[Mage: the Awakening 101] Metaphysics Part 5, Thyrsus
Thyrsus
Mages who Awaken to the Path of Thyrsus find themselves forced to survive in the Primal Wild. This Supernal realm is nature personified. It is simultaneously beautiful and terrifying, where the strong devour the weak. It is in this savage, yet pure, realm that the mage’s soul is tested, and transformed, eventually finding their way towards the Watchtower of the Stone Book, where they mark their souls forever. It is little wonder then that the mages who awaken to the Thyrsus are less heedful of society’s “laws” preferring to act in accordance of their more savage natures.
This path calls strongly towards those who are well aware of the nature of life and the spirit. Doctors, hunters, midwives or sailors achieve an awakening to the Path, as they are more in tune with nature and the everyday miracle of life and survival.
Mages who Awaken to this path become adept at in using the Arcana of Spirit and Life.
Spirit is the Arcana of the unseen world. It governs the matters of entities and concepts, as well as the human soul. A mage with Spirit is capable of acting as a shaman, and intermediary between the alien entities that embody objects or concepts, coaxing them to provide answers or services on the behalf of the mage. It is an arcana of diplomacy and cunning, built on trust or trickery to get these powerful beings to do what the mage wants.
In combat a Spirit mage uses the same cunning to thwart his enemies. Calling and binding spirits to serve as his guardians means that a Spirit Mage is often capable of bringing more than enough backup to a fight. Furthermore, a Spirit Mage calling on favors can enact effects similar to other Arcana by virtue of the Spirit’s Numina powers alone without the risk of Paradox.
Life is the Arcana that provides control of all living things. With it, a mage can heal wounds, cure diseases, mend broken bones, and undo congenital defects. On the other side of the spectrum, the same mage can choose to inflict the same, causing bones to become brittle, tumors grow in a matter of minutes, or rend gaping holes in a person’s flesh.
In combat a Life mage is capable of keeping himself alive in even the most adverse of situations. He can alter his form to adapt certain animal traits, cause his opponents to go blind, and regenerate from life threatening wounds. When concern for paradox is no longer a priority, he can perform even more vulgar magics such as transforming a stray dog into a swarm of wasps to assault his target.
1 comment December 22, 2009
[Mage: the Awakening 101] Metaphysics Part 4, Obrimos
Obrimos
The Mages who fall under the Obrimos Path are those who awaken to the Aether, the realm of naked power. It is a world where power suffuses everything, where anything seems to be more “real” and more vibrant than anything that the Fallen World can hope to be. It is little wonder then that those who awaken to this Path feel that they are chosen or destined to uplift this world to something greater. They’ve had a glimpse of greatness, and they want to make it real.
Interestingly, those who often get called to the path of the Obrimos are those who are used to conflict. They are fighters and firebrands, crusaders that bear their own inner light. This does not end with just literal soldiers, but also those who carry the torch for other causes. Priests, scholars, human rights activists, anyone with a point to prove and the will to go out and make that point are potential Obrimos.
As torchbearers and illuminators, it is no surprise that the Obrimos command the Arcana of Prime and Forces:
Prime is the arcana of magic itself, allowing for the manipulation of spells and Mana. A Prime mage is the ultimate equalizer, as they are capable of sensing whenever magic is in play, even if they can’t always identify which Arcana is being used. Add the ability to dispel or counter opposing spells and the Prime mage can often neutralize an opponent by taking away the tools that they rely on.
Combat against a Prime mage is frustrating, as effects are countered, Mana siphoned and long standing enchantments made useless. A cunning Prime mage might not even appear to be a mage, as their manipulations of their own Aura can make them resemble a normal bystander mortal caught in the conflict. By the time you figure out who they were, their teammates would have assaulted your now no longer existing defenses.
Forces is the Arcana that almost needs no introduction. Lightning, fire, sound, light, gravity, motion, heat, radiation… all of these fall under the purview of the Forces arcana. A Forces mage can be infinitely versatile, capable of tapping into alternate wavelengths of vision to find opponents who might be relying on darkness or other means to hide their presence. Imparting motion, or transmuting one type of energy to another can be used in all sorts of situations to startle and confuse the enemy.
A Forces mage is a fearsome foe in combat. Guns fail, or explode spectacularly when fired, while the Forces mage calls lighting from his fingertips, or hurls fire upon his foes. While trickery is still the norm for mage combats, the Forces mage pushed to using Vulgar effects can slaughter opponents in short order.
