and it is intended to carry no gender bias.)
Although the Tradition seems peaceful on the outside, it is not so from the inside. Disagreement thrives within this Tradition as well as it does within the others. The greatest divisions in the Akashic ranks arise between the younger members who want to make war on their enemies, the Masters who seek only enlightenment and the newly initiated members of the Wu Lung Craft.
Heavily traditional elements make up the Shi-Ren, or "benevolent aristocracy." Legalists and political elements who desire greater Akashic influence in worldly affairs form the basis of this group. According to the Shi-Ren, Brotherhood ways can only continue to fade into obscurity if the cultures that spawned them are pushed into history. Although many modern Shi-Ren do not honestly believe that a return, to Imperial China is possible, they do feel that it's important for the Brotherhood to maintain a stake in modern politics and culture. They stress the teaching of history and the roots of the Brotherhood; many have Pattern Essences. These Brothers study Mind magic intensely, push for better organization and serve as a public face in diplomacy and political struggle.
In direct counterpoint to the traditional members of the Brotherhood are the Li-Hai, who subscribe to Mo Tzu's philosophy of utilitarian morality. These Brothers believe that ancient traditions force the mind into a false sense of morality, one that is not guided by pragmatism.
Groundless traditions then cause people to take harmful actions. The Li-Hai argue that all morality must stem from reasoned analysis of what is utilitarian and what is harmful, and they seek to abolish old traditions that no longer have relevance in the modern age. These Brothers feel that the Brotherhood needs to modernize, to accept new ideas to approach the changing world and to learn to work within the systems of tools promoted by scientific society. Although these Brothers continue the practice of Do, they discard elements of Akashic magic that stem from old tradition.
Instead, they seek to meld Do and the Akashic Record into a modern, rational approach to health, morality and personal advancement.
The Kannagara are ascetics who uphold many old practices within the Brotherhood. These monks' take on difficult ordeals to purify themselves and to strengthen themselves physically and spiritually. All members of the Brotherhood use such techniques to some degree, but the Kannagara believe that the right mind and right soul can only come through right action, and that such action stems from ritual, hardship and practice. Most Kannagara remain cloistered away in Akashic retreats, where they practice daily prayers and devotions. They sometimes journey to the outside world as well, in order to see that which they hope to surpass. As Brotherhood retreats fall to modern expansion or tourism, and asceticism loses popularity, the Kannagara slowly dwindle.
Mystically inclined Brothers form the Jnani, a group of yogis who follow various forms of Shinto and Tibetan rites in order to develop
spiritually. As monists, the Jnani hope to reconcile the consciousness of the self with the Avatar (which they term the "Buddha-Mind"). Through practices of yoga, tantra, prayer, chant and the ubiquitous Do and meditation, Jnani seek unification with the absolute principle of reality. Instead of seeing reality as malleable, they believe that it stems from one core principle, and that all other veils of illusion stem from the inability to reconcile the self with the absolute principle. These monks engage in spirit -questing, and they seek out internal wisdom to remove the boundaries between the self and the Avatar. Naturally, they command potent Spirit magic. However, they also retain many unusual libraries and practices unknown to much of the rest of the Brotherhood. Rumor says that they have long held several hidden monasteries and that they keep secret catacombs deep beneath the Earth, where one can find passage to Horizon Realms or discover ancient places of power that tap into the consciousness of the absolute.
Young and hot-blooded warriors in the Brotherhood join the Vajrapani, or "wielders of the Diamond Wand." To them, enlightenment is like a diamond: hard, unyielding, containing only reflections of the outward world. The Vajrapani give the Brotherhood its moniker as "Warring Fists," for their title stems from the term for both "diamond" and "thunderbolt," whilst the diamond wand of their namesake is the metaphor for supernatural power. These Akashics argue that the Technocracy can be defeated only through powerful action, and they use Do as their weapon.
Interestingly, the Vajrapani stem originally from a metaphysical feminine principle, but this fact does not limit membership in this political faction. Indeed, being a Vajrapani is often more a matter of a young and impulsive student getting labeled as such by a mentor (or recognized as a kindred sort by other young warriors). Vajrapani work to develop their martial prowess, and they often seek out conflict with the perceived enemies of the Brotherhood. Older members sometimes drift into other factions, but some do remain active as warriors — the Tradition must have its defenders, after all.
Lastly, the Wu Lung, the family of the Dragon, are a separate sect of mages who allied with the Brotherhood very recently. In the past, the Wu Lung and the Akashic Brotherhood fought for dominance over traditional China. Today, with their greatest leaders slain and their heritage diluted by modern China, the Wu Lung have been forced to set aside their grudges and ally with the only remaining inheritors of China's ancient culture.
The Dragon Wizards practice a rigorous and bureaucratic style of magic reminiscent of China's old imperial days, complete with ancestor worship and careful appeasement of the heavenly spirits. Both Brothers and Wizards still seek a means to reconcile their disparate beliefs, using their common roots for a basis. Still, there's a long way to go. The Wizards even practice their own martial art separate from Do. It seems that their faction in the Brotherhood will remain a rather disparate part, forced by circumstance to bow to the greater weight of the Brotherhood in the Traditions. The imperial bureaucrats study primarily Spirit magic so that they can commune with ancestors and answer the mandates of Heaven properly.
Philosophy
A return to simplicity lies at the heart of the Brotherhood's beliefs. Humans clutter up their lives with unnecessary and extraneous objects and desires. How can one understand the natural harmony of the universe by trying to grasp it, own it or control it? The natural place for every individual — the role of Drahma — is apparent when one is not blinded by the illusions of greed, desire and power. The exercises of living give a soul the chance to experience the universe in manifold forms, and so the individual should take this opportunity to gain insight by developing a harmony with the All. Each life is just a step on the greater wheel of Drahma until the individual releases himself from the chains that he forged with his own beliefs and desires.
Failings
Subtlety and Zen-like calm are among the Brotherhood's strengths, but they are also a great weakness. Because the order focuses so closely on personal growth and individual enlightenment, its Masters have no connection to the individual student's personal paths to understanding. Instead of being able to help an Initiate move toward wisdom with lessons or suggestions, most Akashic Brothers can offer only rote physical training, cryptic passages in old books or puzzling idioms that are supposed to lead the student to her own revelation. Some apprentices don't learn well without close guidance, and some mages are unable to move beyond a certain point in their development without help.
The masters can't tell their students what it is they're supposed to be learning, or where or even how they're supposed to find it. As a result, the Brotherhood loses a disproportionate number of young mages due to simple frustration. The ones who do stick with the Tradition are making some attempt to counteract this Zen disease, but they are struggling against the immense weight of time and long-honored tradition. The Brotherhood's very individualistic belief that all people must find their own path paradoxically makes it difficult for the Brotherhood to do more than give aspiring mages a few simple tools. The Masters cannot teach the way to enlightenment, they believe, since each person must find a unique path. Those who are enlightened cannot explain their sublime understanding; those who aren't don't know how to start. The Masters point the way — it's up to the students to follow it, but only if they can understand it.
Theories and Practices
The Akashic Brotherhood keeps its soul in the pages of the Akashic Record, a collection of all of the experience of all Akashic Brothers over all time. Its pages may be paper and ink, but the book is reflected in all levels of the world, spiritual and material alike. Legend has it that it was originally begun by the Ascended Avatar named Akasha, for whom the Order is also named. The Record serves as an inspiration and meditation for the Brotherhood, allowing the mages to access past experience and wisdom. The Record is not, however, a book to simply be read. It presents knowledge in such a manner that the seeker will not forget, in puzzles, riddles, loans or short passages that seem mundane. By diving into the Record, a Brother can relive the experiences of the past, sometimes even coming forth with elements of his own past lives.
The soul of the Brotherhood is in its Record, but for the body and mind there is Do (pronounced "doe"). Literally "the Way", Do is the art of training the body in order to achieve a peaceful mind. Do is the essence of martial art, the root of more mundane arts — its movements allow Akashic Brothers to perform feats that combine physical, mental and magical precision. However, Do is more than just a fantastically deadly fighting style and physical discipline. It is a style of living, a means to develop the fullest potential of the human body by moving harmoniously in natural cycles. Do stylists practice proper balance in nutrition, exercise, sleep, thought, creation and destruction, all guided as important parts of a greater whole. Ultimately, the Do practitioner brings his body and mind in harmony with the natural flow of life, unhindered by the artificial constructs of development in a world cluttered by extraneous material.
Do pervades every aspect of the Akashic attitude toward magic. As there must be right thinking, right speech, right understanding and right action, there must be right mind in order to achieve right body and right living. Thus, the Tradition studies Mind as its primary Sphere. Without that one block in place, nothing else can be aligned and the mage — or her opponent — is as hampered as she would be with no body. All Akashics thus study Do in some manner, be it through difficult martial arts, internal questing or quiet meditation. Although Do is the primary structure for Akashic magic, many Brothers add other practices to focus their energy. Like Do, these practices are often Asiatic in origin — feng shui, meditation and calligraphy are excellent ways to direct chi — but all are designed to unify and direct motion and thought toward a goal. The spiritual and magical worlds are not far removed from the physical world. The balanced and enlightened man can, in time, access all layers of the universe.
Still, many Akashic Brothers fail to understand the dichotomy that their Tradition teaches. Convinced of the tightness of their cause in harmony with Do and the universe, warriors of the Brotherhood try to fight or force others into their mold, never realizing that in doing so they turn human against human and create disharmony instead of healing it. The aptly named Warring Fists thus fight a constant war against the elements they hold repugnant. Yet in doing so, they promote the very violence that their teachings despise. For many, enlightenment comes only later, and these monks retreat from the world to find peace instead of conflict.
Specialty Sphere: Mind
Common Foci: Chimes, incense, meditation, prayer sashes or flags, purification rites, weapons
The Celestial Chorus is one of the most misunderstood Traditions of all the Nine. Although it is a religious Tradition without question, it does not focus on one religion over another. The One and Prime that the Chorus reveres transcends any single congregation's deity. All humanity is part of that cosmic song, the glorious radiance of Pure and Prime. When humanity is united again in this reverence, the Prime shall be whole again, the song manifest and the universe healed.
Background
Like the Akashic Brotherhood, the Celestial Chorus holds that it is one of the first Traditions, not necessarily in its current form but as the embodiment of a philosophy and an exaltation that has been part of the universe since its creation. The Chorus's roots stretch to hymns and exaltations that can be traced back thousands of years; its actual existence as a Tradition dates to approximately the time of Ikhnaton. Since then, though, the Chorus has had an incredible influence over humanity's history, not least because the Tradition fervently maintains that its duty is to protect Sleepers and guide them toward Ascension through the knowledge of the One.
From the earliest days, the Chorus has urged people to seek the song that unites them in contemplation of a better form, a celestial harmony. In some times and places, the Chorus led by example and founded tolerant, accepting and hopeful religions. In others, the Chorus went awry, bringing forward its vision of One through a single way that brooked no deviation. Alternately hierophants and heretics, the Choristers looked to the inspiration of something greater than mankind, a creative force that could unify all people under its influence.
Unfortunately, the Chorus is not always pure and right, not even in its desire to help. The many experiments of the Chorus in fostering a "true way" opened the door to dogmatic schisms with the intolerant medieval churches of Dark Ages Catholicism and Islam. From roots with Grecian and Roman temples, the Chorus slowly evolved into a form closer to the Catholic Church. All Choristers learn about the group's involvement in the Inquisition and in both sides of the Crusades. Although the ideal — keeping the world safe from dangerous influences — may have been there for the Inquisitors, their fervent belief got in the way of their sight and their better judgment. New Choristers are cautioned to keep their minds open, to remain focused on unity and to remember that all paths are trod by the One and Prime. Initiates also learn about the Tradition's ties to the Cabal of Pure Thought, a small group within the New World Order. Although the two groups started out as one, the Cabal of Pure Thought refused the idea that all people, regardless of faith, could be part of its One World.
It was the split of the Cabal of Pure Thought from the Chorus that many believe led to the downfall of the Tradition. Although their power was prominent in the Middle Ages, many Choristers came to be regarded as heretics for their schismatic acceptance of other beliefs as equally valid paths to the One, while some clutched so tightly to their views that they fought even their brethren. The uncompromising drive of the Church, combined with its corruption by material greed, drove people to embrace the Cabal of Pure Thought's ideas of empowering the masses of humanity instead of laboring in hopes of a better afterlife. Eventually, the power of faith waned as the Order of Reason rose. Members of the Chorus fled the crumbling pillars of the Church, as often hounded by churchmen swayed through the Order's material gifts as by the Order's own soldiers.
As the clouds of Reason and Technocracy gathered, the Chorus sought shelter in sub-groups, lay communities, mystery cults and minor offices.The broken back of religious belief could no longer support the Chorus, and members had to hide their miracles amongst the Masses as leaders or supporters of tiny groups. The Chorus' vision remained focused on a holy communion, a Sacred City wherein all humanity could unite its voice in harmony with the Song of Creation, but the goal slipped slowly from their grasp. Ironically, only this common defeat could truly unite the Chorus' disparate factions, and even today they retain a suspicious and guarded relationship within the Tradition. People still want to believe. There is a need for something greater, a desire that the Chorus answers in people, and the Chorus fans the flames of faith from that tiny spark of questing.
