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Mage: A Ascension occurs as role-playing game based in the World of Darkness, and is published by White Wolf Game Studio. A characters portrayed therein game come souls breaa to bend or even even break the normally-accepted system of reality to perform subtle or freakish acts of magic. These characters come broadly known as mages, though numerous don't resemble traditional wizards at all. Within 1996, Mage: The Ascension won a Origins Award for Best Roleplaying System 1995.

Metaphysics

A basic premiss of Mage: A Ascension is that everyone has a ability, at occasionally level, to shape reality. Virtually all man, existence mundane, come Sleepers, where this capacity is inactive. a mage occurs as character within whom a part that shapes reality (unremarkably known as the Avatar) is Awakened, leading to a mage getting the ability to consciously vary reality across inflict of may.

When 100% mages stand inside commons their ability to vary reality, a way where this is accomplished varies hugely. Sequentially to perform acts of Awakened magic, the mage must justify his/her ability to vary reality across the paradigm that provides an explanation for how else a universe works. E.g., an alchemical paradigm might describe a work of wood burning is the wood "releasing its essence of elemental Fire," modern science would describe fire as "combustion resulting from a complex chemical reaction." For each one paradigm is unique, however wide categorizations like religious miracle-working, occult sorcery, and futuristic technology capture general trends among paradigms.

The given paradigm will or even might not agree sustaining consensus, or even a accepted review of reality. Consensus is determined per Sleepers world health organization (though unawakened) across sheer amounts impart reality by having its general system. After the mage performs an work that potty easy become explained by an looker-on across consensually accepted system, these are known as concurrent magic. Virtually all paradigms (including advanced science) don't, but then, completely line higher by owning a virtually all common-feel expectations most population assume. Magic that deviates wildly from either consensus is known as vulgar magic. Vulgar witching (too when ill or even inadequately performed cooccurring magic) drives Paradox, a phenomenon where reality strains to resolve the apparent contradiction. Paradox is nearly universally bad for the mage, & has as well been known as "The Scourge" or even "backlash." Impossible to predict, Paradox normally turns a disjunction of reality against a mage somehow. Results of Paradox include Quietly (forms of madness inside mages which could leak into reality), Paradox Spirits (existence apparently created temporarily for even even a resole purpose of punishing the mage), or any total of more horrible, disorienting, or harmful results. Interestingly, because Sleepers determine consensus, performing vulgar magic when in contact with the Sleeper world health organization doesn't assume the mage's paradigm incurs supplementary Paradox than vulgar magic performed while forgoing witnesses.

Around Mage, there exists an underlying framework to reality (known as a Tapestry, which includes a Umbra, or spirit globe) that mages keep around a ability to radically reshape. This Tapestry is usually thought to become composed of the unique energy/material that defies conventional physical law, called Quintessence, or even a "Fifth Essence." Real-globe list for the Fifth Essence include aether, akasha, void, or any more total of "divine elements." Quintessence (also when a Tapestry in the main & each mage) potty have a resonance that is either moral force, static, entropic, or even occasionally combination of the above. These primal forces come personified per Triat in the Werewolf: The Apocalypse game line.

Mage divided reality into nine Spheres of magic, where the particular mage potty respond with variable degrees of insight. Their degree of insight into a particular Sphere of magic determines to what extent it may violate the system. E.g., changing the healthy into the second healthy is tremendously extrthe easygoing that changing the healthy into weak, or possibly (even more drastically) changing a healthy into a rabbit. Because different mages survey different spheres, their abilities use tremendous kind. the general power a mage has to vary reality (known as Arete or Genius) also varies from either mage to mage, & a run of slowly however steadily increasing that power across learning a deeper mysteries of reality is known by occasionally mages when Ascension. "Ascension" is too wont to refer to the prevent-goal of several mages: supreme enlightenment and transcendence.

Game Setting

History

In the game, Mages keep around universally existed, though there are legends of the Pure Ones world health organization were fragment of the original, divine One. Early mages cultivated their charming beliefs alone or even around microscopic groups, usually conforming to & influencing a belief systems of their unsuspecting hosts societies. Obscure myths indicate that a precursors of the modern organizations of mages originally gathered around ancient Egypt. This period of historical uncertainty too saw a rise of the Nephandi in the Near East. This placed a stage for what a stake's history calls a Mythic Ages.

Until a late Middle Ages, mages' fortunes waxed and waned along sustaining their native societies. In time, though, mages belonging to the Order of Hermes and the Messianic Voices attained great influence on top European society. Yet, absorbed by their pursuit of occult power and esoteric knowledge, they typically neglected & potentially maltreated their unsuspecting hosts world. Often, it were at odds by using mainstream religions, envied by noble authorities & cursed by most common folk.

Seeing their risk, mages world health organization believed inside proto-scientific theories banded together under a banner of the Order of Reason, declaring their aim wwhen to create the safe globe using Human as its ruler. It won a trend lines of Sleepers by getting a useful arts of manufacturing, economy, wayfaring & medicine. It besides championed numbers of a values that i okay, associate using a Renaissance. People of Sleepers embraced a gifts of early Technology and the Science that accompanied them. So People' beliefs shifted, a Consensus wwhen redefined & wizards began to lose their position as their power was waning, their artefact were malfunctioning & their dragons became honk & died.

This was designed. a Sequentially of Understanding perceived a safe globe when the of these devoid of heretical beliefs, ungodly practices and supernatural creatures preying upon humanity. When defenders of most common folk it arranged to replenish the dominant magic groups using a society of philosopher-scientists when shepherds protecting & guiding humanity. Around response, non-scientific mages banded together to form Council of Nine Traditions where mages of all the major magical paths gathered. It fought within field of honor & in universities trying to weaken when numerous discoveries when it may however to there is no avail - technology manufactured a march of Science unstoppable. A Traditions power bases were crippled, their believers chiefly converted, their beliefs ridiculed tons around the world. Their final counteroffensives against a The correct sequence of Cause were foiled by internal dissent & treachery in their midst.

