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Awakening
Awakening is the most significant
and terrifying event of your life.
Many Mages seek a way to reliably Awaken others, but no such method
is known. Mentors watch over those with strong wills and unusual
lives, while elders try to teach their ways to hopeful novices. None are
guaranteed to trigger the Awakening – enlightenment strikes where it
will.
Once his eyes are opened, they cannot be shut. The reality of truth –
that there is no objective truth – is laid bare, and the new Mage has no
choice but to struggle onward in an attempt to understand what has
happened.
The only option is to change or die. If he’s going to survive, the Mage
must learn what he is and what he’s capable of. Others, a mentor or
cabal perhaps, may show the Mage the path to be taken, but he must
take the first step. Only by accepting his new state will the mage be
able to progress towards enlightenment and Ascension.
The Mage becomes something more than human – something not quite
in sync with the natural world. Family will notice a change in the Mage,
and may seem to have trouble remembering who he is. Old friends will
suddenly find him disturbing and dangerous, like a wolf among sheep.
Mages invariably lose their jobs, as their employers come to mistrust
and fear them. The only relationships a new Mage will be able to forge
are those who understand what he is – other Mages.
Avatar
The Avatar is a Mage’s best friend
and greatest enemy. The Awakening
is a fantastic moment, but the truth
of the event is a mystery to all but
the greatest masters.
The Awakening terrifies part of the Mage’s soul, the part closest to
their humanity. This is the part which relied the most upon their
preconceptions of the world, the beliefs which kept them going day to
day. Unable to cope with this new reality, the human soul retreats a
little, and the Avatar fills in the gaps, bringing with it a connection to a
different world – a magical world. The ability to use magic comes from
that connection to the magical world, and as that connection grows
stronger, so too does the magic.
The role of the Avatar is simple: to keep the Mage moving. The goal of
the Avatar is Ascension, and as long as the Mage is moving towards
that goal, the Avatar stays quiet and watches. Only when the Mage is
stuck, unable to find enlightenment and becoming frustrated with
magic does the Avatar give that breath of knowledge, that glimpse of
insight which causes the Mage to stand up and fight on.
Don’t let your Avatar overshadow your character. They are a guide to
the magical world and a subconscious influence on the Mage’s
development, but nothing more. Most don’t have political plans, needs
for vengeance, or even true intelligence. Focus on your character,
rather than being a puppet pulled along by a powerful Avatar.
Avatar Essence
In an attempt to understand Avatars, Mages have attempted to classify
them, coming up with four broad categories to describe the changes
they bring to their Mages. The Avatar Essence helps shape the Mage’s
Seekings, and determines how Resonance affects them.
Dynamic
Riding the flames of change, the Dynamic Avatar drives a Mage to
strive, alter, tear down and create. Restless and capricious, she
embodies the dynamic urge of chaos and wonder. Taken to an
extreme, this Essence can bring madness; more often, she tantalizes a
Mage with the promise of novelty and the thrill of rebellion.
In the Mage’s dreams, Dynamic Avatars resemble pillars of
flame, devils, whirlwinds and shadows. Always hungry, ever-curious,
they’re brilliant, inspiring and often frightening to behold.
Essence Paradigm: Nothing is static, everything must change.
Pattern
Like a fortress, the Pattern Avatar safeguards the land, building
wondrous things where chaos once reigned. Comforting, ordered, and
meticulous, he weaves webs of security. Without his influence,
Creation would spiral into madness. This Avatar soothes pain, slays
dragons and brings a wandering soul to peace.
In the Mage’s dreams, many Pattern Avatars appear as castles,
parents, angels, and rays of light. Although these Avatars work their
Mages hard, the promise of order and comfort makes all sacrifices
worthwhile.
Essence Paradigm: Strength comes from order and stability.
Primordial
Deep as the endless waters, a Primordial Avatar keeps her silence,
sweeping a Mage into her depths with seductive waves and currents.