Organization
The Chorus adheres to a structure more strict than that of any other Tradition except the Order of Hermes. The hierarchy is modeled closely after the early Catholic church, with a system of rank based on seniority within the Chorus, responsibility and magical ability. Communication is easy for the Chorus, because every junior Singer knows who her superiors and inferiors are, and he can pass information along. However, many of the Tradition's opponents point out that the system of rank encourages the Singers to forget their real purpose and focus on their upward mobility.
The point is valid — some Choristers are more interested in recognition than in helping others — but the Chorus defends its system. It's designed to teach new members and allow the more experienced ones to guide the Tradition wisely, they say.
The Chorus is filled with voices from all walks of life and all corners of the world. Anyone with faith in the One and a desire to help can become a Singer. Choristers don't even have to be religious to begin with; they can just have faith that there's something out there that's bigger than they are. It's more important that an Initiate have the desire to achieve harmony than that she believe a certain bit of dogma. However, some people are more drawn to this Tradition than others: Nurses, social workers, people with handicaps, clergy and teachers are likely to become Choristers.
Factions
Any number of factions make their home in the Chorus. Although the Tradition divides along lines of religion, it also sub-divides by different ways of approaching religion or seeking divinity. These manifold factions are, like the rest of the Tradition, often a loose collection of people who can agree on only some basic tenets. Indeed, more and more Choristers reject factionalism today in favor of a true unity among all members of the Tradition.
Living alone in the far places of the Earth, the Anchorites seek individual wisdom and salvation. The Anchorites do not so much make up a faction as they do a group of individuals who reject the traditional structures. Each one seeks a personal commitment to the divine. Rarely, they interact with the "real world," but most find that the material world is a corrupting influence and they are quick to return to their hermitages. In their communion with wild places and unknown entities, many Anchorites develop a strong connection to Spirit magic.
Conservative Choristers tend to work along Septarian lines. These members decry the Chorus' work with the other Traditions, claiming that the influences of other mages dilute the sacred song with discordant technology and heretical magic. Only the Chorus, they claim, has a true vision of unity. Although their influence is not strong within the Tradition — the Chorus already has too many enemies to go about making more — many Choristers share at least a little bit of their reservations about the works of other mages. Septarians study Prime magic as they purify their souls to come closer to their own vision of unity with One.
The opposite group to the Septarians is the Latitudinarians, who argue for a total restructuring of the Tradition along less Catholic lines. The Latitudinarians believe that the Chorus' medieval structure is too confining and too exclusionary, and that the Tradition must change to accommodate not only other religions but the belief structures of other Traditions as well. Each Latitudinarian has a personal belief of what is and isn't acceptable, of course, but they all agree that the Tradition should assume a more open structure, a greater degree of debating freedom and a higher tolerance of other Traditional magic.
The most open of the Choristers are usually Monists, who seek a single unified church. How can the Chorus bring about a unity of mankind if it can't achieve unity within its own ranks? The Monists try to reconcile the differences between other factions and religions, making allowances and compromises to build a unified church. Their goal is not to follow any one dogmatic stricture of a "right and true" way to approach divinity, but rather to open the doors to all understanding of the One as equally valid. Although they meet with considerable opposition, the Monists are persuasive and very tolerant for their Tradition, and they excel at finding allies among disparate groups. They work with the Prime element as a means to exemplify the common roots of all Creation.
The Alexandrian Society seeks a reconciliation of religion with science, by bringing scientific thought into the fold of religion. To them, the process of discovery and inquiry is a sacred search itself, and the scientific disciplines are part and parcel of the search for divinity. Although sometimes accused of harboring elements sympathetic to the Technocracy, the Alexandrians believe in each individual's right to find a balance between science and faith. Furthermore, they denounce the Technocracy as a sterile and soulless creation. In studying science, the Alexandrians develop their understanding of Matter, to learn how it reflects qualities inherent to divinity.
The Sons of Mithras make up a small but militant faction, that embraces the early Roman cult of Mithraism. These' soldiers still hold some grudges against the Chorus for the persecution of Mithraism by Christianity, but they serve as stalwart defenders of the Chorus, believing that all have a claim to security in the quest for the divine. Sons of Mithras are still a bit of an underground cult, but they are at least recognized by the modern Chorus. Most Sons study Forces as a manifestation of Mithras, their god of military might.
Children of Albi are essentially the remnants of the Albigensian movement from the days of the Crusades, who cling to the notion that the material and the divine are separate worlds and that only a rejection of the material can allow transcendence to the spiritual. As with other groups that were persecuted during the Crusades, the Children hold a hesitant membership with the Chorus. They hold a prominent-division between Church and State, believing the State to be of the material (and thus corrupt) world, and they adhere to sacred scriptures that later Christianity discarded. Children of Albi also study Prime magic to master the secrets of the hidden and holy world in contrast to the corrupt material world.
The Nashimites are a Gnostic cult with views similar to the Children of Aibi but stretching back even farther. To them, the One holds the capacity for all the elements of creation, and the course of living souls determines its will. Thus, the Nashimites believe in the possibility of a truly maltheistic divinity, for as mankind's soul becomes corrupt, so too does the One fall from purity. Naturally, Nashimites work to spread the ideals of light and compassion to as many people as possible, hoping to raise the souls of all mankind to a higher standard so that the One follows and brings the universe to a better state. Like the Children of Aibi, the Nashimites study Prime magic to discern the state of the One.
As perhaps the most mysterious and schismatic group, the Knights Templar rejoined the Chorus only recently. Although they protect fiercely their old ways of Christianity, they also hold to unusual rites passed down through the ages and have a conspiratorial structure. The existence of such a structure is not surprising considering the historical "end" of the Templars at the hands of a church and ruler that denounced the Knights simply to seize their money. Modern Templars are warriors of faith who bear arms to defend their Christian teachings, battling the enemies of Orthodoxy and the Chorus. Some Templars still refuse to associate with the Chorus due to the Tradition's acceptance of other religions, but most see the Technocracy as the greatest betrayal of humanity's divinely granted capacity for thought and free will. While other Choristers seek a unification of humanity in pursuit of the divine, the Templars battle for righteousness with unparalleled zeal, supported by their magical swords, hereditary armor, submachine guns and military training! Not surprisingly, Templars master the Sphere of Forces, manifested as the veritable Wrath of God.
Philosophy
Nothing so defines humanity as its capacity to strive for the divine. On some level, every individual is aware of this spark, this higher ideal, this greater power. Even the most evil and depraved monstrosity recognizes this divinity, if only through its deliberate rejection, but unity wails for all.
Just as the splintered shards of the One are scattered throughout the world, so too do humans seek a unity of purpose that will rejoin them. The purity of song joins many voices together as one, in a greater harmony that unites them all and creates something new and beautiful that no single voice could make. From such a chorus, here comes a song of a glorious whole. Even strife and discord are washed away by the greater song. So, too, can all humanity be united when the greater unity brings peace, understanding and divine grace to everyone.
Failings
The failings of the Chorus are as obvious as its strengths. On the surface it might look like the Chorus is made up of a horde of humming people who all agree that there is one deity and that the deity is the One and Prime. However, the divisions between the various religions within the Chorus remain. Catholics and Anglicans still argue, Jews and Muslims still don't quite trust one another and every group has a problem with at least one of the others. They may all ultimately decide that they worship the One, but they can't quite shake their individual religious ideas. Of course, this weakness lies directly in the way of the Tradition's goal of unifying humanity. If they can't agree on their own philosophy, how can they possibly lead all people everywhere into harmony with each other? It is an ironic twist that a Tradition devoted to unity should have a history so scarred with conflict and oppression in the dogged conflict over the form that unity should take.
Theories and Practices
The base creed of this Tradition is that of the universal Aum, the song that was sung before time was time. The One began a song, and that Song split into the infinite harmony that is all of the children of the One. Sleepers and Singers — as the Chorus calls its members — alike are children of the One, and all are part of the Song. Although the Tradition appears to be made up of only Christians, it has many other faiths within its ranks as well. Jews, Muslims, Buddhists and Pagans also join the Chorus. They continue to practice their religions while understanding that the names they use for their gods are part and parcel of the One force that is the source of all divinity and light.
The strength of this Tradition is its devotion to its highest ideals. The ideal Chorister is everything that a good Christian, a good Muslim, a good Jew or a good Pagan should be: kind, compassionate, strong, faithful and altruistic. Choristers are dedicated to helping their fellow humans, both Sleeper and Awakened, and they stand up against oppression and hate. This Tradition might be peaceful, but it is definitely not-nonviolent. Holy war is still war, and holy warriors are terrifying on the battlefield.
Magic is the will of the One, and the singers simply open themselves to it. They become channels for the Song and allow the flow of harmony to fill their spirits and their voices. No human can do more than guide the direction of magic. Mages are simply the hands and the fingers of the One and Prime. Song is the great symphony of creation and a Chorister can release that symphony, if only for a moment, through the mortal vessel as it becomes one with the divine. Because Choristers focus so strongly on a meta-magical and meta-religious idea, their area of expertise is Prime, the Sphere that deals with the very fabric of the universe. Prime is the direct magical manifestation of the One.
On a more physical note, Chorus efforts often take the shape of common church functions, like soup kitchens, free medical clinics or caring for the ill and lonely. If people have their material needs fulfilled, the mages reason, they are more inclined to be generous to their neighbors. Also, it's easier to spread a message to people when the messenger is actually among the people. Standing in a pulpit is fine, but it isn't going to reach the people who really need to hear the song. The fact that they're leading by example is also central to the Choristers' approach to encouraging Ascension.
Specialty Sphere: Prime
Common Foci: Song, candles, prayer, bells, incense, holy symbols
Many Initiates come to the Cult because of its reputation as a continual party. Popular opinion has it that sex, drugs and rock-'n'-roll are what the Cult is about. When the mages get to the party, though, they find out that there's a very specific point to all the revelry. The Cult of Ecstasy does use things like drugs and music and even sex, but they're just means to an end. The point is to achieve a mental state that transcends the physical world, a trance that allows the mage to see beyond his normal experience and go outside all the lines that keep most people and mages penned in.
Cultists take the word ecstasy in its original meaning: a sudden, intense rush of feeling that catapults the subject into an altered state. It doesn't have to be a pleasant feeling, but given a choice, most Cultists definitely prefer it that way. The Cult of Ecstasy breaks down barriers and self-imposed limitations to give people a rush of eye-opening experience.
Background
Ecstatic quests for transcendence — and the Cult of Ecstasy itself — have a long history, from the Bacchantes' dances and the Sufi Muslims' whirling to aboriginal vision quests. Drugs, pain, hunger, intense sexual stimulation, dance and music are the traditional tools for achieving a trance state, and the Cult hasn't really seen the need to change any of them. Members of the Cult have always been visionaries and rebels, even more so than other mages. Prophetic and insightful, they expanded their minds through exhausting ritual and dangerous substances, all in the pursuit of ultimate awareness.
The Cult's early incarnations spread from mystery visionaries in the Near East and India. There, seers learned the power of altered mind states through dance, music and simple drugs. Entire communities took up the whirling, fatiguing practices of seers, while in other areas hermit-like proto-Ecstatics lived as mystery men who uttered cryptic pronouncements and lived apart from the press of mundane humanity. In both cases, the roots of the Tradition came together with people who broke down their own boundaries of perception and comfort in the pursuit of wisdom.
By the Renaissance, the Ecstatics had become recognized by the other Traditions, who labeled them Seers. Ecstatic practices in mad, frenzied passion distinguished them from the conservatism of the times, yet their uncanny knack for foresight let them arrive in the right places at the right times. These Seers embraced the whole of human experience, equating passion with divinity and discarding the stifling mores of the Church. The Seers would accept no limits — not from themselves, from society or from any gods. This liberation both fascinated and terrified the more conservative Traditions, who alternately reviled and wondered at the Ecstatics' practices and powers.
Although the Cult has undergone many changes of name — from Sahajiya to Cult of Bacchus to Cult of Ecstasy — its original focus remains. Cultists seek to surpass their notions of comfortable boundaries, to explode into awareness beyond human limits, to reach an ecstatic transcendence where their consciousness spans all time and space. Today, the tools are different, but the result the same. Music, dance, sex, exercise, drugs — anything that can be pursued to exhaustive, passionate explosions of feeling is fair game. The Cult thrives in the eternal second at the height of an elegant dance, the shuddering sensitivity of total exhaustion and the lateral thoughts of the opened mind. Its message comes to people through this music, urging people to cast aside their banal notions in favor of ecstasy, experience and their own mad visions.
Organization
Flexibility is the Tradition's greatest asset. Because the Ecstatics understand that no boundary is permanent, they are able to see that there are always new ways to achieve goals and new ways to live their lives. As a whole, the Cult eschews structure in favor of encouraging creative, often chaotic rebellion. New experience is good experience — even if it hurts, the mage has learned something about how not to do things! The closest the Cult comes to a formal structure lies in its Code of Ananda, the proverbs of bliss that teach joy, compassion, sacred emotion and respect for others' passions in a sort of ethical guide that encourages each Cultist to embrace the differences of others.
Unsurprisingly, the Tradition has little real structure. Individual mages don't have a problem working together — they prefer company, usually — but they don't see the need for a hierarchy or for too much organization. When something needs to happen, it will happen. If more than a few Cultists need to meet in order to solve a problem or come to a consensus, they do so in during a rare Tradition convergence. Chantry houses tend to resemble community hangouts, jam-session rooms or fraternity houses more than magical workplaces, and they're often inhabited by several Cultists and a handful of Sleepers.