1 comment December 21, 2009
[Mage: the Awakening 101] Metaphysics Part 3, Moros
Moros
The Moros Awaken by finding themselves called towards Stygia, the land of the Dead. Surrounded by the metaphysical reflection of one of life’s greatest and most inevitable truth, the souls that find their way here are transformed, shedding off materialistic needs and fleeting pleasures as they realize that all things will fade in time. It is no wonder then that the Moros tend to be contemplative and thoughtful, knowing that this is the only life they have, and that they had better make the most of it. The Moros are also the mages who are most interested in the process of transformation, of shedding the old and bringing in the new.
Many of those who awaken to this path have a close association with either Death or materialism. Doctors, Morticians and Hitmen are among those who find themselves reaching the kind of epiphany required to find themselves in Stygia, while Bankers and Industrialists may find their experience in Stygia to be most enlightening.
The Moros are notable for their command over two very interesting arcana: Death and Matter
Death is the Arcana that governs ghosts, shadows, weakness and decay. How someone or something die, the rate of decay and manipulating the dead all fall under this Arcana. While somewhat difficult to use, this Arcana is remarkably helpful in investigative games involving murder, enabling the Moros to speak with the dead, determine or obscure a cause of death, and even raise the dead as zombies.
It doesn’t take a large stretch of the imagination to recognize that Death is a powerful Arcana in combat. Enervating the enemy, destroying their weapons and summoning ghosts and raising zombies to bolster their numbers is just a few of the things that a Death mage can bring to bear. Add the metaphysical fact that shadows fall under their purview, and Death mages are also capable of setting up excellent ambushes, using the cover of darkness.
Matter is the Arcana that controls states and properties of non-living things. With it machines can be made more efficient, circuits more conductive, and concrete walls given the elasticity of a rubber band. Even at the lowest levels of Matter Magic a mage can discern chemical compositions of substances, identify traces of possible evidence in a crime scene, and determine how long a drunken person had passed by from chemical trails from his breath.
In combat Matter mages might not seem all that special compared to the flashy spells of Space or Time, but the ability to turn your shirt into the equivalent of a kevlar vest, or amplify the accuracy of your weapon can’t be overlooked. Forcing a target to lose his footing by making the asphalt melt, or giving him a nasty surprise by making his armor as tough as wet tissue paper are also good tricks to use.
4 comments December 18, 2009
[Mage: the Awakening 101] Metaphysics Part 2, Mastigos
Mages Awakened to the Path of the Mastigos end up in Pandemonium, realm of nightmare. It is a hellish realm, full of humanity’s horrors and fears given form. Denizens of this realm take the form of demons, luring the awakening mortal away by using fear or temptation. Some say that it is a path of scourging, where the mortal’s soul is purified enough to finally attain enough mastery of the self and earn the powers of this Supernal Realm.
Mages who awaken through this path are the embodiment of the Ego. They are self-made men who choose who they are, and hold powerful convictions. They are individualists, preferring to think for themselves rather than to bow to tradition. Lawyers, inventors, rebels, evangelists and intellectuals often awaken to the Mastigos, given their ability to dominate by force of will.
It is no surprise then that the Mastigos excel in two Ruling Arcana that embody their mastery over thought and perception: Mind and Space.
Mind is the Arcana of Domination and Self Empowerment. With it mages impose their will upon the myriad consciousnesses of the universe and transcend the limits of human potential. Mages proficient in Mind are Philosopher Kings made real, fonts of raw knowledge, skill and charisma.
In combat, a practitioner of Mind magic is a foe unlike any other; he walks unseen, his very gaze can kill, his foes become his servants and he attains puissance in any art with but a snap of his fingers. The art of the Mind is not a vainglorious art, it is bereft of bolts of lightning and storms of fire, yet it was makes it more deadly for it is the death that one never sees coming.
Space is the Arcana of dimension, position and relationships. Mages skilled in manipulating this Arcana are capable of making a mockery of distances, shattering mortal perceptions of range and safety. Mastigos Mages have a natural understanding of the illusion of Space, capable of transporting themselves vast distances, and seeing into locations remotely.
Combat against a Space mage is an exercise in futility. They’re never where they are supposed to be, and are capable of taking pot shots at you over absurd distances. Furthermore, Space Mages have the capability of making the perfect getaway, vanishing without a trace.
