Mage: The Awakening

Mage: The Awakening

Mage: The Awakening first edition cover
Designer(s) Bill Bridges, Conrad Hubbard
Publisher(s) White Wolf
Publication date August 29, 2005 (First Edition) May 4, 2016 (Second Edition)
Genre(s) Personal Horror
System(s) Storytelling System

Mage: The Awakening is a role-playing game developed by White Wolf Publishing and based in their Chronicles of Darkness setting. The characters portrayed in this game are individuals able to bend or break the commonly accepted rules of reality to perform subtle or outlandish acts of magic. These characters are broadly referred to as "mages". Mage: The Awakening won the 2006 ENnie Award.

While it is loosely based on a prior White Wolf product, Mage: The Ascension, differences in the setting themes and core concepts have led critics to question whether it is appropriate to call Awakening a successor to Ascension or a completely different game.[1]

Background and setting

As with the other games in the Chronicles of Darkness, the history presented in the game provides for some ambiguity. However, the "origin story" of magic and mages is less ambiguous (or at least given more lip-service) than that of vampires or werewolves.

In the mythic past, a mysterious island existed with a single towering mountain, encircled by dragons that lived upon its summit. The mountain called to humanity through dreams and visions. Over time, the dragons left and the mountain continued to call. Some humans answered the call and sought it out. The humans who moved there discovered the first secrets of magic, and through magic they created the mighty city-state now known as Atlantis, Meru, Lemuria, etc. though its true name has been lost to time.

Over time, the mages became filled with hubris, and began fighting over how best to lead the world. The battle separated the Earth into the Fallen World and the Supernal Realm, with the chasm of the Abyss in between. The Fallen World is the world where humanity now exists, and the Supernal realm is the realm of magic, where the victorious mages of long ago now reside. The Abyss that separates the two worlds prevents most of humanity from awakening to magic, and hampers the power of mages trapped in the Fallen World.

Mages believe that the Supernal Realm is the truth of reality and the origin of magic. It is ruled by the Exarchs, powerful mages who have established themselves as its rulers. The Exarchs wish to snuff out the memory of "Atlantis" and knowledge of magic so they will remain the supreme masters of reality. They are more god-like forces than human beings now, however this means that they must influence the Fallen World through servants.

Resistance against the Exarchs is possible because of the Oracles, a small number (probably five) of Atlantean mages who also reached the Supernal Realm. They each created (or maybe are) one of the Watchtowers, which are locations in the Supernal Realms that can cut through the Abyss. They serve as paths towards magic, allowing Sleepers (humans unaware of magic) to awaken to it. Each mage visits a Watchtower during their Awakeningthrough means perhaps accidental, or perhaps resulting from a person's nature or understandingand their magical abilities are forever affected by that journey.

Fragments of the organizations, artifacts and writings from the First City survive to the present day, and mages hope to use this knowledge to further their various causes, by gaining a stronger connection to the Supernal Realm.

Characters

The process of awakening can be slow or fast, but there are two major ways in which the event may manifest: the Mystery Play (in which the mage's senses blur the real world and the magical symbolism of their awakening) and the Astral Journey (which takes place entirely within a dreamscape of the prospective mage). In both sorts of "awakenings", the mage-to-be goes on a journey that culminates with them arriving at or in their respective Tower and inscribing their name upon it.

Paths and Orders

There are five Paths of Magic that have a sympathetic connection to one of the Five Watchtowers, each with a particular style and focus. A Mage's Path is decided with his or her awakening.

After awakening, a mage typically joins one of the five Orders, although some choose to remain free of political connections, or remain outside of mage society due to ignorance, and are called apostates. The Five Orders are united in their opposition to the Exarchs, and four claim a heritage going back to the First City.

The Orders have competing agendas and opposing beliefs, leading to a lack of cooperation and trust, however this does not lead to open warfare between the Orders. When enemies of the Orders, such as the Seers of the Throne, appear, the Orders put aside their differences, as their squabbles are petty compared to the battle between the Oracles and the Exarchs.

Legacies

Legacies are an optional third grouping, literally portrayed as refinements of one's soul that are passed on from master to student. These grant additional innate benefits, including abilities and gifts called Attainments, which are exempt from the usual Paradox. Certain Legacies exist—which might practice unwholesome arts such as necromancy or infernalism, or perhaps simply espouse political views that are unpopular amongst local mages—known as Left-Handed Legacies. They are largely meant as antagonists rather than player characters. Many who practice these have a low Wisdom score, representing a progressive moral decline that comes from practicing them.

Magic

Magic is simply the ability of a mage (or "willworker") to impose their will onto reality. Mages are able to do this because of their sympathetic connection to the Watchtowers in the Supernal Realms, because their names are inscribed upon it, and because they realize the Fallen World is a lie.

A mage's power, or level of awakening and understanding of the depths of the Supernal, is called Gnosis.

Arcana represent the understanding a mage has over particular facets of reality, and govern their ability to affect those aspects. Subtle Arcana (Death, Fate, Mind, Prime, and Spirit) are those that deal with the more ephemeral matters of existence, while Gross Arcana (Forces, Life, Matter, Space, and Time) are those relating to the physical aspects of the world.

Covert and Vulgar Spells

Covert spells are those that do not outwardly appear magical, and therefore do not automatically risk backfiring (called Paradox), while Vulgar spells are unmistakably magical, and risk backfiring. All spells have a greater risk of Paradox when they are cast in the presence of Sleepers, or non-Awakened humans. Supernatural beings, or humans that have some hint of the supernatural about them (i.e. Ghouls, Sleepwalkers, and Wolfblooded) do not contribute to Paradox.

Antagonists

Books

* Storytelling Adventure System

References

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