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[MtAw] Infos zum neuen Mage

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1of3:
Tja, das nächste ist schon erleuchtender. (Oder sollte es heißen: Erweckender.)


--- Zitat ---Following the lead of the dreamers, small bands of mortals set out to sea from many different lands, each following the vision given to them in dreams. They sought the island where, far from the lands of predation, they knew they would be free to forge their own destinies, unafraid of the night.

They came to the isle, following the pole star, and saw that it was exactly as seen in their dreams. Mortals from many lands, speaking many languages and following different customs, came together, and by silent assent settled in peace with no conflict, for they had traveled far fleeing from struggle.

And still they dreamed. The island sent them new visions, and showed them how they might learn to master the strange sights to which their sleeping minds had been privy. They began practicing the techniques of hesychia, the “stillness” or “incubation,” in which they retreated into dark caves and their bodies entered deep sleep while their minds traveled to far astral realms beyond the ken of other mortals.

There they met the Others, the daimons of their own souls, the hidden twin of each soul traveler. These judges challenged them to prove by what right they came on astral roads to the Realms Supernal, and set them to a series of tests. Many failed, sent back to their bodies in sorrow, unable to again journey forth in dream. But some succeeded.

These few returned with their souls aglow, lit by a celestial fire. They could see into the Realms Invisible and ken the secret workings of Creation, the principles and substances from which everything was wrought. Through the sympathy their far-journeying souls now shared with the Realms Supernal, and the knowledge they gleaned from studying realms visible and invisible, they could call down the ways of heaven, the higher principles that ruled over the lower realms of matter and spirit. They made their very thoughts real, imagination rendered into matter and flesh.

They had discovered magic.
--- Ende Zitat ---

Morpheus:
Von RPGnet: http://forum.rpg.net/showthread.php?t=191708

--- Zitat --- Originally posted on ShadownEssence.com
__________________________________

I Just got home from the SouthEastern Regional Event in Birmingham AL.

Will Hindmarch was there and I have to say he is a really great guy to sit down and talk with. I was initially planning on getting him realy drunk and clubbing his NDA over the head until it was uncoscious and then pummping Will for Info on Mage.

Fortunately I didn't have to as we Had advance copies of the Quarterly there wherein Bill pretty much gives away the whole show. Thats right 4 pages of Crunchy Mage goodness. You want your Sneak peak?

Splat Group one
The Paths

A Mage's Path represents his innate magical connection to a higher reality. . .

Acanthus: The path of the thistle, Arcana: Fate and Time
Mastigos: Path of Scourging, Arcana: Mind and Space
Moros: Path of Doom, Arcana: Death and Matter
Obrimos: Path of the Mighty, Arcana: Forces adn Prime
Thyrsus: Path of Ecstacy, Arcana: Life and Spirit


Splat groups two: Orders

the Adamantite Arrows Defends Sanctums and Cabals with its Combat Magic
Free Council Seeks to escape the strictures of the past and modernize the craft of Magic
Gaurdians of the Veil Protect the Mysteries from any who would despoil them or reveal them to the unenlightened
The Mysterium Searches for valuable lore hidden throughout the material and invisible worlds
The Silver Ladder desires to establish a proper hierarchy of the awakened -- with its members at the top

Gnosis is the Power stat.

Arcana Replaces Spheres. Death, Fate, Forces, Life, Matter, Mind, Prime, Spirit, Space, Time

The Paths are Inherent. The Affinity splat it looks like. I am rereading it now AGAIN!!. I was drunk the first time i read it and have been REALLY tired every other time this weekend.

The setting seems MUCH more mystical in tone than the old one overall.

And it also all ties Back to Atlantis.

I will post some more Later. I am really tired adn I need to eat something. Also I think the PDF quarterly Might be out tomorrow Anyway ..LOL

Cheers

Acanthus: The Path of thistle, Watchtower of Lunargent Thorn, the realm of Arcadia, kingdom of Enchantment, abode of the fae, ruled by the arcana of fate and time. """"Enchanters""""" epitomize the tarot trump of "the fool" relying on luck and intuition to guide their way.