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[The Mind Arcana writeup was done by Blake Dy.]
Add comment December 17, 2009
Shopping for the 3rd World Gamer #4: HERO System 6th Edition, Basic Rulebook
So far we’ve looked at several quick, rules-medium games which fall neatly in our budget. But what if the recipient has a taste for more rules-heavier games? Thankfull, there’s still a way to get around that requirement without breaking your budget.
HERO System Basic Rulebook
$14.99
ISBN: 978-1-58366-122-2
Publisher Stock #: DOJHERO1003
Author(s): Steven S. Long
Pages: 138
The Basic Rulebook contains all of the core HERO System rules, including character creation, combat and adventuring, and equipment – but without all of the options and details found in the standard rulebook. The Basic Rulebook boils the HERO System down to its essential elements so you can easily teach yourself the game, bring new players into your campaign quickly, or refresh your memory on a crucial rule. And when you’re ready to move up to the complete HERO System, learning it will be a snap because the Basic Rulebook’s already taught you the basics!
I’m a big fan of the HERO system and its ability to allow players to pretty much build anything they want, but I will be the first to admit that it’s not an easy game to learn. The release of a Basic Rulebook is more of a necessity more than anything else, and I’d like to stress that the “basic” system is not just an overblown ad for the full system, but a fully functioning game.
The fact that it’s a generic system as well also helps as you can pretty much run anything. The fact that it only relies on six-sided dice is an extra bonus.
Add comment December 17, 2009
[Mage: the Awakening 101] Metaphysics Part 1, Acanthus
As mentioned in yesterday’s post, we’re moving on to discuss some of the core principles behind Magic for Mage: the Awakening. Unlike it’s predecessor, Mage: the Awakening assumes that there is one unified Awakened Magical Theory that serves as the backbone for all magic. While different traditions, cultures and paradigms may have different names and practices which can influence the way this magic takes shape, it all ultimately comes back to Awakened Magic.
While other supernaturals may have magics and powers that they may channel, these are considered to be a separate form of phenomena, as Awakened Magic must cleave to certain behaviors, mainly:
- Awakened Magic is drawn down from the five Supernal Realms
- Awakened Magic is capable of incurring a Paradox
- Awakened Magic cannot be taught to someone who has not experienced an Awakening
Therefore various powers from other Supernaturals do not fall under this category, and are therefore not considered Awakened Magic.
The one advantage that Awakened Magic has over other supernatural phenomena is the fact that a Mage is not nailed down to a specific effect. Mages are adaptable and unpredictable, capable of surprising their opponents with anything as subtle as using Matter magic to make a gun misfire to as vulgar as using Forces Magic to call down lightning from the heavens to strike down an assailant.
The Supernal Realms are the very source of Awakened Magic. Without visiting them during an Awakening, it is impossible to channel their power and cast spells. According to Mage lore, there are Five Supernal Realms:
- Arcadia – Connected to the Watchtower of the Lunargent Thorn, Realm of Fate and Time
- Pandemonium - Connected to the Watchtower of the Iron Gauntlet, Realm of Mind and Space
- Stygia - Connected to the Watchtower of the Lead Coin, Realm of Death and Matter
- the Aether – Connected to the Watchtower of the Golden Key, Realm of Prime and Forces
- the Primal Wild – Connected to the Watchtower of the Stone Book, Realm of Spirit and Life
When a person Awakens, their soul travels to one of these Supernal Realms, and eventually finds their soul drawn to one of the Watchtowers. There the Mage makes their mark, either carving out their name on the walls or some other symbolic gesture to seal a contract, cementing their connection to the Supernal Realms, and its magic.
The Supernal Realm that the Mage visits has a profound effect on their soul, as it colors their proficiency with certain Arcana. Some would say that it is the nature of the Mage’s soul that determines which Supernal Realm they find, as each Realm seems to call to a different sort of personality. Many, if not all Mages which find themselves in Pandemonium, for example, exhibit a strong sense of conviction.
Today we’ll be looking at the Acanthus, Path of the Thistle, as well as the Path’s primary Arcana: Fate and Time.