Factions
The Cult draws more new mages than any other Tradition, at first, because of its reputation as a gang of hippies. The ones who stay, though, are visionaries, one and all. There's no real list of the types of people who become Ecstatic mages, because anyone can realize that they're not seeing all that there is to see. The only unifying trait Ecstatics share is the fact that they realize, even if they haven't yet Awakened, that limitations and boundaries can be surpassed. There exist a few small sects within the Cult, primarily of extremists or those who feel the usefulness of some organization.
The Aghoris are a centuries-old faction near Bengali in India, who practice mutilation, pain and destruction as tools to surpass the mortal body. By destroying the shell, they reason, they can encourage the growth of the soul. This rather extreme philosophy denies the Ecstatic Code of Ananda, and most other Ecstatics stay the hell away from these dangerous types.
In Europe and the Americas, some Cultists continue the decadent practices of the late Hellfire Clubs, moving in secret circles of "gentlemen's societies" complete with mutilating initiation rites, intoxicants and damaging drugs and painful mind-games and emotionally manipulative "pleasures". These Acharne move among all of the stylish -yet-pained subcultures, especially the modern Gothic movement, spreading their particular joy of damnation with an amorality that sets them apart from Cultists or Hollowers. They, too, see the Code of Ananda as weakness. They practice the Mind Sphere in their pursuit of emotional mastery.
The Hagalaz are a violent group of Nordic berserkers, rune mages and tricksters, sometimes with ties to other sorcerous societies that share their passions. Engaging in bloody rune-carving and dangerous traps reminiscent of the Norse deity Loki, they personify the madness that runs through the chaotic side of Scandinavian myth. These dangerous types see the modern world and its religions as weak, and they push to overthrow them with a more militant Valhallan society.
Consorting with the mercurial fae, the Fellowship of Pan indulges in rites of sex, drinking, and Muse-inspired poetry and debate. These Cultists maintain ties with the modern descendants of the fae and initiate their members through the wild parties of the satyrs.
Politically active Cultists often wind up in the Dissonance Society, a small group that teaches personal responsibility and ethics as a cornerstone for anarchic society. Members of the Society indulge in a wide range of criminal (sometimes almost terrorist) activities and argue for the overthrow of the stifling chains of society. Members of this group tend to have an intellectual streak, using debate and discussion as tools just as much as action.
The K'an Lu Taoists contrast with the Akashic Brotherhood as a sect that practices extreme passion and physical pleasure as opposed to the asceticism of the monks. However, the enlightened K'an Lu see the need for a balance between discipline and excess, so they too practice martial arts, meditation, trances and discipline. The contrast between discipline and chaos lets them cut loose from the limits of experience to open their doors of perception in controlled ways.
Modern Klubwerks (or "clubkids," or just "clubbers," depending upon who you ask) are Cultists who indulge in the mass consciousness of nightclubs and concerts. In the pressing throng of humanity sharing a common beat, these muses reach out for the primal pulse of the mob. To them, the heartbeat of many people moves beyond the mind of the one; the actions taken in the heat of frenzied dance reflect basic human impulse unfettered by reasoning or prudish mores. These dancers indulge in all of the club scenes, creating magic in the waves of humanity that throng such venues.
Philosophy
Ecstatic philosophy holds that all limitations are self-imposed. Humans build their own comfortable domiciles in both the physical and mental worlds. To surpass one's limits, one must move beyond the barriers of comfort and tranquility. Although sanity and safety are left behind, the true experience lies beyond — learning comes from new experience, not repetitions of old, tired things. Everyone must strive to push outward and discover their own new ways of learning about the world. The ecstatic state is just a mind open to new experiences because it's released from the confines of self-imposed limits. Once human limits are breached, the person sees beyond the horizon of human insight, to reach a truly cosmic consciousness. Tools like sex and drugs — the Kamamarga, or paths to ecstasy — just open the door. It's up to the individual to step through, to see what's on the other side and to keep on going past where even those crutches take her, to the heart of the Lakashim, the pulse that drives the world.
Failings
All of the Cult's understanding comes with a serious glitch, unfortunately. The Ecstatics' tools generally end up as crutches. If the mage doesn't pay attention to what she's really doing — looking beyond her mind and her life for answers — she runs the very real risk of becoming dependent on her focus to do magic in any way, or even just to live. And that dependency isn't just psychological. A lot of Cultists become addicted to drugs or absorbed by their chosen foci to the point that nothing else can get beyond it into their lives. Cult mages also fall prey to their own chaos. They rebel so hard, or they try to go in so many directions at once, that nothing ever gets accomplished. Chaos and rebellion must be directed somehow, or the energy just swirls around in a sort of tornado and does no one any good.
Theories and Practices
Each Ecstatic has her favorite tools. Some things just work better for some people than others. That said, though, many Ecstatics lean toward some combination of drugs and music. Music is the most powerful tool for changing perception, according to many Ecstatic mages, and it's the easiest way to really get in touch with the primal and spiritual energies within and without.
Even though the Cult of Ecstasy encourages the use of tools in achieving altered states, no Cultist would ever force drugs, sex or any other experience on another person. The point of such states is to increase understanding and empathy, not to kill it. No mage who has felt the pain of the Earth or of the child down the street could bring herself to hurt an innocent. Cultists aren't drug dealers and they aren't pimps. On the other hand, if someone comes to an Ecstatic looking for a new way to see his life, the mage will be more than happy to help him extend his senses in whatever way he's comfortable with.
Once the Cultist is enlightened enough, she can achieve her transcendent state without outside help. She begins to understand that the only tool that's really necessary to move beyond customary boundaries is her own mind. Few Ecstatics truly abandon their foci, but those few that do become sages — they know what the future might hold and they have a better understanding of the entirety of the universe than many mages of other Traditions. The trick is to wean the mage away from the thought that the drug, music or other tool is the experience.
The core of the Cult's approach to magic lies in the belief that the senses can be extended to include just about everything. Once the mage has experienced and understood a thing or a situation, she can reach out and adjust it to fit her will. Other peoples' perceptions can also be altered. Of course that door was always there; you just never noticed it before, right? Changing the way a person sees life or a particular instance is one of the Cult's best approaches to magic. Perception, after all, is reality.
Just as the Ecstatics surpass the boundaries of mundane thought and understanding, they also jump the boundaries of time itself. They understand that time is a human-constructed idea, just like ethics and language. Time remains the Tradition's particular area of expertise, and Cultists seem to have an innate understanding of and control over how they and others perceive the passage of seconds, even years. As a result of their constant gazing into five minutes ago and three days hence, they've developed a distracted look. People usually write this look off as a stoned expression, but the Ecstatic is more likely looking at who his lunch date will be tomorrow.
Specialty Sphere: Time
Common Foci: Music, dance, drugs, meditation, fasting, exercise
Spirit-talkers, animal friends, brothers to wind and sisters to Earth — these mages walk the boundaries between our physical world and the realm of dreams, gathering wisdom and skill from the spirits that are native to the earth, the sky and the water. Dreamspeakers are often pigeonholed as shamans, and the name fits. They are the intermediaries between humanity and Spirit, communicating between the two worlds, maintaining balance and keeping the relationships between the inhabitants of both realms in their proper state of stasis or flux. Of all the Traditions, the Dreamspeakers have the most difficult role and the strongest centering, grounding influence.
Background
In the beginning, there were people in all lands who knew the way to cross to the spirit lands and communicate with the totems of the land, tribal protectors and ancestor spirits. These people shared their wisdom with their tribes or their families, and they were magicians and medicine men among their own groups. They did not speak of the many other dream-walkers they encountered in the spirit realms, though, and they did not gather in groups often. When the Convocation came together to form the Traditions, the mages recognized that these people needed to be a part of the forming alliance, despite how primitive they seemed. The shamans who answered the call became the first Dreamspeakers.
Those Dreamspeakers who joined the Traditions found reason to regret it, though. From the first, the Eurocentric Traditions, led by the prejudices of the Order of Hermes, pressed all of the various spiritual groups into one cachet. The Europeans would not bother to understand the "primitive and inferior" ways of the many visitors and labeled diem all as Dreamspeakers. For their part, the Dreamspeakers saw the Traditionalists as selfish, greedy and power-hungry, unconcerned with the sublime aspects of spiritualism and nearly as bad as the Order of Reason. Only the strong vision of the scientific annihilation of their cultures kept the Dreamspeakers involved with the Council — and even that was not enough. By the 1700s, the Dreamspeakers had so splintered in their relations with the racist Traditionalists that fully half the delegation left to return to their native peoples. This schism resulted in the demise of many Dreamspeakers and a rift between Tradition and Council that has not yet healed. By the modern age, the Dreamspeakers have realized that they can survive only with the help of the Council, yet the Council has long turned a deaf ear to them. Prophecy tells that the Council will learn from its errors and finally come to accept the Dreamspeakers — but it may not be in time to save all that the dreamers hold dear.
Of all the Traditions, the Dreamspeakers have arguably undergone the least change. Most members of the group still revere the ancient spirits, old rites and sacred places. They remember the names of gods and the faces of legends. The powerful oral history and vivid dream-craft of the Dreamspeakers lets them retain a great hereditary knowledge of their ways, and some factions see themselves as reincarnations of great shamans or even personifications of spirits in flesh. With drum and fire, chants and fetishes, the Dreamspeakers tap always into the same ancient Dream that has guided them for eternity.
The Dreamspeakers' role has gotten much more difficult recently. The Gauntlet, the curtain dividing the physical world from the spiritual, has become much harder to cross. In cities and places where disbelief is strong, it's almost impossible to pass into the spirit worlds. Even in sacred groves and deserts, stepping into the dream requires more effort than it ever has before. The eldest Dreamspeakers are concerned about this change, and the younger mages see their spirit-council fires as they meet to discuss how best to deal with this new trouble.
Organization
Shamanism isn't limited to Native Americans and African aborigines. Every culture on Earth has a few people who can communicate with the spirits of the land, and they all do so in very different ways. Even. so, Dreamspeakers all have a deep love for their home, whether they call the entire Earth home or just a corner of it. Many mages of this Tradition are active conservationists, seeking to preserve what's left of the wilderness or even to reclaim some of the land that has been developed already. Their connection to the spirits generally shows itself when the mages are young, sometimes in the form of imaginary animal friends, or it begins to manifest when the mage hits puberty. Most young Dreamspeakers go out on a quest to find someone who can teach them how to understand their visions and make sense of their new lives.
Since the first Dreamspeakers came to the Council, the leadership hasn 't gotten much more formal. The Tradition has always been organized loosely at best, deferring leadership to its most respected members almost by unspoken accord. Meetings of the entire Tradition are rare. Before the Gauntlet was strengthened, these meetings would take place in the spirit world, with totems and ancestor spirits sitting in and lending their wisdom as well. Now, however, the Dreamspeakers gather in the physical plane, letting each other know of the time and place of the meeting through dreams and visions.
Factions
Dreamspeakers profess as many different factions as there are forms of spiritualism or shamanism. Among them are: Keepers of the Sacred Fire , in many ways the Dreamspeakers that most personify the Tradition, remain among their native cultures to keep their roots alive. They accept that the world has moved on, but continue to support the original practices and heritages of their homes.
The Solitaries are isolationists who remove themselves to the desolate places of the Earth, there to survive in pure communion with the land. They exercise a strident drive to separate the Dream from the modern world that would destroy it. Many take young Initiates into the wastes to teach through vision-quests, then return to guide their native societies back to the Dreaming way.
The radical Ghost Wheel Society argues that the modern world is simply the natural progress of the world, and that the Dreamspeakers must embrace the medicine of the machine. These rugged few look to technology and its underlyin g symbols for spirits. The techno-shamans of the Ghost Wheel embrace technology and its benefits, but they marry it to their own vision of spirituality. Naturally, they are treated with suspicion (at least) by much of the rest of the Tradition.
Outspoken activists and warriors join the Red Spear Society, which includes those Dreamspeakers who left the Tradition council but feel a desire to remain in contact with the rest of their allies. These extremists take the war directly to their perceived oppressors, and they lash out against anyone who would destroy their way of life. They direct their energy against the Technocracy primarily, but they attack Traditionalists or even Sleepers of selfish and unfeeling demeanor as need dictates.
Lastly, the wandering storytellers of the Baruti keep old myths and legends alive. Before science explained the world, stories told of creation, tricksters, discovery, love and mischance. The Baruti retain these stories, and they memorize the new lore of the modern Dreamspeakers as well. In keeping lore and ancient wisdom alive, the Baruti hold many secrets, and they also retain a distinct vision of the unformed world before the coming of science. Indeed, as they say, even though the story cannot be true, it is the way that things happened.
Philosophy
There is infinitely more to this world than the things anyone can touch. Beyond the edges of vision are beings that have been with us for aeons, and they are bound up in the workings and the health of the world. The Dreamspeakers recognize this fact, and they honor the spirits. They are the gatekeepers between the two planes, serving as communicators and go-betweens. If either side of the Gauntlet is neglected, both will suffer, so the Dreamspeakers balance the two. The balance sometim es requires the mage to perform actions that seem irrational or trivial; other times the mage must make a sacrifice to keep the worlds in harmony. Too many people have forgotten the existence of the spirits of the land, and the Dreamspeakers must always remember for themselves and for everyone else.
