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Aug 23rd, 2015, 12:28 PM
Khodexus
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Mage Creation Guidelines
Important Changes
The most significant changes made to Mages is the changes to their Orders. The Atlantean Orders have been consolidated into a single order, and a few new orders have been created in order to better flesh out some of the standard antagonists, taking cues from both Awakening and Ascension, as well as more original sources.
Other changes include a subtle reorganization of Inferior Arcana, one altered Favored Resistance attribute, and some minor alterations to experience costs and how certain traits are gained.
Trait Gaining Alterations
Merits Awarded through Roleplaying:
Artifact, Enhanced Item, Familiar, Hallow, Imbued Item, Library, Sanctum, Sleepwalker Retainer, Thrall.
Altered Experience Costs:
Purchasing Rotes with experience costs 1xp per dot.
Astral quest or extensive training required for:
• Raising Gnosis
• Raising Ruling Arcanum to 6+
• Raising Common Arcanum to 5+
• Raising Inferior Arcanum to 3+
• Creating a Level 6 Rote
Creating new Rotes:
First the spell must be conceived as improvised magic, and cast at least 10 times successfully. Then an extended research action taking 1 hour per roll must be undertaken, using Gnosis + Primary Arcanum for the spell. The number of successes required is equal to the total dots of all Arcana involved. Finally double the normal experience for learning the rote must be paid (dot rating x2) along with a single willpower point for the mage to master the rote.
When creating conjunctive spells everything but the willpower cost must be done for each spell involved. Though if separate rotes are already known for each spell they need not be cast as improvised spells 10 times prior.
Gnosis and Path Adjustments
Gnosis
Extended Casting Times
Gnosis
Time per Roll
Gnosis
Time per Roll
1
3 hours
6
20 minutes
2
2 hours
7
10 minutes
3
1 hour
8
6 minutes
4
45 minutes
9
2 minutes
5
30 minutes
10
1 minute
Inferior Arcanum
Obrimos:
Death
Acanthus:
Prime
Mastigos:
Fate
Thyrsus:
Mind
Moros:
Spirit
Favored Resistance Attributes
Moros:
Stamina
New Orders
Children of Atlantis
Nearly all mages know the story of Atlantis, the first and largest bastion of mages in the history of the world. It is said that before the fall of Atlantis, there was no paradox. Magic functioned easily for all mages, and as such, Mages held unrivaled rule of their world. But then the Abyss opened a gaping hole in the universe, and the golden ladder to the supernal realms was broken.
The Children of Atlantis believe that the Golden City can be rebuilt, bringing the undiluted power of the Supernal Realms back into our world. This belief defines them and drives them, striving ever forward towards a new golden age for all mage-kind.
While other mages have built their own traditions and changed with the times, the Children of Atlantis look to the past, to the glory of Atlantis, and try to discover a way of recreating that glory in the modern age. In many ways, they are the oldest of all Orders, but their history has not been uninterrupted. There have been times when they were nearly wiped out, but managed to hold on, or pass on their beliefs to a new generation. Their enduring philosophy is lauded as proof of their strength of conviction, and the rightness of their cause.
Overview
Atlantis is a sturdy and unyielding foundation, and the Children of Atlantis have stood strong upon that foundation for millennia. They like to believe that their philosophy and members have been unwavering and unchanging, that their victory grows ever nearer, but their history has had its share of hardships, and its members have been forced to make compromises to keep up with the times. The Order as it is today is a far cry from the order its founders knew, but many of their core precepts remain, and while new ways and ideas have been added to the Order over the centuries, most merely reinforce their founding ideals.
Order Specialty:
All members of the Order are taught High Speech (at no cost), and can utilize the Atlantean Runes technique to prolong their spells.
Philosophy:
The philosophy of the Children of Atlantis has always been simple. They strive for the betterment of magic, and mage-kind, to defeat the Abyss, and to rebuild a bastion for mages akin to Atlantis of old.
