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[Mage: the Awakening] Legacy of the Stone Assembly
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<blockquote data-quote="Solarious" data-source="post: 4538420" data-attributes="member: 27346"><p>Okay, you need to look at that big blue shiny book again. See the cover? Turn that so you see the back with the blurb. Eye scarring, isn't that shiny? Now, open the book. See the golden pictures with the broken throne (that's the Throne of the Dethroned Queen, but I degress) and the snazzy occult themes? Turn the page. You'll see a Carmilla ad. Ignore that and turn one more page into the book.</p><p></p><p>You'll see that it's the back page of a Mage the Awakening character sheet. It tells you stats and distributed by points and derived statistics at the bottom in fine print (it's on the front of it)! Useful doesn't even begin to describe it.</p><p></p><p>I'll let you research/decipher/wait for someone who owns nWoD Core to tell you more about skills and stats. I'll try to instruct you on the wavy fingers part of mage: the arcana and the practices.</p><p></p><p>Speaking of the arcana, let's talk Spirit magic. Umbra is now the Shadow Realm, and it's an evil, evil, evil place. Think basically the metaphorical truths of the world, all of them, and then make them manifest. You'll have spirits of living creatures plant and animal, you'll have spirits of elements and nature (from straight water and fire spirits to vacuum and crushing underwater pressure), spirits of objects we create (so knives, cars, bikes, hammers, etc), spirits of conceptual thoughts and emotions (which include hope, love, pain, terror, murder, etc), and they all exemplify whatever they represent. They all fight for the Essence they desire, sometimes preying on others like them, and resources are limited. It's a Darwinian horror show out there. They don't have real emotions, ethics, or morality, so they will try to manipulate things in the material world to best reflect what they want, and thus generate of the kind of essence they want. And if they're ambitious (or desperate enough), they'll slip through, anchor themselves on this side of the Gauntlet, and possess someone as a meat-puppet for the purposes of staying and manipulating the world even further.</p><p></p><p>And you can't really get rid of them easily: as long as they have essence, they'll piece themselves back together in the Shadow Realm sooner or later. And they remember things. And they hold grudges. And they gossip amongst each other. The only real way to control them is to let them know you're bigger, and stomp down on them when they get out of line. Best just to keep them out of the material and try to clean up spillovers when they occur: wrangling them into submission is a Werewolf's job, the poor sods.</p><p></p><p>And trying to separate the material and the Shadow is always a bad idea, since it's a natural part of the world, and doing so will simply turn the place into a ghost of what it once was, drained of all literal and metaphorical vitality.</p><p></p><p>As for your 'ghost' spell, I think it would be more of a Death spell, which has the Twilight in it's purview, rather than a Spirit spell, which must reigns over the Shadow. Thinking on it, I would say a Death 3, Weaving, instant, transitory duration, vulgar spell, costing 1 mana.</p><p></p><p>Funny you should pick Dreamspeakers as a tradition; they're reimagined as a Legacy in nMage that melds together Mind and Spirit magics towards the mastery of the Astral Realms (which is in itself another wall of text topic in itself) through shamanistic lenses. They're a Thyrsus (that's life and spirit, which you have also chosen) legacy, and associated with the Free Council as well, both of which they share their wisdom with.</p><p></p><p>-----------------</p><p></p><p>I've started on an image of my character... a medical forensics examiner (mutable point) who is inducted into the Guardians of the Veil, but doesn't fit in as well as hoped. Mentored by a member of the Faceless, whom he never finds out what his name nor his actual appearance, face, or personality is (although he has suspicions). Understands the purpose and the necessity of the Veil and other distasteful aspects of the Guardians, but feels they try too hard to cover up too much purely for the reason of covering it up. Disliked for being a Guardian in the first place (and can't be trusted in another Order 'cause he could be a mole), and shunned by fellow Guardians because of his interest/contacts in the Eleventh Question, he's a hot potato who ended up in Boston's newest cabal because no one else really wants him and the new cabal either can't afford to or straight out can't say no.</p></blockquote><p></p>
[QUOTE="Solarious, post: 4538420, member: 27346"] Okay, you need to look at that big blue shiny book again. See the cover? Turn that so you see the back with the blurb. Eye scarring, isn't that shiny? Now, open the book. See the golden pictures with the broken throne (that's the Throne of the Dethroned Queen, but I degress) and the snazzy occult themes? Turn the page. You'll see a Carmilla ad. Ignore that and turn one more page into the book. You'll see that it's the back page of a Mage the Awakening character sheet. It tells you stats and distributed by points and derived statistics at the bottom in fine print (it's on the front of it)! Useful doesn't even begin to describe it. I'll let you research/decipher/wait for someone who owns nWoD Core to tell you more about skills and stats. I'll try to instruct you on the wavy fingers part of mage: the arcana and the practices. Speaking of the arcana, let's talk Spirit magic. Umbra is now the Shadow Realm, and it's an evil, evil, evil place. Think basically the metaphorical truths of the world, all of them, and then make them manifest. You'll have spirits of living creatures plant and animal, you'll have spirits of elements and nature (from straight water and fire spirits to vacuum and crushing underwater pressure), spirits of objects we create (so knives, cars, bikes, hammers, etc), spirits of conceptual thoughts and emotions (which include hope, love, pain, terror, murder, etc), and they all exemplify whatever they represent. They all fight for the Essence they desire, sometimes preying on others like them, and resources are limited. It's a Darwinian horror show out there. They don't have real emotions, ethics, or morality, so they will try to manipulate things in the material world to best reflect what they want, and thus generate of the kind of essence they want. And if they're ambitious (or desperate enough), they'll slip through, anchor themselves on this side of the Gauntlet, and possess someone as a meat-puppet for the purposes of staying and manipulating the world even further. And you can't really get rid of them easily: as long as they have essence, they'll piece themselves back together in the Shadow Realm sooner or later. And they remember things. And they hold grudges. And they gossip amongst each other. The only real way to control them is to let them know you're bigger, and stomp down on them when they get out of line. Best just to keep them out of the material and try to clean up spillovers when they occur: wrangling them into submission is a Werewolf's job, the poor sods. And trying to separate the material and the Shadow is always a bad idea, since it's a natural part of the world, and doing so will simply turn the place into a ghost of what it once was, drained of all literal and metaphorical vitality. As for your 'ghost' spell, I think it would be more of a Death spell, which has the Twilight in it's purview, rather than a Spirit spell, which must reigns over the Shadow. Thinking on it, I would say a Death 3, Weaving, instant, transitory duration, vulgar spell, costing 1 mana. Funny you should pick Dreamspeakers as a tradition; they're reimagined as a Legacy in nMage that melds together Mind and Spirit magics towards the mastery of the Astral Realms (which is in itself another wall of text topic in itself) through shamanistic lenses. They're a Thyrsus (that's life and spirit, which you have also chosen) legacy, and associated with the Free Council as well, both of which they share their wisdom with. ----------------- I've started on an image of my character... a medical forensics examiner (mutable point) who is inducted into the Guardians of the Veil, but doesn't fit in as well as hoped. Mentored by a member of the Faceless, whom he never finds out what his name nor his actual appearance, face, or personality is (although he has suspicions). Understands the purpose and the necessity of the Veil and other distasteful aspects of the Guardians, but feels they try too hard to cover up too much purely for the reason of covering it up. Disliked for being a Guardian in the first place (and can't be trusted in another Order 'cause he could be a mole), and shunned by fellow Guardians because of his interest/contacts in the Eleventh Question, he's a hot potato who ended up in Boston's newest cabal because no one else really wants him and the new cabal either can't afford to or straight out can't say no. [/QUOTE]
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