Still, from either a turn of 17th century on, the goals of the The correct sequence of Cause began to vary. When their scientific paradigm unfolded, it decided that God is unnecessary to tell you a universe & it should become replaced by cold, mensurable & predictable laws of nature and respect of human genius. So, it conceived virtues of civility; state separate from Church and nationalism instead of religious faith. Likewise, when it come to control a people thanks to upheavals of the Industrial Revolution, they became their masters like than shepherds. By owning Sleepers in their cast-iron grip & their paradigm ascendant, it firmly control reality when i understand it. Notwithstanding, it is at present known as by further adequate title: The Technocracy.

Contemporary Setting

A Choose of Cause renamed itself a Technocracy & espoused an authoritarian rule over Sleepers' beliefs, when suppressing a Council of Nine's tries to reintroduce magic. A Traditions replenished their counts by having previous Technocrats from either a Sons of Ether and Virtual Adepts factions but however fought a losing battle by using a Technocracy, the Nephandi (mages who consciously embrace evil & service to a unholy or even alien master) & the Marauders (mages who resist Paradox by owning the wizardly form of madness). When a Technocracy's propaganda campaigns were effectual successively a Consensus against religious mystic & heretical science, a Traditions managed to keep fort known as Chantries outside of the Consensus in the Umbra.

Eventually, from either 1997-2000, the series of cases (described in the stake's metaplot shortly after a release of its 2nd edition) destroyed a Council of Nine's Umbral steadings, killing several of their virtually all mighty members. This besides cut a Technocracy bump off from either their leadership. Two sides known as the cease-fire in their struggle to assess their fresh situation, especially since these cases implied that Armageddon was soon at hand. Chief among these signs was creation of barrier known as a Avatar Storm which was the symptom of the battle around India on the and then-supposed "weekend of nightmares". A storm restricted travel between a Umbra & real life.

A summation one changes were introduced around supplements for the 2nd edition of the game & became core lesson around its revised, third edition.

Later Plot and Finale

Aside from either most common changes introduced per World of Darkness metaplot, mages dealt with renewed conflict once a hidden Rogue Council & a '''Technocracy's Panopticon encouraged a Traditions & Technocracy to struggle once more. A Rogue Council sole processed itself known across coded letter, when Panopticon was apparently created per leaders of the Technocracy to counter it.

This struggle finally led pertinent on the timeline occupied per book known as Ascension. When a entire metaplot hwhen universally been intended to become altered as from each one playschool understands healthy, Ascension''' provided multiple imaginable endings, by using na single of a children existence definitive (though one was intended to resolve the metaplot). So, no definitive canonical ending. Since the game is intended to become adapted to a class action's tastes, the importance of this & a retiring plot line is largely a matter of home preference.

Factions
A metaplot of a game involves a 4-way war between the technical & authoritarian Technocracy (Sequentially), a mad Predator (Chaos), a cosmically evil Nephandi (Entropy) & a nine orphic Traditions (that tread a middle path), to which a streaming video player characters come assumed to belong. Council of Nine Mystic Traditions
Mages divide themselves based on data from their cultures, beliefs & possibly historical accidents or even arbitrary alliances. A primary groups include: Traditions Akashic Brotherhood Celestial Chorus Cult of Ecstacy Dreamspeakers Euthanatos Order of Hermes Sons of Ether Verbena Virtual Adepts The Technocratic Union
Technocracy Iteration X Progenitors The New World Order The Syndicate The Void Engineers Others
Crafts

Marauders Nephandi

Out of game details

A core system of a game come the equivalent when victims around more World of Darkness games; see Storyteller System for an explanation.

Rather more storytelling games Mage emphasizes that players have extra freedom compared to by owning numerous more role-playing games, in that a punt's powers & traits should exist as utilized to tell the satisfying story. Mage's unique point is the right witching rules (when yours free!-form when Ars Magica's). This poses challenges to players & gamemasters, since a big a share of a game is just about shaping what the characters believe the world actually is.

Mage's freeform rule technique, esoteric subject & possibly complex message occasionally makes it the intimidating game for novice roleplayers. A third revision of A system, Mage: The Ascension Revised, mass produced important changes to the system & setting. Virtually all one were manufactured to bring a game inside line by having continuity that experienced been added inside supplements to the game's anterior edition. A select few fans favorite a 2nd edition forswearing a changes that experienced been mass produced by subsequent supplements. Rather more Globe of Darkness games, Mage utilizes the continuing plot line through completely of its books.

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Jonathon Palmer
Son of Ether source material and Chantry information. Home of the Sons of Ether webring.

Anders' Mage Page
Massive collection of original material and links relevant to every facet of the game.

Blake's Home Sector
Alternative Magick rules, rotes and original character creation materials in a very authentic Virtual Adept format.

The Templeton Institute
NPCs, Storyteller material and Mage rants.

BJ Zanzibar's Mage
The Mage subsection of the larger BJ Zanzibar's website.

Etheric Musings - The Science of the Sons of Ether
Quotes, stories and papers about the Sons of Ether and Electrodyne Engineers.

D.J. Babb's Mage Page
Collection of innovative source material and philosophy.

Online Rote Database
Index of rotes, searchable by Tradition, Sphere or author.

UniMatrix One
High-level Sphere rules, food as Foci and alternate Avatar theories.

Mant's Lair
Resources including character sheets and errata as well as musings on the World of Darkness as it relates to Mage.






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