Failings
Shamanism is a solitary profession almost by definition. There are no group tours into the spirit world. The Dreamspeakers suffer from this lack of cohesion. Because there isn't really a group identity, there aren't any group goals or unified movement toward a specific point. The potential power of the Tradition is diffused into many small vessels instead of poured into a larger, more effective channel. On the other hand, all Dreamspeakers are working on some level to counteract the strengthening of the Gauntlet, the other weakness that plagues this Tradition. With access to the spirit world so limited, the shaman-mages have lost access to much of their magical strength. The Dreamspeakers' inability to even understand one another despite their unification as a single Tradition compounds this loss.
They all revere and work for the greater balance of the world, yet their approaches are so varied and intuitive that they cannot work together effectively.
Theories and Practices
In their hearts, the Dreamspeakers all hear the voice of the world — its invisible pulse, the surge of spirits, the rhythm of nature and the slumbering power of the great Earth. Some answer to totems, others to capricious spirits of natural places. A few commune with the modern spirit of man, the symbols and lines that technology calls forth. In every case, though, magic comes from the Dream, whatever its given name. The Dreamspeakers draw out the images and archetypes known unconsciously by all humanity.
Primitive is not now and never has been a word that accurately or wholly describes these mages. They may use methods that pre-technological societies used to communicate with things other people can't see, but their grasp of reality and the modern world is startlingly strong. In order to understand what is happening to the dream realms and to interpret the messages of the spirits, the Dreamspeakers have to be intimately familiar with the workings of the physical world. Besides, it doesn't do anyone any good if a shaman in Alaska has a message for a Sleeper in Venezuela and can't pick up a phone or send an email to get the message across.
Standing with one foot in this world and one foot across the Gauntlet, the Dreamspeakers have a unique understanding of the consequences of their actions. Not only do they see what happens among people and societies, they see the ripples caused in the spirit world, which almost always last much longer. This dual vision gives the Tradition a deep sense of duty — duty to Sleepers, Awakened and the spirits they deal with. With the fate of two worlds directly on their shoulders, the Dreamspeakers know that they must choose carefully and wisely when making decisions.
Specialty Sphere: Spirit
Common Foci: Drumming, chanting, fire, mandalas, sand paintings, bones, amulets, herbs
It's hard to accept the fact that, one day, consciousness as every human knows it will end. Death, to most people, is a terrifying unknown that must be avoided at all costs. It's little wonder, then, that people look into the eyes of a Euthanatos and suddenly grow cold. The Euthanatos know death, and they know that it must and will come. Sometimes, these mages bring death with them. More often, though, they bring the potential for rebirth, for the seeds of creation in the remnants of the past.
Background
Proto-Euthanatoic roots heralded from the earliest cities in and near what would later be called India. The philosopher-priests of the ancient years tracked the cycles of reincarnation and led people through their many lives in the turning of the eternal Wheel. These early mages sensed the greater cycle of life and death, and they guided entire civilizations through their rise, fall and rebirth in new forms. Eventually, their philosophies settled in the Hindu religion and similar god-forms of the area. Dispersed throughout many cities, the roots of the Euthanatos maintained similar methods and beliefs, but in small, isolated groups of healers, priests and sages.
The Euthanatos Tradition has been accused throughout history of killing in cold blood, killing for the joy of killing and killing to serve its own ends and increase its own power base. One of the greatest conflicts in Euthanatos history is the 300-year battle against the Akashic Brotherhood.
Both groups, in the end, were fighting for the same thing — the preservation of life and reincarnation — but the Akashics could not accept the Euthanatos' methods. The Wheel must turn, and the Euthanatos believe that it is sometimes wiser to end an unproductive or suffering cycle and send a soul back to be reincarnated than it is to allow a stagnant energy to linger and hold back the turning of the ages. From this pragmatism came the need to judge and shepherd the living in times of starvation or plague, but the Akashic Brotherhood did not agree with such methods. The Himalayan Wars between the two groups brought forth a terrible series of killings, not just of individual mages, but of whole reincarnated lineages.
Eventually, the surviving sects united as the front of Akashic opposition forced them in contact, and the small groups finally came under a single banner of Chakravnnti.
The establishment of Buddhism changed the Chakravanti, bringing to them a new awareness of compassion and a new understanding of suffering. Where the various groups had worked before as fearful mages with the power to heal or destroy, they now learned to understand that very fear in their charges. From these roots the Chakravanti drew up the beginnings of their own moral code. Later, during the formation of the Traditions, that code served as a basis for the Euthanatos as a whole. Greeks, Celts, Indians and others who served the Great Cycle and believed in the need for strong souls to ease the suffering of others all came together as a whole. The Euthanatos Tradition was born in an incarnation that the other Traditions might label "killers with consciences."
The truth is that the Euthanatos must kill, but they do not kill for joy or power. The Tradition is based in thanatoic — death-focused — sects of Indian, Greek and Arabic culture. In India, with its frequent plagues and poor living conditions even before the modern era, death was often the best and kindest answer for ill, suffering people. In Greece and the Middle East, death allowed scholars and surgeons to expand their knowledge and help the people who still lived. Even today, Euthanatos plunge into ancient memories and reincarnated souls to find enlightenment. They cross to the Underworld to experience death, and they uphold a stern code. To the Euthanatos, theirs is a sacred duty, one that must be carried out, but is so strenuous and terrible that only the most strong-willed can perform it. It's not so much that they take on a right, as they take on a burden: responsibility for pain, for release and for renewal.
Organization
This Tradition is fairly well organized, if somewhat loosely so, with a set system of apprenticeship, mastery and leadership. There are established Marabouts (Chantry houses) all over the world, and the center of the Tradition on Earth lies in Calcutta. The Paramaguru (leaders) often serve as Acarya (mentors) to new arrivals in the Tradition, spotting them through the auspices of Fate while the Initiates hover on the cusp of awareness. From there, training can proceed in many forms. Some Euthanatos groups are notoriously strict in their discipline, while others have a very relaxed and egalitarian attitude. In any case, the Acarya is formally responsible for the Initiate once the agama sojourn is complete, up until the Initiate is recognized as a full mage. Once inside the Tradition, there are really only three ranks: apprentice, member and leader. Recognition comes with wisdom and magical skill, and leaders stand only as long as their followers support them.
In order to truly understand the power of death, the Euthanatos believe that a mage must have touched it. All Euthanatos must undergo the agama, or little death, when they are initiated into the Tradition. This sojourn is a brief trip into the Underworld itself, overseen by a mentor and used as a guide. Often, the Initiate is drawn to the Tradition because her Awakening involved some sort of near-death experience or the death of someone close to her. Therefore, Initiates tend to be people familiar with endings and sacrifice in some form or another.
Factions
Euthanatos sects are about as fluid as those of the Dreamspeakers or Cult of Ecstasy (both of whom the Euthanatos carry strong ties to). That is to say, Euthanatos have a great variety of sects and beliefs, and they have a largely open attitude toward philosophical differences within their own society.
Tantrism and Indian culture form the basis of the militant Natatapas, who confine themselves to the heart of India and keep the oldest rites of the Euthanatos. All Initiates of the Natatapas come formally through the agama sojourn to join this conservative sect, and they learn historical Hinduism and Buddhism. Naturally, their withdrawn world-view makes them suspicious of other Traditions, but the Natatapas make up a reasonable, if conservative, group.
From the complex rites of Africa come the Madzimbabwe. These Euthanatos study their own cultural ties to spirituality and healing. Theirs is a heritage of ghost -calling, soothing and compassion from the old cities of Africa, when it had a civilization before European invasion. Although they differ from other Euthanatos in religion, the Madzimbabwe remain members of the Tradition due to their shared compassion and duty to help others.
Greek heritage manifests in the Pomegranate Deme, who study the mysteries of Persephone and the Greek Underworld. Literal worshippers of the Greek mythos, these mages are now few and far between, and their religion falters. Within a few generations they will probably be a memory as new Initiates join less theological sects.
The last ancient faction is the Aided, which stems from death-mages of Celtic heritage. Their order nearly collapsed under the persecutions from Christianity during the Dark and Middle Ages, but allegiance with other Euthanatos allowed them to shelter some of their members and ideals. Today, they uphold the bloody Celtic rites and sacrifices necessary for the proper culling of the herd (be it human or animal). Like the other cultural factions, the Aided do accept members without a direct tie to their base, as long as those Initiates have some sort of stylistic or inculcated elements that tie with the faction's methods.
Modern chance and probability occupy the Lhaksmists. These luck-followers rely on total randomness in just about everything — magic, living, important decisions, whatever. However, they gladly throw themselves into the trappings of modern electronics, feeling a kinship with probability theory and quantum uncertainty. These Euthanatos, who are the ones closest to the Digital Web, watch over the growing webs of chaos spread by the Internet's haphazard expansion.
The exclusive Golden Chalice serves as a political assassination group, specifically one that stalks and destroys dangerous individuals in positions of leadership and influence. Their roots stretch back to the Byzantine empire, and they include elements of various cultures from that era. In the modern age, though, they are more than willing to use high -tech tools as a means to defeat high -tech enemies, and so they mix various poisons and gadgets along with their more traditional magic. Membership comes by invitation only. Recently, the sect has come under scrutiny — if membership is by invitation only, what are they hiding? More to the point, how could they allow the atrocities of leaders like Pol Pot, yet feel justified in moving against lesser statesmen?
One of the more popular sects in the Euthanatos is the Knights of Radamanthys. These warriors hire out as mercenaries to the other Traditions, leveraging their command of entropy and their fearsome fighting skills, but only for causes that they feel are just. In this fashion, they advance the Council as a whole, work on Euthanatos cases and still earn the Tradition its keep. Sensible and farsighted, this faction trains in modern combat, ethics and a multitude of espionage skills. Internally, though, most Euthanatos consider it a simple training ground from which veterans can graduate to the true philosophical levels of inquiry, instead of just being "hired gunfighters."
The Albireo may be the most important intra-Tradition group, as far as the Euthanatos are concerned. Although any Euthanatos may join, full membership comes only with probationary work. These diplomats carry the face of the Euthanatos to the rest of the Traditions, explain the Thanatoic code, work to uphold the Tradition ideals and police the Euthanatos for internal corruption. Of course, with their privileged stance as ambassadors within the other Traditions, they may well sniff out corruption in those ranks, too.
Philosophy
Death is not the end; death is an end. There isn't much good in an existence that will serve no purpose, and there is less good in an existence that brings pain or trouble to everything it touches. It's better to end that thread and let a new one take its place than allow it to take up space. Like flowers that grow from a burned forest bed, these threads will be rewoven into the Tapestry. The Tapestry weaves into a great picture, but suffering and sorrow mar that picture. Every man must take up his burden, surpass it and accept the responsibility to deal with this inevitability. That responsibility becomes a keystone for the support of the world, for the willingness to support and shelter others — and to perform the duties necessary to release those who only bring or know suffering.
Failings
There's another reason behind the careful attention these mages pay to emotion: Jhor. All mages gather Resonance from their activities, but this Tradition gathers more of this type of Resonance because its mages deal with the energies of Entropy. Jhor is the physical reflection of decayrelated magic. It is common for Euthanatos mages to have sunken eyes, hollow cheeks or pasty skin. As they channel Entropy, even to divine what the fall of a die will be, it comes to rest in their bodies. The accumulation of Jhor isn't always related to the mage's intent when she uses her magic, but a Euthanatos who seems too corpselike bears watching. Entropy is not a force to be used lightly or too often. This Jhor can accumulate and cause Quiet, too, leading the Euthanatos to morbidity and an obsession with death. While any mage can suffer this sort of affliction, Euthanatos are notoriously prone to it. Euthanatos mages watch one another for signs of too much Jhor. A mage who's fallen into a Jhor-Quiet becomes an emotionless killing machine, and he must be put down. Most Euthanatos are acutely aware of the irony that they're about two steps from being killed by their own fellows.
Theories and Practices
Euthanatos mages have a variety of approaches to the actual execution of their magic. Most use some kind of device to analyze the balance of a life or a situation, divining the probable outcome of a course of action. This device can take the form of a coin flip — if it's heads, the person can be changed; if it's tails, it's curtains — or a pair of glasses that the mage looks through to see what a soul holds. So many things depend on what Sleepers would call random chance, and the Euthanatos uses that perception to her advantage. However, just shrugging an Effect off by wondering what the odds were of that happening is clumsy and unsubtle. A clever Euthanatos begins a series of perfectly believable events that trigger her desired result (a man in a bar takes one drink too many, decides not to drive home and calls a cab — the Euthanatos has effectively gotten herself a ride to wherever she wishes to go). Not all Euthanatos magic involves killing, either — a situation can be changed for the better without anyone losing any blood.
The Euthanatos must look at the gains achieved by giving someone the Good Death, but they cannot ignore their sorrow, either. Healing is accomplished through excising the diseased material from the healthy, allowing the subject to feel the pain of the knife and then to produce new, clean tissue to replace what was removed. Only through experiencing every phase of the healing cycle — pain included — can the Euthanatos make a positive difference.