Magistos: the path of scourging, watchtower of the Iron Gauntlet, the realm of pandemonium, Kingdom of Nightmares, abode of deamons, ruled by the Arcana of Mind and Space, """""Warlocks""""" epitomize the trump of "the devil" exulting in unfettered will.

Moros: The Path of Doom, Watchtower of the Lead Coin, the Realm of Stygia, Kingdom of crypts, abode of Shades, ruled by the arcana of Death and Matter, """"Necromancers""""" epitomize the tarot trump of death' remaining steadfast througha challenge.

Obrimos: The path of the mighty, watchtower of the Golden Key, the Realm of the Aether, Kingdom of the Celstial Speres, abode of Angels, ruled by the Arcana of forces adn prime, """"Theurgists"""" epitomize the tarot trump of "Strength" pursuing a divine mandate.

Thyrsus: the Path of Ecstacy, Watchtower of the Stone Book, the realm of the primal wild, kingdom of Totems, abode of Beasts, ruled by the Arcana of Life and Spirit, """"Shamans"""" epitomize the tarot trump of "the moon" following the allure of passion and impulsive action.


and then FiveDaysDarkness said:

Quote:
I too just got back from SERE, and I have to say the spoilers have me totally psyched more so than I already was.

One sample spell is given in the Quarterly. Basically, spells seem to be broad, magical effects one can work within a given Arcana (i.e. Sphere).

Now, my *guess* is that this equates roughly to the powers of the various Sphere levels of the old system. However now, it seem you take, get or purchase aspects of an Arcana as multiple, broad spells. However, it does not specifically state this so don't take it as the gospel truth. I'm just making a logical assumption.

For example, the spell given is Labyrinth. It is a five-dot Space spell that allows you to fold space in ways such as making a looping hallway, a forest where every direction you walk in it brings you back to the center, and so on.

In the section on rotes the following is explained:

"All mages can cast spells as soon as they learn the proper degree of Arcanum mastery (Space 5 in the given sample). This is called an improvised casting. It calls upon the mage's innate connection to the supernal world (a trait called Gnosis) and his Arcanum rating. This does not always result in a strong dice pool, however, especially for beginning mages. To improve their casting ability with a certain spell, mages can learn that spell as a rote, a tried-and-true crafting. He's a sample rote version of the Labyrinth spell (the spell effect's are the same as listed above, but the dice pool is more favorable):

Guardians of the Veil rote: Sundered Path
dice pool: Intelligence + occult + space
--- Ende Zitat ---

1of3:
Und es ward Mittwoch und meiner Einer ist mit diesem Spiel durch.


--- Zitat ---The Awakened City

The loose confederation of immigrants to the island soon organized into a city-state led by the magi. They called it Atlantis, which in their polyglot tongue meant "the ocean spire." Over time, the enlightened founded separate orders to fulfill the roles of governance, from mystical militia to scholars to a priesthood of the Mysteries to guide them all.

The magi of Atlantis traveled once more to the forsaken lands whence they had come, searching for new clues into the Mysteries, the tantalizing yet obscure secrets that ruled over everything that was, is, and shall be. Mortals there witnessed their power, and word of them spread as rumors and legends. Many left their homes to seek fabled Atlantis, the island of the magi. Yet no chart marked its place, and the stars no longer guided mariners to its rocky shores. Only those who saw it in dream could find it.

Rumors came now and then of foreign sorcerers, men and women who had also attained the Realms Supernal on their own, far from Atlantis, but they were rare. These people more often than not destroyed themselves by misuse of their power or were killed by commoners who feared their wizardry. Only on Atlantis were the Ars Mysteriorum mastered and codified for others to learn.

The Celestial Ladder

Yet the power to warp the very skein of Creation soon outstripped the wisdom of those who wielded it. The hubris of the magi rose unchecked. Many generations after the first had established Atlantis, their legacy turned sour. Mage turned on mage, and so was born the first wizards' war.

The victors claimed Atlantis as theirs, and drove the losers to the far corners of the earth. Then, combining their power, they wrought a great spell and erected a ladder to the Realms Supernal. They spurned the traditional astral paths by which a sorcerer's soul could approach the higher realms, for they sought to walk the celestial reaches in their own bodies. They stormed the heights and claimed the thrones of the gods for themselves, ruling from on high. No longer bound to earth, even their petty dictates and whims became real, for they stood over the lower realm and influenced it with their very thoughts. The subtle veils were rent, and the higher and lower worlds came together. The pure mixed with the impure, and the universe trembled.