Though her grace seems devil-sent, this urge is older than time and
more hallowed than heaven. The Avatar thrives on mysteries and
carnal pleasures. Through a wild life, the Mage gives birth to a new
world, and watches the old one from afar.
Rich and strange, Primordial Avatars in a Mage’s dreams often
take the form of animals, Pagan gods and nature spirits. The Mages
they inspire have a knowing way about them and seem ancient, even if
they’re young.
Essence Paradigm: The most basic things are the most powerful.
Questing
Blowing through a crossroads, the Questing Avatar glides over worn
paths and crumbled ruins. A questing soul, he leads a wizard on an
endless journey past thickets of greed and snares of doubt. Bearing
gifts of balance, calm and vision, this spirit has more focus than the
wild Dynamic and more imagination like the rigid Pattern. Like the
Primordial, he flows past obstacles, but his works are more temperate
and beneficial.
Heralds of a new day, Questing Avatars rarely take solid forms in
dreams. Like the winds they resemble, these spirits are formless,
relentless and ephemeral. Refreshing as they seem, such souls never
rest. Their Mages wander until death ends their journey.
Essence Paradigm: Purpose comes from seeking and accomplishing
goals.
Quintessence
All Mages begin each game session with their Avatar Rating in
Quintessence. This is represented by blue poker chips.
Aristotle claimed that all things were created of four essences – earth,
wind, water, and fire. He also claimed the sun and astral bodies were
composed of a fifth essence – Quintessence. However, Mages know
that Quintessence isn’t just a cosmic phenomenon – it is all around us.
Everything has some Quintessence in it.
Resonance
Mages are inherently
magical creatures, no
longer exactly human, but
not exactly inhuman
either. Resonance
describes the degree to
which your character has
left his humanity behind,
and is becoming a
magical being.
Resonance is the
balancing factor of the
Mage world. As you gain
more Resonance, you
become less human, and
more of a magical being. High
Resonance may cause a Mage to begin
losing his humanity, and extreme
Resonance might cause a person to
become one with the magic, no longer a
person at all. Resonance is not a good
thing. It is magical baggage, spiritual
weight that can crush a Mage long
before he ever reaches Ascension.
It’s not clear exactly what causes a Mage to gain Resonance, but
possibilities include: serious injury, magical combat, excessive Paradox,
traumatic events, contact with a node, learning a high-level Sphere,
going into Quiet, or using an occult ritual, among many other
possibilities. For the most part, Resonance will result from high rolls on
the Paradox Table.
The Mage always gains the type of Resonance specific to his Avatar
Essence. Lusting greatly for power can very quickly make a character
unplayable – one of the necessary balances that a Mage must master.
Arete
Arete is a measure of a character’s enlightened will, his basic
understanding of magic and his ability to control it. As the Mage’s
Arete increases, he begins realizing more that he is not a slave to
reality – reality is a slave to him.
Arete is valued highly among the Traditions, as high-Arete Mages tend
to be wiser, more in control of themselves, and more dedicated to their
purpose. Of course, there are exceptions to this rule.
Seeking
The Seeking is a quest for enlightenment, which is required every time
a player wants to increase his character’s Arete. Over time, people
build up barriers to themselves – obstacles they believe they cannot
overcome, or goals they feel they’ll never reach. The Seeking is the
time when the Avatar takes a hand in guiding the Mage, breaking down
those barriers and allowing the Mage to continue pursuing
enlightenment.
This goal should be one which you can pursue at the game, which will
put you into conflict with other players, and which will give you an
opportunity to roleplay your character well. Feel free to make your
character act unusually, or take chances he normally wouldn’t take –
during the Seeking, the Avatar is whispering right into the character’s
ear. The Avatar wants you to succeed, but you have to walk the path
yourself.
Once the goal is complete, the player should submit a description to
the ST of how he achieved his goal, how he overcame his own barriers,
and why he should be considered ready for the next level of Arete.
Even at this point, the ST is still well within his rights to turn down the
Seeking if he feels you haven’t justified it in-character.
Ascension