The Euthanatos dedication to furthering the progress of the Wheel doesn't only apply to individual souls. The world itself is constantly changing and moving, and it too becomes diseased. Euthanatos mages find these diseased areas of society and, by addressing individual components of the problem, attempt to end them. Doing so becomes harder and harder, however, as the world degenerates further. There are too many people involved in too many problems, and the Good Death cannot be given to every one of them. More and more often, Euthanatos find themselves performing delicate adjustments to people and situations instead of simply ending the cycle and letting the Wheel spin itself out.
Like the Dreamspeakers, Euthanatos have an acute sense of duty. Instead of feeling the consequences of actions in the spirit world, however, Euthanatos are intimately familiar with the human ramification of any thing they do. Each time a death-mage takes a life, she must be certain that it is the right thing to do. The choice is final, and the people left behind must live the rest of their lives with the loss of the victim — that's not an easy thing for a mage to deal with. Therefore, the Euthanatos must be able to understand the consequences
in order to weigh them against the benefits of the Good Death and make the right choice.
However the mage finds the Tradition, she must understand that the Wheel turns. She must understand that although she can affect some cycles for a short time, she will no longer be in control in the end. Games of chance are common illustrations for new Euthanatos — the mages practice predicting how the dice will fall or where the ball will land, and they inevitably make a wrong choice. Euthanatos must accept the inevitability of their own deaths — they must understand the fear in their victims — before giving the Good Death to anything.
Specialty Sphere: Entropy
Common Foci: Weapons, dice, scales, ashes, mantras, mathematics
Grandfather to the Traditions, mystics without peer, holders of Heaven's keys — the Order of Hermes claims many titles. Whether these claims are truth or hubris, the Order has donated more to the Traditions, tutored more Archmages and created more codified magical theories than any other group within the Council. These formalized willworkers stand proudly upon their achievements as high wizards, masters of ritual and spell, sages of great renown and learned builders of artifacts and Chantries. Yet their unity hides powerful political intrigue. Their heyday is gone, washed away in the myths of yesteryear. Their most powerful Chantries are shattered. Their newest Initiates abandon the ancient codes in favor of new ways. The Order has survived for centuries through its intensity and dedication, but the new millennium may be its death-knell — or its rebirth.
Background
Hermetic historians write entire tomes and dissertations regarding the formation of the Order. Most agree that Hermetic roots sprang from ancient Egypt, where native magic and Hebrew Kabbalah melded in a powerfully mystical and mathematical precision. The exclusive wizardpriests of the era in Sumer, Babylon and Egypt built the seeds of mysticism with writing and language. The magic of symbols and their meanings carried into the human consciousness a new way to look at the universe, a way to join and transform separate ideas. Order historians point to a pair of Archmages as the inspiration behind Thoth, Egyptian god of wisdom, later called "Hermes Trismegistus" or Thrice-Great Hermes by the Greeks, for whom the Order took its name.
From Egyptian roots, the idea of mystery cults spread across Greece and the Mediterranean. Writings of thinkers like Solomon and Pythagoras infused a combination of mysticism and precision into the magical workings of various groups. Hermes, as a symbol of communication, knowledge and travel and good fortune, served as a popular patron for such circles. The Thothian and Hermetic ideals remained scattered as underground societies for several centuries, occasionally popping up in the consciousness of great philosophers such as Plato. The great turn came in 332 B.C. with Alexander's unification of much of Persia, Greece and Egypt. From this empire, travel and communication allowed the juxtaposition of various sorts of Kabbalah, Gnosticism and Persian religion, creating the first mesh recognized as a true part of the Hermetic Tradition. Even through the decline of Hellenistic civilization, the fall of Rome and similar catastrophes of civilization, the Hermetic Order thrived.
Powerful texts codified alchemy, numerology, theology and sympathetic magic. The Cult of Mercury (Rome's version of Hermes) worked powerful magic in concert and spread Hermetic ideals through the cream of intellectual society.
Eventually, the Order of Hermes came together under the direction of Trianoma and Bonisagus. These founders, a legendary politician and researcher, joined to travel Europe and bring practitioners of the Mercuric and Hermetic ideals together. Trianoma's diplomatic skill wooed many to the group, while Bonisagus' revolutionary parma magica (shield against magic) allowed the suspiciously independent workers of the age to meet in relative safety. These leaders later became the Primi, founders of the Order's great Houses, passing on their magical styles and traditions through their apprentices. From these lineages, the Order crystallized as a single political unit, with each House contributing and contesting in a magical society under Bonisagus' revolutionary codification of their Great Art.
Over the succeeding centuries, the Order experienced great triumphs and setbacks. The Dark Ages saw their height as advisors and mystics sheltered from society and subtly influencing it. Their Great Experiment fell, though, to internal squabbling, elitism and consistent dabbling in Infernalism. Still, the Order restructured, expanding and adding new magical groups constantly. Old Houses fell or were cast aside. The Druidic Diedne were wiped out on charges that the entire House had been corrupted by demons. Their accusers, the Tremere, later embraced vampirism.
The Order of Reason, in counterpart to the mysticism of Hermes, struck down many Hermetic cabals and Chantries, but the Order responded by bringing its incredible resources and support to bear in the formation of the Tradition Council. The Order led the recognition of the Spheres as the inter-Tradition magical system of study, but it also found itself pushed away from its desired prominence within the fledgling Council. The Renaissance brought new ideas to the Order but ultimately signaled its collapse as an open force among humanity. The destruction of too many Order bastions forced the Hermetics to withdraw from everyday sight, eventually to be expunged from the pages of history by the Technocracy.
Through subtle influence, the Order works today to introduce minor mysticism and secrets of the Art into mass society. Although far from a complete success, this project still produces a surprising amount of leeway, especially as mass printings of Hermetic works become available. It may be too late for this project to do any good, though. With the fall of Doissetep, the destruction of Concordia and the death or involuntary exile of most of the great Masters, the Order fin ds its traditional teachers and structures threatened. Novitiates who would barely be counted as Disciples must now train Apprentices with their rudimentary, partial knowledge. Old, carefully hoarded secrets are gone forever in many cases, while mystical items and powerful patrons are destroyed or locked away beyond the hostile Gauntlet. The survivors on Earth can only hope to remember their teachings and learn all that they can. The Order will survive, but it may not be the same Order that it once was.
Organization
The Order of Hermes is, without a doubt, the most hierarchical of the Traditions. Initiates and Apprentices must serve under a mentor, who teaches the basics of magical theory and practice. After a grueling apprenticeship (traditionally, up to seven years, but often cut short in the heyday of the modern world), the supplicant challenges for recognition as a full magus — a challenge that can end with a return to apprenticeship, or even with death. Once accepted, each mage has his own sigil, a symbol of the individual's achievements. Although all mages theoretically have the authority to vote in Hermetic meetings, politics run at the pace set by the Masters and the ambitious. More than once, political leverage has shoved aside the potential for moral or material growth. Each step up the ladder of the Order reveals greater mysteries but also makes the student more beholden to the Tradition as a whole. Those who achieve Mastery are lauded for their high place and given the respect due their powers, but they can also expect to garner political opponents. Each Master is, in turn, expected to recruit and train a new apprentice or set of students. The cycle continues, with members indoctrinated into the Order's secrets but becoming steadily more embroiled in its internal struggles.
The Order of Hermes has a detailed code of conduct that lays out the basis of internal magical dealings. Among other things, Hermetic mages consider sanctums to be inviolate, they are forbidden from magical scrying upon other Hermetics, they are expected to train at least one apprentice, and they are forbidden from dealing with Infernal entities. Of course, these rules all bow to one simple axiom: don't get caught. Corruption of many sorts is rife within the Order. Breaking the rules isn't as punishable as breaking the rules in a politically unacceptable way.
Matters may change soon in the Order, though. With the death of experienced teachers and Masters on Earth, new mages must learn from the often-fragmentary knowledge of the remaining Disciples. Cut off from traditional support, political factions in the Order find no choice but to put aside their differences or go out in a blaze of glory. The Order finds that it has no choice but to pull together, and its many members are creating for themselves a new vision of the Tradition.
Factions
The Order categorizes its many different magical styles by Houses, groups that follow in the footsteps of a particular founder. There have been many Houses in the past, and although quite a few have fallen, there will be more to replace them.
The mages of House Bunisagus keep alive the base erudition and scholarship of the Order's founder. These mages delve deep into magical theory. Many of the great discoveries of the Order come from the tomes of Bo nisagus mages. With their exhaustive research into magical sources and causes, such mages often study the Prime Sphere heavily.
House Ex Miscellanea — literally, "House out of hash" — grew from the increasing need to welcome mages whose studies didn't mesh with any other Hermetic House, but who desired to learn and share the Hermetic style. The House formed in the Dark Ages, and it continues to be strong. Today, it takes in necromancers, spiritualists, students of the fae, naturalists, mystics, artisans, craftsmen and others who find that their talents might lie in the direction of a different Tradition but who desire the Hermetic structure and insight. Old Houses, lost to the ages, are also included in this formation.
The Order's tactical weapons are found in House Flambeau. Students of Forces nonpareil, the Flambeau come from a blend of Moorish and Spanish influence. They wield cleansing fire in their crusade for vengeance against the enemies of the Order.
The magic of chance and probability tie easily into the metamathematics of the Order through House Fortunae . This rather modern House concerns itself with high numerology, randomness and the spoils of chance's games — money. Unlike Technocrats, though, they recognize money as a magical concept and draw out an intuitive understanding of chance events that leads to manipulation of happenstance. Naturally, these mages tend to eschew the Order's focus on Forces in favor of their own line of Entropy.
Powerful internal policing falls at the feet of House Janissary. Although the Janissaries don't make the rules of the Order, they do enforce them. These mages watch constantly for signs of internal corruption, for mages who've made the wrong sorts of deals or broken with the ideals of the Order. Then, the Janissaries take care of the problem. But who watches the watchers?
House Quaesitor, one of the original Houses, oversees Hermetic law. While the Janissaries function much as roving enforcers, the Quaesitori hold Tribunals to decide cases of law and punishment, to make new precedents or cast aside old ones and to determine the fates of mages charged with criminal actions. The Quaesitori rarely enforce these dictates directly, but they serve to interpret divine, Hermetic, personal and human laws. Rather terrifyingly, the Quaesitori have the dubious distinction of being the wizards who first discovered the Gilgul rite.
On the outskirts of the Order's practices is House Shaea, a group that embraces the early Egyptian trappings of the Order and promotes base linguistics as a key to understanding thought, perception and thus the universe. From these elements the Sheshati indulge in education, learning and eventually wisdom. Although other Hermetics sometimes scoff at them as simple scribes, the predominantly feminine group maintains records with diligence and doubtless holds many secrets that the other Houses would dearly love to know... or see destroyed.
House Solificati marks the newest group on the Hermetic scene. Several members of the Solificati joined the Order after their Tradition's dissolution in the Middle Ages. Now, the remaining Children of Knowledge, combined with students from Ex Miscellanea, have reunited their former Tradition's strengths and achieved recognition as a full House. The Solificati are alchemists who practice material transformation as a metaphor for the evolution of human to divine. They also experiment with chemical enlightenment, searching for a metaphysical substance to open the doors to higher perceptions. Unsurprisingly, the Solificati have a great wealth of knowledge in Matter, and they study that Sphere more than others.
Perhaps the oddest of the Hermetics is House Thig, also known as the Ruby Children or Crucible of Thig. These modern techno-magicians blend technological devices with the symbolism of the Order. Instead of simply building a better computer, a Thig adept will make a magical one. Where a technocrat might rely on technological innovation, the Thig mage binds spirits and mystical powers into scientific forms. Although somewhat outcast among the other Houses, the young up-and-comers of Thig show great promise in combining old Hermetic ways with new world thought. Perhaps because they did not rely so heavily on Masters and old mentors, the Thig have prospered while other Houses have been hit hard in the wake of the Reckoning.
Lastly, House Tytalus emphasizes growth through conflict. All motion in the universe comes from the interaction of opposite, polarized forces. House Tytalus takes this imperative to every level of existence, and its members constantly seek questions, challenges and trials worthy of their skills. No Tytalus mage is ever content to sit upon his laurels, or to have "enough" — there's always a higher mystery, one that demands a greater level of perfection and erudition. The Tytali certainly strive to improve the Order, but their methods are often dangerous. Some wonder if their presence doesn't bring more strife than it's worth.
Philosophy
Hermetic philosophy is complex and many-layered. At the heart, the Hermetics profess the drive to perfection. This drive manifests through trials, tests, self-discovery, and the rejoining of fragmented patterns like disparate languages or mathematical conundrums. Ideally, each individual has a Word, a divine imperative that drives the figure's revelations. By exploring the boundaries of that Word and all of its meanings, the individual rises to his inner nature, then beyond. Each step in the process is a challenge that requires a leap of perception but also opens the way to the next path. Eventually, the human passes far enough to become something cosmically divine.
Failings
Although the Order has a great unity and body of knowledge, its political fractiousness and its pride both serve as wedges against enlightenment. Hermetic history is full of decisions made for reasons of ego, for political gain or for the Hermetic belief that their studies elevate them beyond the concerns of other Traditions. Each Hermetic mage passes through the fires of inquiry to achieve knowledge, and this hard-fought wisdom is guarded jealously and treated as a gem of truth. When these ideologies conflict, there's no room to give.