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Acanthus
Mages who Awaken to the Path of the Acanthus find themselves in Arcadia, realm of the Fae. Much like the stories of old, Arcadia is simultaneously beautiful, timeless and deadly. Strange creatures bound by arcane rules and odd behaviors are the norm, eager to trick or beguile the unwary to dooms that are better left unknown. Oaths and promises have power in Arcadia, and it is only by wits, luck, guile or simple charm that the Mage finally completes their quest and finds the Watchtower of the Lunargent Thorn.
Those that find themselves on the Path of the Acanthus tend to embody the same kind of personality as Arcadia. Artists, con men, gamblers and actors are but a few of those who find themselves often called to Arcadia. The Acanthus are well known for their ability to use their considerable skill at misdirection, illusion and just plain luck to get them through in any situation.
The Acanthus are well known for their proficiency with their Path’s Ruling Arcana: Fate and Time.
Fate is the Arcana of luck, chance, oaths and curses. With it, the Mage gains mastery and command over the vagaries of chance, tugging strings of causality to make things go their way. Mages proficient in Fate magics live blessed lives, as misfortune avoids them, while good luck seems to grace them in every which way.
In combat, a practitioner of Fate magics is a terror, as they can bolster themselves and their allies, while cursing their enemies to suffer all manner of misfortune. Shots go awry, missed bullets ricochet to injure comrades and random accidents are but a sampling of what a Fate mage’s enemies can expect.
The Time Arcana is by far one of the most frightening and impressive Arcana, if used properly. Precognition, postcognition, and even manipulating the very flow of time is possible to those with sufficient mastery of this Arcana. The primary drawback of this Arcana however, is the fact that most of its most potent effects are blatantly Vulgar, and will call down Paradox upon the magus.
But should the Mage be forced to pull out all the stops, the Time Arcana provides one of the most impressive arsenal of effects, from accelerating a Mage to speeds beyond that of ordinary mortals to even going so far as rewinding time to a more favorable situation.
6 comments December 16, 2009
Shopping for the 3rd World Gamer #3: Savage Worlds: Explorer’s Edition
Welcome to part 3 of the Shopping for the 3rd World Gamer series. Today we take a look at another affordable game available on pdf with a lot of potential for long term play: Savage Worlds!
Savage Worlds: Explorer’s Edition
$9.99Introducing the all-new Explorer’s Edition of Savage Worlds!
The award-winning, fast, furious, and fun Savage Worlds rules are now more accessible than ever in this gorgeous, full-color, and totally portable volume!
No more agonizing over who gets the book. No more searching for bag space. The Explorer’s Edition combines the revised rules of the last edition with all-new art, setting previews, and an exclusive One Sheet ™ adventure!
Your Exploration Guide Includes:
- The Full Savage Worlds Rulebook
- All new Pirates One Sheet Adventure
- Art from across the Savage Settings
The Savage Worlds Explorer’s Edition is a 6″ x 9″ format, full-color, 160 page rulebook containing the complete, Origins award-winning Savage Worlds rules for only $9.99! You read that right $9.99!
Available now as an ebook in PDF format at the same low, low price. The zipped file contains both the full color version and a print-friendly option to save on ink or toner.
Wanted: Explorers willing to risk life, limb and imagination to seek out new worlds, uncover fantastic tales, and uncover lost truths. Do you have what it takes to discover Savage Worlds?
As far as generic systems are concerned, SW is simple enough to pick up after a few reads without being as complicated as the HERO system. Furthermore, it’s expandable with several other settings like Deadlands: Reloaded! While this system requires a full set of polyhedral dice, it’s still a good purchase given the low price and the fact that it can do most genres pretty well.
Add comment December 16, 2009
[Mage: the Awakening 101] Introduction
One of the biggest obstacles to getting people to try a game like Mage: the Awakening is its complexity. M:tAw is a game with broad themes, and a detailed system that was designed to enable the players to conceptualize spells on the fly, rather than to be constrained to just picking from a list.
Add a multi-faceted social structure of multiple factions with differing agendas, as well as a remarkable number of opponents, and it’s easy to see why the book is so daunting. Many new players simply give up at the thought of having to absorb so much information, and I personally feel that they’d be missing out.
It’s because of this that I’ve decided to work on a series of articles that dissects the Mage: the Awakening Core Rulebook in the same way I’ve done with Fantasy Craft. Hopefully, by taking apart the book and dealing with components separately, I can help clear up the confusing parts and make this fantastic game even more accessible to more players.