Spurred by the imminent destruction and corruption of the world, the exiled mages banded together and assaulted Atlantis, climbing the star ladder and wrestling with the celestial mages in their heavenly palaces. Their struggles were terrible. The two sides clashed in a chaos of realms, and the losers—sorcerers on both sides—were flung from on high back into the lower realm.
--- Ende Zitat ---

1of3:
Interview aus dem Quaterly.


--- Zitat ---What Is a Mage?
From the Quarterly:

White Wolf Quarterly: So, what is a mage?

Bill Bridges: A mage is someone who’s Awakened, whose soul has been freed of an ancient curse afflicting mortals. Most people’s souls are Asleep, unaware of the raw power they can tap to remake their world. The truth has been hidden from them many lifetimes ago; all they know is a lie. Mages can see through the lie and enact humanity’s birthright: magic.

WWQ: Thematically, what is Mage about?

Bridges: Mage’s core theme is power corrupts. There’s danger in magic. Reweaving the Tapestry of creation can inflate the ego and overwhelm a mage in warped outlooks or lies that he believes to be true. Trapped in a world of his own misperceptions, the mage attempts to rework reality to match his new warped vision.

What’s real and what’s not? A mage’s Awakening gives him the power to see the Invisible Truth — and to create new truths. But his own mortal failings might cause him to create falsehoods and virtual realities mistaken for real. What begins as a quest to strip away illusions risks becoming a process of substituting new phantasms for old.

WWQ: How about mood? What does Mage: The Awakening feel like?

Bridges: I’m going for a sense of ancient mystery. The true nature of reality is an enigma always beyond reach. This cosmic Mystery has a powerful pull on the minds of the Awakened. They’re drawn to seek it out and solve it, even if solving one aspect only reveals a thousand more unanswered questions.

This mood is a more metaphysical version of the theme of the World of Darkness as a whole — a dark, secret conspiracy beckoning those in the know.

Instead of being a theme for Mage, it is a mood: a pervasive atmosphere of ciphers, secrets and looming cosmic revelations.

WWQ: What do mages do?

Bridges: There’s a stereotype that mystics mostly contemplate their navels and the awesome secrets of the universe, but that’s not what Mage is about. Mages — especially mages portrayed by players in a Storytelling game — are in the thick of things, always at ground zero for the next, great momentous event. They don’t just think, they act — by casting magic.

Mage characters are the secret movers and shakers of the world. Their actions affect the tenor of the Tapestry itself — for good or ill.

And yet, they act unseen, their powers invisible to the Sleepers, who are shrouded in their curse, blind to the truth. Worse, if a Sleeper does get a glimpse of the Invisible Truth, the curse reacts to blind him once more — and to punish whomever alerted him.

Mages seek ever more cryptic secrets, the keys to greater power. Their quests take them into unimaginable realms and landscapes of the mind. As a mage grows in knowledge and power, he understands more about the world — and realizes that it’s vaster and more unfathomable than he ever imagined.

Only a god could possibly master such a universe… and that’s exactly what mages intend to become.

The small-mindedness of mortals, however, extends even to the Awakened. Only a select few are open-minded enough to realize that reality is pliable enough to accept multiple outlooks at once. Reprogramming reality brings a mage up against his rivals: mages who violently disagree with his goals and who seek to stop him.

Crossing the territorial borders of other mages can often be construed as an act of war.
--- Ende Zitat ---


Und noch ein Beispielzauber:


--- Zitat ---Sample Spell: Labyrinth (Space OOOOO)

The mage can mutate dimensional axes. A hallway can be made to go one for miles (despite the fact tht is in a building that is only a hundred feet across at its widest point).

Practice: Making
Action: Instant
Duration: Prolonged (one scene)
Aspect: Vulgar
Cost: None

A simple spatial warp, making one direction appear to be another, might levy no penalities, while a complex one, making all roads lead to one junction, might be -3 or more, depending on how much space is affected.