In the past, the Order fought bitterly for greater recognition in the Tradition Council, citing its many contributions and its own mystical prowess. Internally, Houses fought one another for resources, students, even over points of magical theory. Despite the invention of certamen to settle grudges nonfatally, wizards contested and killed one another when their energies could be spent in pursuit of Ascension or in battle against
Tradition enemies. The Order has also covered up atrocities and problems solely to hold them as secret leverage in political machinations, and tried to force other Traditions to conform to its own viewpoints. None of these actions endear the Order to other mages.
Internally, the Order often limits its own members due to their political acumen. If a Master wants a particular course of action taken or denied, a Talisman to change hands or a Chantry raised or lowered the fortunes of other mages can depend on whether they side with him or not. A wellmeaning Disciple can find himself censured with little more than a few helpful ideas, and training can be very difficult to garner without promises of later payment in sa (essentially, favors). Many Hermetics become so consumed with their own political agendas and personal quests that they lose sight of the progress to Ascension and self-perfection, instead fighting a political war that grinds them down and spits them out. With the destruction of much of the upper echelon of Hermetic structure, this trend may change — or the new blood may simply turn into another old guard.
Theories and Practices
The Order trains its members stylistically according to House, but modern training tends to be somewhat eclectic and based on survival issues. Hermetic theory states that every individual has the spark of divinity and the potential for self-perfection, but few realize it or are ready for it. Thus, it's important to weed out the shining stars from the chaff. Let the un-Awakened go on about their banal lives, and focus the true attention and learning on those who can use it.
Highly concerned with symbology, Hermetic magic calls upon angelic names to open the gates of Creation, oft en through the secret language of Enochian. With this language of the angels, the Hermetic can unleash sounds and vibrations that resonate with the key elements of the Tellurian, and enforce his will on it. Other Hermetic tools include swords, wands and st aves, the traditional instruments to represent violence and power, as well as circles, triangles and other geometric symbols, which can represent direction, measurement or confinement with their simple purity and mathematical precision. Some spirit magic also relies on ancient pacts made in early days. Just as Hermetic mages are fond of trading favors among one another, they often make deals with spirits for tutelage or aid, calling on those spirits later with special symbols or objects. A few symbols like the Seal of Solomon are even considered invested with perpetual power or divine discoveries of universal keys, so they can be used to perform incantations time and again.
Hermetic mages gather and study in Chantries, like other mages, but they are noteworthy in that they're the ones who pioneered the idea among the Traditions. Most Hermetics have a double life: a Hermetic Word and craft name, and a mundane identity. After all, despite the need to master multiple languages, esoteric mathematics and tomes of symbology, Hermetic mages must also be adept at surviving mortal society, especially with the spirit world dangerous to enter. For this reason, Hermetic mages keep their affiliation a secretive sort of allegiance much like the more mainstream societies of Masons and Rosicrucians.
Specialty Sphere: Forces
Common Foci: chanting in Enochian and other obscure languages, pentagrams and circles, Seals of Solomon, specific numbers, staves and wands, swords
Not all science needs to be banal and regimented process trumpeted by the Technocracy. So say the Sons of Ether, and they practice what they preach. From the mad, inspirational science of Victorian wonder-workers' to the fringes of cutting-edge alternative scientific theory, the Sons of Ether use it all. While other Technomancers pioneer new worlds, the Sons of Ether take the discarded cast-offs of technology and turn them into creations of the imagination. No invention is too strange, no theory is too obscure, for them to tweak it and find a way to use it. Contradictions? Impossibilities? Nonsense — there are only doors that have not yet been opened by Science!
Background
With roots dating as far back as the Middle Ages and a series of changes through the modern day, the Sons of Ether have quite a convoluted background. The most basic foundations lay in the document known as the Kitab al Alacir, the Book of Ether, from which early philosophers propounded a science based not on observation, but on belief. Presumably based on the works of early philosophers and translated through several secret forms, the document eventually surfaced in 12th-century Spain, where a pair of enterprising mystics (one a Hermetic craftsman, the other a Templar) took its teachings to heart. They formed a Natural Philosopher's Guild, one dedicated to the study of met aphysics and mysticism. Side by side with the more reasoned workers of the Renaissance, these guildsmen went on to pioneer new creations and inventions. Where the Order of Reason propounded a rational and dissemble state to the universe, though, the guild held that creation functioned due to the spark of genius in the individual, that the universe had no limits as long as one did not recognize any.
The Natural Philosopher's Guild survived in muted form among various groups of imaginative pioneers, never really united after its founders' time. However, the end of the Renaissance ushered in a technological age with possibilities heretofore undreamed of by mankind. Those who opened their eyes to these possibilities, who strove to make something meaningful instead of denying opportunities, still carried the flag of the guild until its formation as a recognized part of the Order of Reason. The spark literally came with the development of electricity, as these scientists formed the Electrodyne Engineers.
For the better part of a century, the Engineers advocated the wonders of electricity, the value of perception in experimentation and the power of the questing spirit. Their methods flew in the face of the new Technocracy's more reasoned pursuits. Willing to stride off into the unknown on the backs of wild theories and discredited sciences, the Engineers imperiled the Technocracy's idea of a safe, stable, methodical scientific world. Decrying the Engineers' methods, the Technocracy levied sanctions against them, up to and including publicly denouncing their favored theories.
The Technocracy proclamation of the ether as fiction was the final stone. The Convention took upon itself the new moniker "Sons of Ether," and turned to the Traditions for succor.
Over the next several decades, the Etherites alternately advanced cutting-edge theoretical sciences and renewed old ones. From jet-packs to quantum mechanics, chaos math to etherships, they proved their commitment to truly inspired science in numerous ingenious devices. Their adventurers strode the globe as heroes whose exploits, too unbelievable to digest as fact, instead entered popular fiction. And they continued to dream, and to build.
Today, the Sons of Ether occupy a prominent place in the Tradition Council. Although many consider them deranged or just plain unstable, their devices and inventions sometimes work when other magic would fail, and their familiarity with technology gives them an edge in conflict with the Technocracy. As science travels into infinitely more detailed realms, the Sons of Ether find more cracks to exploit. Quantum theory accepts a subjective view of the universe. Dark matter theory posits the existence of an unseen yet massive matter all around — the ether. The Sons of Ether have always renewed the old, and their Tradition's vitality seems to show more of the same.
Organization
Given the fractious and chaotic nature of most Etherites, it's not surprising that their Tradition follows suit. Initiates are brought in from science classes and philosophical discussions, often after propounding on the nature of the Kitab al Alacir (once a true Scientist has circumspectly dropped a copy in the student's care). A student who manages to break through the barriers of conventional logic and realize his own theories on the contradictions inherent in the universe can be guided into a mentorship as a true Son of Ether.
Once inducted, a student's advancement proceeds along academic lines. Etherites correspond and publish journals or papers to propound their theories. Publication in Paradigma, the Etherite journal of universal science, is the most prestigious of these works, but other papers and theses can carry weight as well. Those who build useful and interesting theories consistently — especially those who build functioning devices based on them — earn acclaim. The more advanced the student and his theories, the greater his accolades. Sons of Ether eventually acquire titles like Doctor and Master Scientist.
Where once the Great Hall that leads the Tradition was a Horizon Chantry based just outside Paris, the Scientists now meet in more mundane buildings to discuss their Tradition's advancement. Typically, Master Scientists and Doctors staff the Great Hall, which acts as part parliament and part academic circle. However, although a student may serve in the capacity of "gruntwork," every true Scientist remembers that inspiration is an intensely personal path and gives merit to the ideas of any Etherite. In theory.
Factions
Despite their wildly divergent theories, Etherites do tend to clump together. Often, several scientific specialists will share their knowledge of their respective fields to work in concert on a large project requiring all of their knowledge. Etherite factions generally form from such gatherings.
Some sub-societies are stable enough to bring in new blood and remain homogenous. Pioneers of space, the Ethernauts explore the reaches of the cosmos, and of other dimensions, in search of new wonders to bring back to Earth They visit other worlds in their powerful etherships, sabotage the Void Engineers and bring back samples of the strange. With their incredible mastery of Matter, a few of these pioneers have made some theories about shielding their ships from the storm winds lashing the wall between dimensions, and their once-ridiculed craft may become a potent tool in exploration of the Umbra.
The well organized Utopians wish to build a better tomorrow on Earth through Science. These Scientists spread not only potent devices to improve the quality of life, but also potent ideas — expressions of wonder, hope and unity. Their social conscience leads them to help others and to make their unusual theories open to everyone.
The few remaining Cybenauts cruise the Digital Web and turn it to their whims. These Etherites fervently believe that the Web itself is the next battleground of the enlightened, that the minds of' Sleepers will be decided there. Of course, most mages — er, Scientists — have more important business on Earth these days, so the Cybenaut faction wanes in popularity. Still, the Web is a perfect place to try out theories in virtual space, where they're less likely to wreck any real-world surroundings.
Politically, the Progressivists want to modernize the Tradition, starting with internal politics and structure and working up to theory and practice. The largely female faction argues that the Tradition as a whole does a poor job of keeping up with the social developments of the years, and that Etheric tendencies to rely on outmoded social constructs as well as outmoded technologies is too limiting to the Tradition as a whole. Most Progressivists want to start by renaming the Tradition and instituting a more democratic leadership.
The term Mad Scientist refers to those Etherites with a decided tendency toward the creation of dangerous devices with questionable goals. It's been a sad but true state that the Etherites' genius often comes hand-in-hand with some instability, or with a drive to see the "big picture" in a fashion that misses the point of the exercise. From these Etherites hail such legends as Doctor Frankenstein, whose laudable advances were twisted to unfortunate ends. They are not so much part of a united faction as examples of a recognized phenomenon within the Tradition.
Lastly, the Adventurers are Scientists who rely not only on their command of Science, but their physical acumen, wits and daring to explore new parts of the world, fight "villains" and perform heroic deeds. While many would scoff at them as simplistic, the four-color inheritors of Doc Savage and John Carter do have a certain nostalgic appeal. Modern Adventurers take on a more pragmatic approach, using their fabulous Science to build fantastic (but often concealed) armor and weaponry with which to pursue their crusades against criminals, hypocrites and madmen. Again, they don't make up a real force within the Tradition (there's no "Legion of Super-Heroes") so much as a new breed of scientist.
Philosophy
While Technocrats codify the universe into a static mold explainable by convoluted science, the Sons of Ether reject such a notion as foolish. The universe is far too vast, and its permutations too varied, for any single equation to hold sway over it. Indeed, the very act of observation changes the outcome, as the Technocracy has discovered in its own acceptance of quantum science. Thus, discovery and invention are personal processes, driven by the wonder and inspiration of the individual. Nothing is "impossible" or a "dead end" — it's merely an average that someone else decided not to explore. From the "disproven" theories of yesterday, the Sons of Ether create the wonders of tomorrow.
Failings
Given their incredible diversity of theories, it's a wonder that Sons of Ether manage to communicate at all. By definition, their concept of science is highly individualized, more so even than the magic of other Traditions. Every single Etherite has his own spin on — well, just about everything. As a result, it can be very difficult for Etherites to find any common ground to discuss their practices, especially when two Etherites practice mutually contradictory theories (and both are right, of course, as demonstrated by the fact that both of their inventions work). Given that the Etherites can barely reach a consensus internally, it's nearly impossible to imagine them as comprehensible to other Traditions. Any three Etherites discussing a topic of magic will come up with five or six different theories on the fly, all equally implausible. This individuality makes it very hard for the Etherites to spread around their more complex notions and impressive theories, and even more difficult for them to adapt to the other Traditions.
Theories and Practices
With the Sons of Ether, magic all comes down to Science! Perception defines the universe and so each scientist builds his own model of reality.
From there, the individual can posit theories about the functioning of reality as he sees it, and those theories lend themselves to creations. With intuitive insight, the scientist builds inventions, gives them a spark of power and understands them on a level that no other person can comprehend.
Etheric inventions are, of course, highly personalized. Some are extremely fanciful, while others are more practical or based on "real" science, like a phased-energy point defense system. Each scientist's particular bent on creation influences his style. Thus, some Etherites use large, bulky creations made from 1950s or earlier technology, while others invent new spins on modern technology and make wonderfully compact and convenient devices. A few Etherites also experiment with mental powers, psychic phenomena, and pseudo-mysticism, especially the Adventurer types.
When an Etherite derives a new theory and builds an invention for it, it's common practice to publicize the event through one of the papers or periodicals of the society. That way, every Etherite can examine it, determine its personal validity, and use or change it as desired. For this reason, a great many simple inventions are common among the Etherites. Where other Traditions might rely on rotes to generate repeatable Effects, the Etherites have common gizmos and formulas that have been shared, refined and tested with time.
The use of specialized materials varies with the individual scientist. Some base their works heavily on the use of a unique material — ether being the most common example — while others are more pragmatic. Scientists have been known to use everything - from carefully custom-crafted filaments and parts made of plutonium, silver, biomatter or stranger stuff, to devices that simply rely on outdated technology rewired to perform some new function (say, a robot built from common kitchen appliances).