2 comments December 15, 2009
Shopping for the 3rd World Gamer #2: Dragon Age RPG (Set 1)
Another great gift for new gamers right now would be a copy of Green Ronin’s Dragon Age based off the runaway CRPG hit by Bioware.
Dragon Age: Dark Fantasy Roleplaying
$17.50Author: Chris Pramas
Format: Three PDFs, fully-bookmarkedA New Age of Fantasy Roleplaying
It has been hundreds of years since the last Blight ravaged the world of Thedas. Many believe that it can never happen again, that the Dragon Age will pass without the rise of such evil. They are wrong. Beneath the earth the darkspawn stir. A new archdemon has risen and with it a Blight that will scourge the lands and darken the skies. The nations of Thedas need a new generation of heroes, but who will answer the call?
Fantasy roleplaying goes back to its dark and gritty roots with the Dragon Age RPG, the latest game from the company that brought you A Song of Ice and Fire Roleplaying and Mutants & Masterminds. Based on the highly anticipated Dragon Age: Origins computer game, the Dragon Age RPG brings the excitement of BioWare’s rich fantasy world to the tabletop. Make your own heroes and control your own destiny as a Blight comes to Thedas once again.
Designed by award-winning author Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an all-new game system that’s both easy to learn and exciting to play. The Dragon Age RPG PDF download includes:
- A 64-page Player’s Guide with an introduction to tabletop roleplaying, background on Thedas and the nation of Ferelden, a complete guide to character creation, rules for character classes and talents, a primer on magic, and the basic game rules.
- A 64-page Gamemaster’s Guide with an introduction to this key role, advice on the art of game mastering, advanced game rules, and an introductory adventure that plunges the characters right into the world of Dragon Age.
- A beautiful poster map of the nation of Ferelden, the opening setting for the Dragon Age RPG.
- All three PDFs are distilled directly from the layout files, not scanned.
The Dragon Age RPG is the perfect portal to tabletop roleplaying. The core system is easy to use and most actions can be resolved with a roll of the dice. Dragon Age also features an innovative stunt system that keeps combat and spellcasting tense and exciting.
So gather your friends, grab some dice, and get ready to enter a world of heroes and villains, of knights and darkspawn, of gods and demons … the world of Dragon Age!
I find it very difficult to not recommend this game. It’s got a whole bunch of things going for it: a recognizable brand, a beginner-friendly ruleset, and from the previews: really good production values. One little fact that makes me happy is that it doesn’t need any special kinds of polyhedral dice. D6’s are all that’s needed to play, and with the difficulty of finding dice here in the Philippines, that alone makes it an easy game to recommend for the holidays.
2 comments December 15, 2009
Shopping for the 3rd World Gamer #1: World of Darkness Corebook
Christmas isn’t too far away, and for the Philippine RPG gamer and enthusiast, PDF publishing is a godsend. That said, I figure I might as well put up my recommendations in terms of buying RPGs for fellow Third World gamers.
That said, my current criteria are:
- Affordable – These games should be within reach of a reasonable 3rd World Budget.
- Easy to learn – RPGs are social games that should be easy to learn and easy to teach. For a starting RPG gamer, ease of use is a prime concern.
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World of Darkness Corebook
$12.50
ISBN: 1-58846-476-8
Publisher Stock #: WW55000
Hardcover
Page Count: 224
Where the Shadows Grow Long
We live our days completely ignorant of the true terrors lurking around us. Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies – ‘There are no such things as monsters’ – or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.Abandon Hope All Who Enter
The World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real. Players join to tell tales of mystery and horror, where theme, mood and plot are more important to a character’s experiences than his weapons or equipment. Inside are rules for character creation, task resolution, combat and any activity your character attempts as he delves into the shadows.
This book is the very foundation of the new World of Darkness series of games. I can’t stress enough just how remarkably capable this game is in being run as a standalone game. I’ve had actual experience in running games of “personal horror” with just the corebook, without having to pick up any of the other supernatural templates like Vampire: the Requiem or Mage: the Awakening.
The system is easy to learn, and even easier to teach, while maintaining a good amount of flexibility to run most other modern day genres with little to no tweaking. It also helps that there’s a lot of support for the system from both the publisher and from its fans, insuring that there’s room for growth. People can go branch out later on to get new supplements to expand the game, either spinning it off to a new direction with the Supernatural ones, or simply adding more to the core line with other excellent supplements like Tales from the 13th Precinct.
Add comment December 14, 2009