The mage is capable of sculpting bizarre vicissitudes of place and distance through this level of space, folindg space in ways tht defy the senses. For instance, the horror move staple of causing every possible path of egress from a given locale to instead lead back into isolated wilderness is possible, as is making a road that a person can visually confirm lead to the store down the street actually go in the opposite direction. Needless to say the use of the Arcanaum can be extraordinarily vulgar and potentially insanity-inducing if practicied in blantant enough ways upon another person (almost assuredly requiring resolve + composure rolls by teh subject in order for him to keep calm and rational).

--- Ende Zitat ---


Noch eine Erklärung zu den Paths, also dem angeborenen Splat:


--- Zitat ---The Paths

A mage's path represents his innate magical connection to a higher reality. It is a result of his Awakening. His soul had journeyed to one of the five Supernal Realms and his name has bee nwriten on the watchtower there. By means of this sympathetic connection the magic can draw down the laws of that Supernal Realm, performing magic.
A character's path colors the aura of his magic and it often seeps into his dreams, influencing his imagination and even behavior at times. His Supernal Realm calls to him and he feels most at home amidst places or imagery that evoke its strange lands. Symbology and myths that hint at the places and presences of his realm are also important and vital to his method of practicing his ARt.
Mages argue over theories about whether one's path is predestined or chose by the soul's own free will. There is strong evidence for both sides, leaving most to shrug and say that all things are possible in the Supernal World.
--- Ende Zitat ---


Und dem Gesellschaftssplat:


--- Zitat ---Orders

An order is a social organization for the furthering and betterment of mages, aiding them in honing their practice of the Art for the purposes and gaols to which the order strives. Most orders cliam a truly ancient pedigree stretching back to fabled Atlantis, although one of them is much more modern an dseeks to unite the scientifid and magical worldviews. While the orders often work together, each espouses its own goals and practices. These often caues conflict, especially where ownership of valuable magical resources is concerned.
Although a charactr can be initiated into an order during character creation, he can later leave that order and join another (or go it alone as an "apostate"). Mages who leave their orders, however, are often reviled by their previous order and might even be distrusted by members of a new order. If a mage cannot demonstrate the discipline to stay with those who few nutured and tutored him after his Awakening, perhaps he lacks the necessary resolve to attain mastery of the ARt, such mages can endanger others, especially if they are so fickle as to accept any alliance offered to them. Mages do not make easy friendshis: they rely on the wisdom of htir order sto weed out those unworthy of their attention and time.
--- Ende Zitat ---

1of3:
Der Donnerstag-Teaser.


--- Zitat ---The Fallen World

At war's end, the celestial ladder shattered, leaving the victors beyond the reach of the earthbound mages. Where the ladder had been, reality cracked and fell into itself, creating a rift between the higher and lower realms, a terrible void that sucked life and energy into itself. The Abyss divided the realms once more, keeping the high, pure realm from the taint of the low. But this was no subtle veil, permeable to returning souls. It was a gulf of unreality, an aberration that was never meant to be. What was before a single world became two worlds—the Supernal World and the Fallen World, with a vast Abyss between them.

The veil between the worlds of spirit and matter hardened, becoming the daunting Gauntlet, a barrier impassible except through magic. Shaken by the reverberations of the ladder's destruction, the foundations of Atlantis crumbled and the island sank beneath the waves. The mystical place that had birthed the magi was no more.

Once again, the enlightened escaped to the far corners of the earth and there began the long, slow process of relearning what was lost. Hunted once again by monsters, their progress was slow, for the needs of survival came before the study of the Mysteries. What's more, those souls that had not already been touched by the Realms Supernal grew dim, like cold lumps of coal hiding dim cinders within. Many forgot their magical heritage and their souls entered a slumber deeper than they had known before.

This great decline was known as the Quiescence, the Sleeping Curse. Cut off from the higher realms, divided from their birthright by the Abyss, souls could not maintain their luminosity and so fell into Sleep. Worse—the gravity of the Abyss pulled on them and weighed down the lids of their inner eyes, causing them to refuse any vision of the higher world. The mages—those who remained Awake—could no longer work their magic before those who Slept without invoking the powers of the Abyss. Only a rare few in any place at any time remained Awake, tending the flame of Supernal knowledge, keeping the lore of magic alive.
--- Ende Zitat ---

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