Specialty Sphere: Matter
Common Foci: Computers, ether goggles, engineering schematics, hand tools, mathematical constructs, mental disciplines, scientific meters, specialized alloys, timepieces
We come into the world bloody and squalling; we prey on flesh and fruit for survival; we grow, learn and adapt; we wane and die, only to feed new life. This never-ending cycle occupies the Verbena, and its constant pulse is the heart of the Tradition. Primordial sorcerers, potent healers, skilled shapeshifters — the Verbena dive into sex, blood and flesh without inhibition. Their passionate understanding of all life fuels an equally primeval magic.
Background
Like the Tree of Life that they use as a symbol, the Verbena have deep roots. By their own lore, the first union of the fragmented Pure Ones — Avatars — with the new world of flesh created the earliest shamans of humanity. Newly formed, the flesh still kept its ties to its primordial state.
The combination of soulful endowment with feeling, growing life created the first primal sorcerers. These living shamans, so the Verbena tell, understood their position in the cycle of living. Their connection allowed them to shape their bodies as they willed, to make their own place in life's processes, and to understand the pulsing threads of the Tapestry.
Later, the rise of civilization caused these individuals to spread among many cultures and groups. They carried with them sacred knowledge of the living world, and they spread it where they could. However, people were always uncomfortable with notions like death and sickness, which were as much a part of the natural cycle as health and prosperity. So, even as healers and mystics, the Aeduna — predecessors to the Verbena — had to conceal themselves among secret orders. In doing so, they hid elements of their wisdom in bits of lore, small traditions and common folkwisdom. In Greece, Rome, England and even farther afield, the Aeduna spread their mystic ways. Greek legends honored mother-figures and spoke of the thin borderlands between life and death; English Paganism paid homage to varied gods and goddesses of earth and sky with sacrifice and ritual; Romans invested the Earth itself with an identity as a life-giver. The dancing circles expanded and rites of fertility crept into common use.
The rise of Church power in Europe's Dark and Middle Ages shattered Aeduna organization. Fearful peasants were taught to shun their base needs and desires, and an undereducated populace looked to the Church for salvation after the fall of Rome. Church inquisitors persecuted the "witches" and denounced their practices. The already cautious mages fled, hid, turned and died in droves. Their power broken, the few remaining magicians retreated to Horizon realms, underwater labyrinths and secret glades, or practiced muted forms of their magic as wise healers or herbalists without bringing their beliefs into public view. Indeed, the very term "Verbena" came into use as the moniker of a healing herb, applied to the Tradition for its noted herbal poultices, concoctions, salves and remedies and also for its affinity for living, growing plants. Pagans, naturalists and seasonal celebrations sheltered the Verbena through the Renaissance and a rebirth of interest in occultism only continued to spur their growth in the 1800s. However, many Verbena customs had been lost or diluted, and the additions of neo-Paganism and modern Wicca only came into the group haltingly and under some dissent. By the modern day, the remaining Verbena had adjusted enough to include such members, although teaching in the Tradition continues to go far beyond the notions espoused by such revival groups. Fortunately for the Verbena, they've always had a strong core. Their small covens are very personal, and Verbena are often more sociable (at least amongst one another) than other mages, so they have been able to hold on to many elements of heritage that would otherwise be lost. Interest in crystal magic, herbalism, aromatherapy and similar holistic practices only continues to feed the Verbena Tradition, and those who feel the heartbeat of all life continue to join.
Organization
On the local level, Verbena tend to center around covens — small groups of practitioners and faithful, often in a mystically significant number like three or 13. Verbena covens often include entire families, where possible, and they can splinter or re-form as needed to make groups in different areas or to accommodate new members.
Large gatherings occur on seasonal holidays when many covens will join for special rites. At such gatherings, any properly initiated Verbena may speak, but weight is often given to those with the wisdom of age, insight and strong memories of past lives.
Like everything else about the Tradition, membership is not for the faint of heart. Initiates experience a ritualized (and symbolic) death and rebirth, then undergo a series of ordeals to properly test their mettle and welcome them to the Tradition. Those who don't have the strength to go all the way must remain supplicants or quit. Thankfully, however, the Verbena generally don't kill those who fail their tests. There's often some strife between factions as more progressive Verbena skip over the rituals that the traditionalists consider important, but everyone proves their dedication before admittance.
Factions
Believing that the Avatar embodies a reflection of prim al energies, the Verbena tend to divide along lines of Essence. This distinction does not come so much a matter of cataloging the Avatar and its individual foibles, as suiting the natural drives of the mage's soul. Some Verbena even trace bloodlines in the belief that Avatars tend to reincarnate through familial groups, and there is some evidence that they may be right. However, Verbena are by no means forced into a group as a result of their Avatar's predilections. A mage can always choose an allegiance based on his personal preferences.
Forming the base of the Verbena Tradition are the Gardeners of the Tree, Pattern mages who try to keep the old ways alive and pure. These mages keep records, track family lines and trace the heritage of Verbena rituals. Their scholarship is often noteworthy, as they pursue such goals rather doggedly. Conservative Gardeners count as "true Verbena" only those with a blood relation to some ancestral family at the root of the Tradition. More flexible Gardeners content themselves with remembering old rites and propagating the spread of the most fundamental elements of Verbena heritage.
Even more primal than the Gardeners are the Twisters of Fate. The mages of the Primordial Essence follow old songs that are heard no longer by other Verbena. Often considered a bit odd even by Verbena standards, they could be seen as a splinter group except that they have little unification. Still, they possess a keen wisdom and many have powerful memories of past lives. They often feel tugged to restore lost ways and to reduce complex Verbena rituals to their base parts.
Moon-Seekers fall under the Questing archetype. Such Verbena are travelers, explorers, those who welcome new ways into the fold. A Moon-Seeker is as likely to use a New Age crystal-waving ceremony as a traditional athame and rune-carving ritual. These Verbena wander far afield, bringing new bits and pieces into the Tradition's repertoire and looking for the acknowledgement of life and divinity in the simple rituals that people create for themselves in the new millennium These Verbena often have strong ties to the community, and they enjoy learning as much as teaching.
Lastly, the Lifeweavers tend to have Dynamic Avatars. These Verbena move far afield, ignore old rites and make things up as they go along. More conservative Verbena often look askance at them, but the Lifeweavers still practice a reverence for life and know the value of sacrifice. These mages enjoy exploring the limits of their practice. They change shapes, work with many different Patterns and generally get their hands dirty mucking around with as much Creation as they can handle. Theirs is the joy of discovery.
Individual Verbena covens and cabals can sometimes be considered factions, although they are usually too small to compare to the broader groups.
Philosophy
Life is the greatest mystery of the universe. Base matter and energy do not grow, think, react and multiply. All life is a cycle that forms the heartbeat of the Tellurian. In the tiny fragments of that web are infinite individuals, all woven together by their shared trials and breaths. To recognize the constancy of life’s cycles is to realize its pattern to grow beyond any expectation or boundary, to take any form and to achieve any goal. The process is never easy. Often, it is fraught with pain, predation and death. Life perseveres.
Failings
Bloody -handed sacrifices and disturbing rites are not for the squeamish. Prospective Verbena must have strong stomachs indeed to fit in with the Tradition, and the Verbena can be blunt and uncomfortably open about practices that many would consider revolting or taboo. As a result, the rest of the Traditions tend to keep them at arm's length. The more sterilized Traditions, like the Sons of Ether and the Order of Hermes, consider the Verbena uncomfortably primal. Intuitive groups like the Dreamspeakers and Euthanatos see a greater kinship, but they still look askance at the sheer viciousness with which Verbena can emulate the living cycle.
Since their magic is so very tied to their primal living natures, Verbena have a tendency to get lumped into the category of "Satanist witches" even today. While modern people may not understand, say, Virtual Adept technology or Dreamspeaker cultural songs, they're fairly accommodating. The brutal familiarity with which the Verbena strike home life's truths causes enough discomfort that Sleepers who see their works tend to get frightened — and many lash out as a result.
Theories and Practices
In many ways, Verbena see themselves as guardians of mythic threads — elements of magic that remain intertwined with the more mundane aspects of life. The earliest magicians naturally felt the interplay of life and spirit through their strong connection to Creation and the Pure Ones. Although such ties are weakened and dying, the Verbena still feel a similar pull, and they work to promote such ties wherever they can — in simple actions, beliefs and customs that reaffirm the power of life.
With fertility rites, dances, and simple joy in living, the Verbena open their perceptions to the pulse of all life. To this Tradition, the acts that reaffirm living nature are sacred. Verbena acknowledge and embrace the changing seasons, health, sex and sensuality, raw emotion and instinct dutifully.
In conjunction with their ties to life, though, the Verbena know that life isn't always sanitized, pretty or happy. Blood has raw power due to its symbolic and literal key as a fundament of life, and Verbena tap that power with scarification and sacrifice. Predators hunt and kill their prey, and Verbena believe in the correctness of the natural cycle in such actions. Pain is a teaching tool, not something to be shunned. Therefore, the Verbena are far more comfortable with their feral, instinctual drives than most people, an animalistic nature that can be disconcerting. Most other religions and groups have some line that they won't cross or some belief that they won't violate: a belief that blood is sacred and not to be shed, or that sex is empowered through denial. Not so the Verbena, who embrace all of these passionate techniques.
For their magic, Verbena use anything from bloodletting, to rune-carving, to animal sacrifice, herbal mixtures, transformative rites and even some New Age techniques that have blended into the Traditio n. The key is to find a natural element that connects with the Verbena's will. As the Verbena see it, the natural resonance of life never left the world, even if mankind has upset its balance with reckless growth and extinction of many species. Hearing that rhythm, the Verbena does what needs to be done — mores or conventions be damned.
Specialty Sphere: Life
Common Foci: Altars, athame, blood, cauldrons, chants, cups, dance, herbs, incense, ordeals, pentacles, runes, sacrifices
No Tradition mirrors the modern world so much as the Virtual Adepts. These former Technocrats embrace technology and its ability to empower people, and they strive to make that technology available to everyone. While most Traditionalists concern themselves with antiquated ways and renewal of ancient practices, the Virtual Adepts are on the horizon searching for the cutting edge. The Virtual Adepts ride the wave of the computer revolution, and they use these machines to expand their minds, enable worldwide communication and model novel visions for reality. By spreading computer and communication technology to the Masses, the Virtual Adepts help people enrich their own minds. The spread of information and knowledge makes everyone richer and leads to better versions of the world, leaving behind antiquarian notions, physical suffering and social inequity.
Background
Not surprisingly, the Virtual Adepts sprang from the same roots as the Sons of Ether, beginning as a Technocratic Convention when the Electrodyne Engineers and Artificers of the Technocracy gave birth to an entire discipline devoted to computation, logical thought and the process of storing and interpreting information. These scientist s developed machines to process information for humans, to store images or words that humanity described and to expand human senses, memory and computation beyond the normal limits of the mind. Fired up by innovations like the telephone and the difference engine, these visionaries became the Difference Engineers. They worked with complex models of Babbage's difference engine, Lady Ada Lovelace's computational theory and Bell's long-distance communication devices. At the same time, they included the electrical theories of the Electrodyne Engineers and assimilated revolutionary notions from such luminaries as Nikola Tesla. The result, naturally, was a group of scientific dreamers who brought out ideas at a furious rate, fed their own discoveries with their new computational and communication power and reveled in the wild side of cutting-edge theories.
Naturally, the developing Technocracy needed the computers and communications pioneered by the early Difference Engineers, but it deplored their anarchic notions, haphazard development and barely traceable information network. Matters came to a head during the second World War.
The idealistic Adepts pushed for Technocratic involvement with the Allies against Hitler early in the war, but the Technocracy hesitated to bring its weight to bear. The Virtual Adepts brought their resources into play for the Allied forces covertly, sowing the seeds of dissension. Having flouted Technocracy-wide policy once, the Adepts rallied to their own secret projects after World War II. Adept research culminated in virtual reality as
Alan Turing explained his theories on virtual space, machine intelligence and self-replicating devices. However, the Technocracy shut him down permanently for his overzealous research.
The loss of Alan Turing signaled to the Virtual Adepts the Technocracy's unwillingness to embrace their new technologies. The Technocracy needed Virtual Adept techniques, but it wanted to implement them in its typical slow and monolithic fashion. The Virtual Adepts wanted to explode peoples' awareness with their new developments and make their cutting-edge technology available to everyone. Virtual Adepts around the world recognized Turing's demise as a message from the Technocracy to do as they were told and invent what they were ordered to invent, lest they become expendable. In typical anarchic hacker fashion, the Adepts refused to recognize Technocratic authority. Collectively, the majority of the Adepts fled, and the Convention applied as a whole for membership with the Traditions. The sorely pressed Traditions needed inside information about the Technocracy and a holder for the Seat of Correspondence; the Virtual Adepts needed a sheltering organization combined with the freedom to continue their boundary-pushing work. The two groups had found a match.
Although the Virtual Adepts are still distrusted by many within the Traditions due to their reliance on technology, the Tradition remains a keystone in the arsenal against the Technocracy. Their understanding of Technocratic tools and their ability to turn devices against their technological enemies makes them invaluable in the inevitable conflicts. Ideologically, the Virtual Adepts push constantly for new visions of reality, and they put such visions into practice through virtual space. On the Digital Web, they are masters of all they survey, and they bring out every possible idea for the future world. These elements make them the truly vibrant technological blood of the Traditions, and in many ways, they are the ones who fit best in the modern world. As more and more Sleepers get online, the Adepts' community grows. Newer, faster, better, now is graven in the Adepts' hearts, and they'll bring inspiration from the virtual worlds or go out in a blaze of glory trying.
Organization
Naturally, Virtual Adepts are a fractiously chaotic lot. Their only real "organization" comes in the form of their various member spaces in the Digital Web and in the few who actually bother to run in groups; most bow to no authority. Indeed, Adepts recognize others only by "eliteness." On the Web, where one's gender, race and physical state are all irrelevant, the only thing that matters is the quality of one's deeds. Adepts develop reputations based on their achievements, and younger Virtual Adepts may flo ck to aid a truly elite member when she puts out the call. Odds are good, though, that a few will do their level best to sabotage the assemblage simply to gain some notoriety.
As a result of their near-total disorganization, Virtual Adepts generally don't bother with long-winded titles or recognition for formal occasions. Indeed, they thumb their noses at other Traditionalists — like the Order of Hermes — who rely on such politics. One would think that training and developing a resource base in such circumstances would be difficult, but it's just a matter of computer contacts, rule by the cool and a little bit of bluster.
Factions
Adept factions change as rapidly as technology, so it can be tough to keep abreast of them. Making matters more complicated is the fact that many Adept groups include both Sleepers and Awakened crackers, so one can't always distinguish the mages from the unenlightened.
The dying Cyberpunk movement embraces the nihilistic end-of-days attitude that the future will be darker, dirtier and meaner than the present, if possible. These crackers use heavy weapons, hardcore programming, infiltration and sometimes various drugs to amp themselves to the top before going' ballistic on their various targets — corporations, politicians, each other... anyone that they don't like. Not surprisingly, they often rely on Forces to get the job done. As the Virtual Adepts continue to refine a vision of a better world, the defeatist attitude of the Cyberpunks thrashes out its death-throes in the gutter. The Cyberpunk movement as a whole seems to be maturing, heading toward a more educated and intellectual elite that embraces high material technology and cybernetic experimentation in a fashion reminiscent of the Technocracy's Iteration X. The more intellectual Cypherpunks act with the reckless abandon that one would expect of a stereotypical cracker, but instead of relying on guns and a bad attitude, they crank up their computer programs and data-analysis skills. Cypherpunks enjoy collecting random trivia, esoteric data and hidden secrets, then spreading it around to all and sundry. Often, they are quite contrary, and they force people with whom they associate to examine all sides of a problem. From there, the Cypherpunks hope to gain new insight in several directions. Cypherpunks spend a great deal of time in the Digital Web, as one might expect. Naturally, many Cypherpunks study Mind sciences in addition to Correspondence.
The Chaoticians use Entropy to study extremely complex and chaotic systems. These Adepts believe that the information process is an inherently unstable one, and they look for understanding in the cracks and flaws of data. Their studies, of course, draw them into fractals, chaos mathematics, unstable systems and so-called hard problems. From these sorts of premises, they figure out the flaws in how things work, or in the world itself. They also delve into how tiny changes can effect large-scale results, and many indulge in a little bit of experimental social engineering.
The growing Reality Hacker faction believes that the universe itself has an underlying order, information storage system and language, and they tap into that language to tell the universe how to order itself. Instead of contenting themselves with virtual realities and the Digital Web, these hackers decode the structure of the cosmos. Bending space and gravity are the early expressions of their work, but serious reality hackers get into Matter manipulation, alteration of universal forces and all the things that naughty little hackers shouldn't touch. If the universe is built with the ultimate "computer language", then staying up a whole lifetime to hack it is the ultimate rush.
Expressing the purest Correspondence theories, the Nexplorers make up a large chunk of modern Virtual Adepts. The Digital Web is prime turf to Adepts, but the Nexplorers hope to forge new visions for a brighter, better world. While all Adepts want to create a "Reality 2.0" into which the Masses can Ascend, the Nexplorers are most concerned with making it an improvement on the current world, not just a system that they control. To that end, they advocate careful construction of Digital Realms and exploration of other sorts. They press for space travel and dimensional travel, among other things, although the Tradition has limited resources in that regard.
Philosophy
Information is the ultimate power and the ultimate tool. Devices, magic, tricks and Traditions can all do great things, but only when guided with the proper information. Therefore, the Virtual Adepts want to learn as much as possible, to explore and develop as many ideas as possible and to open the world to new knowledge by discovering loopholes, tricks, shortcuts, innovations and dreams. Eventually, people will recognize that information (and their understanding or processing of it) is their key to sensing the universe. Once that happens, it's a simple matter to make a better universe — a Reality 2.0 that can be modeled, shaped, simulated in a virtually real fashion, then embraced and made into a new world for everyone. The best and brightest (and most elite) lead the way, so that humanity can benefit.
Failings
Antiauthoritarianism combined with a respect for only the new means that the Virtual Adepts not only reject society, they spurn the very people they want to help. They treat Sleepers who "just don't get it" with condescension at best, and derision at worst. Strife erupts constantly between competing Adepts as they fight to establish who's on top and who's yesterday's news, and the Tradition recognizes no consistent leadership.
Eventually, the Adepts will either implode, or they'll fall into step behind a system of super-echelon “elite” and lower-class “end users.” The Tradition needs to grow up and recognize that along with discovery comes a responsibility to implement said discovery safely.
With the recent crash and whiteout of the Digital Web, the Adepts lost a lot of ground in their most promising area of control. Although the Web is back up, it’s now flooded with sleepers who’re getting closer and closer to matching the Adepts in computer techniques. Adepts who once saw themselves as masters of the realm are in for a rude awakening as they realize that once the Sleepers are in, they’re in for good. Now that the Adepts have thrown open the doors to let everyone into their playground, they have to accept that people are going to do things they don’t like. Many Adepts are unwilling to do so, and they go so far as to spitefully crash or flame various Sleepers who get into the Web. Instead of stagnating in the Web and claiming it as their exclusive turf, these Adepts must focus on the Tradition’s purpose as heralds of the new. Otherwise, they’ll become nothing more than petty dictators in a world that slips slowly from their control.
Theories and Practices
Naturally, as masters of the computer, Virtual Adepts excel in all sorts of tele-techniques, information processes and Digital Web exploration.
According to the Adepts, information has a flow all its own. Some Adepts even accord information with purpose or motive. In the end, virtual realities are just data; long-distance communication is just pushing information around; even physical existence is predicated on information storage. If one manipulates the facts, the reality follows suit. And, there are always new facts to find....
Stemming from their mastery of information and transference, Virtual Adepts develop strong computer processes to manipulate their surroundings. Although strongest in the realms of ephemeral data, many Adepts can develop hardware and programs to do anything from projecting force fields to shifting their appearance. Such procedures work best in the Digital Web, of course, but that constraint doesn't stop the Adepts from engaging in some judicious reality hacking with the right techno-toys as backup. The Adepts love new gadgets, high-tech devices and anything that gives them a leg up on their brethren.
As one might expect, Virtual Adept "meetings" are more along the lines of teleconferences and projections, often in safe havens of the Digital Web. Initiation? Once a prospective young Adept has pulled off a few impressive moves or crunched some good code, he's one of the group — as long as he's not a total social retard among the techno-geeks. Training? What training? Individual Adepts pull together their skills out of experience and sheer balls, combined with their own beliefs in what's important. It's not uncommon for a Virtual Adept to have a certain lucky charm, a day of remembrance for a particularly worshipped hacker (Alan Turing's birthday is common) or even to talk to a computer like it's a friend, pet or Devil in a box.
Specialty Sphere: Correspondence
Common Foci: Computers (of course), cybernetic implants, hacking rituals, mathematics, programs, sensory gear, surveillance equipment
People are dying, ideals are dying, magic is dying, the world is dying. The Hollow Ones have known as much for some time, and they've accepted it. Now, they know that the world is going downhill, but they plan to enjoy the ride. Reveling in nihilism and a rejection of social mores, the Hollow Ones luxuriate in Gothic elegance and a decadent, romantic languor.
Background
Since they are not functionally a Tradition, the Hollow Ones do not occupy a seat on the Council of Nine, they have no recognition among the Traditions and other mages generally consider them a pain. They don't have the luxury of an extensive library of history, either. Instead, they point to Romantic poets, Victorian spiritualists, 1920s flapper counterculture and modern Goth culture as their architects. Hollow Ones themselves can't agree on their foundations; instead, they're more concerned with what they get out of it. As a hodge-podge subculture, they take what they like and discard the rest; this applies equally t o people, philosophies, magic and belief.
Still, Hollowers are a product of the modern age, or rather, a rejection of it. The Hollow Ones despise the frenetic pace of modern life, the too bright yet tacky technology of mass marketing and the banal stratification of society. Instead, they cling to notions of a more elegant age. Hollowers sip at absinthe, play at poetry, indulge in fetishistic fashion and follow the trends that lead them to death's door. The Reckoning that's at hand only lends credence to their beliefs. If the world's spiraling into destruction, they'll be the ones who are ready for its untimely demise.
Organization
Cliques rule the day among the Hollowers. Instead of forming philosophical factions or Avatar-driven groups, these mages just hang out in small clubs or social groups. Cliques tend to be fiercely competitive and jealous, but they can put aside their differences to work together sometimes. Since Hollow Ones often come from broken homes or dysfunctional families (whether wealthy or poverty-stricken), they indulge in whatever sorts of passive rebellion they can find — and that means hanging out with other people who've survived similar experiences and taken up the same candlestick. There's no hierarchy. There are young Goths and dead Goths, but old Goths are just pretenders. The social cliques that Hollowers form are the only real families they know, and they're fiercely protective of them, but without any political vision, they shrug off any attempts at real "organization." About the closest that Hollowers come to any sort of recognition in their ranks is when they choose someone to speak for a clique, or when they compete for pieces of unusual arcane lore or trivia in an attempt to seem spooky or knowledgeable in occult esoterica.
Factions
As the Hollowers lack organization or much in the way of politics, they aren't terribly factionalized. For the most part, they can be simply divided by their relation to the other Traditions and to magical society. Everything else is a matter of personal preference. The term Councilor is sometimes used to refer to a Hollower who expresses a desire to see the Hollow Ones join the Traditions, but most often such individuals are labeled "sell-out" or "fascist jerk." Some Hollowers think that there's much to be learned from the Traditions, or they desire a sense of belonging; others have friends in the Traditions or are hungry for some political clout. These mages tend to burn out quickly. The Council doesn't take them seriously, and the other Hollowers often ridicule their ambitions.
Those most violently opposed to the Council are the Revolutionaries, who may agree that the Technocracy sucks, but think that the Tradition Council is just another oppressive system. These Hollowers want to evade the fighting groups altogether and just die in peace.
The majority of Hollow Ones don't have any recognizable faction. They hang out, enjoy the club scene, spend time with their cliques and shoot the shit on topics ranging from the modern economy to the spirits supposedly haunting the local cemetery.
Philosophy
Although the Hollow Ones don't believe that the world is necessarily doomed, they do feel that it's a pretty crappy place. As a result, they eke out what satisfaction they can get, and they encourage others in t heir own morbidity. Still, they have an abiding curiosity, a desire to scratch beneath the surface and see how things really work — the squirming guts inside the underbelly of society. Where other mages are driven by one view of magical theory or a certain Awakened goal, Hollowers are as likely to be motivated by a tres Gothic evening of sybaritic relaxation as by the opportunity to dig up some piece of esoteric trivia.
Failings
Some days, Hollowers can’t even be bothered to get out of bed. It’s an attitude that leads to defeat. Though Hollowers are accepting and flexible, it’s hard to motivate them to give a damn about anything. As a result, they accomplish little. They’re poster children of wasted potential, yet they won’t fit into “normal” society or change to accomodate it. A very few achieve some level of real ability and find a focus to drive toward Ascension or some other goal, but many just spend their nights sitting on their collective asses and doing nothing productive.
Theories and Practices
The Hollow Ones' greatest strength may stem from their lack of convictions. Since they refuse in accept anything at face value, they dig up all sorts of wisdom and incorporate it into their own styles. While Hollow Ones tend to center around any tiling from late 1800s spiritual is in up to modern neo-Pagan nihilistic fetishism, they are willing to try just about anything once — especially if it'll give them a unique angle or a way to impress their clique.
To the Hollowers, Ascension is a far off goal, one that may never be reached. Sure, they can feel the pull of the Avatar, but if you're going to die tomorrow without achieving anything, why bother? This lassitude gives them the leisure or explore many different avenues, though, and ironically, it leads some to find enlightenment in the oddest corners and crafts. As a general rule, Hollowers don't believe in any sort of global Ascension. People in general are assholes who can't be bothered to get any better, so it's a waste of time to try to change them. Since they develop eclectic techniques borrowed from many different styles, Hollow Ones have no real magical specialty or typical focus. Many start out with a little light occultism and then veer off into a personal style, studying whatever magic suits their fancy. As a result, Hollowers can use just about anything as a focus, as long as they have some idea of what they think they're doing. A Hollower using a computer had better have some understanding of the machine, while one using Santeria should've at least read a couple of books on the subject. Ultimately, they bring a scattered approach to magic that gives them a flexibility the Traditions can't match.
Specialty Sphere: None
Common Foci: Arcanology, blood, crystals, grimoires, poetry, runes, seances, spirit uality, Victorian ritual... just about anything, actually.
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