The Children of Atlantis believe that the Oracles, who first built the watchtowers in the supernal realms, remain to this day, fighting for the very same cause they themselves fight for, but from the other side of the Abyss. They believe all mages have a duty to aid in this conflict, so that the Oracles do not strive in vain. They oppose the servants of the Exarchs, whenever they can be identified, and those who would serve the Exarchs goals even unwittingly.
The Children of Atlantis also believe that the Abyss and all its denizens are inherently evil, and must be destroyed and opposed wherever they are found. This sometimes means using Paradox as a deliberate lure for the Abyss, but such tactics are generally discouraged except for the most experienced and wisest of mages.
Implementation of the Order’s philosophies is where things get more complicated. There has been much debate over the years about the best ways to accomplish the Order’s goals, as well as just what is ‘best’ for mages. Identifying servants of the Exarchs – witting or otherwise – is tricky at best, and none are entirely certain just what the goals of the Exarchs truly are. Indeed, most members of the Order believe that the Oracles share their own goals, but this has never been confirmed in any meaningful way.
Other concerns also divide the order. The keeping of secrets, the encouragement or discouragement of new awakenings, even long-held traditions such as the relationship between a master and apprentice are frequently brought into question. And the answers to these debates are rarely clear cut. Many things are accepted as tradition, the way things have always been, but tradition itself is not always enough reason to continue in a specific way. What if a subtle alteration of a long-held tradition paved the way to a vital step closer to a new golden age? Which is more important, honoring past glories, or achieving new ones?
These questions and others, ensure that the Order is constantly changing, never stagnating, but also keeps them from perfect unity. And thus, is one of the greatest obstacles to achieving their goals.
Members
The Children of Atlantis is one of the most well known and wide-spread orders on the planet. Their strong traditions and rich lengthy history has given them a strength and fortitude that is appealing to many mages. They have stood the test of time, but their detractors point out that in all the time they have existed, their goals unchanging, they have never managed to actually achieve said goals. Some point to this as a sign that their goals may not be reachable, and that they have outlived their own purpose, as it were. Still, their membership outstrips their rivals, and this itself is evidence of the appeal of the order’s philosophy.
Appearance:
The Atlanteans are a varied bunch, coming from all walks of life, all social circles, and all nationalities. Their unified vision and goals, as well as their focus on the history of Atlantis does give them some distinguishing features, in the form of the symbols of their order, the Atlantean Pentacle most prominent among them. They also sometimes adorn their clothes or accessories with Atlantean runes or the symbols of their Chapters, etc.
Background:
Atlantean mages come from virtually any foreseeable background, from scholars, to soldiers, to business tycoons. If there is any one thing that characterizes them, it’s an appreciation for history, and the ability to hope. Hope plays an important part of the Atlantean’s philosophy and goals. Hope for a better future, and hope for a return to glory. As such, the Children of Atlantis tend to be those willing to take the initiative and work towards their goals, more often than those who simply go through the motions of their lives.
Initiation:
One of the reasons the Children of Atlantis are so populous, is their aggressive recruitment of newly awakened mages. When they find new mages they are quick to offer aid, instruction, and direction. They teach new recruits the history of Atlantis, and they have a number of long-standing ceremonies for inducting recruits into one of their four Chapters. As parts of these ceremonies, the recruit is usually expected to be able to accurately recite the basic history of Atlantis, as well as demonstrate proficiency in High Speech and Atlantean Runes.
Character Creation:
There is no right way to build a Child of Atlantis. A physical oriented build can make an excellent Adamantine Arrow enforcer, while a strong social build can work well in the Silver Ladder chapter. Stealthy or manipulative individuals can fit in with the Guardians of the Veil, and for those of a more cerebral bent the Mysterium might appeal strongly. The Order recognizes and values all types of abilities and skills, and nearly all types of characters can find a place within their ranks.
Concepts:
Historian philanthropist, security expert.
Organization
Chapters:
The Adamantine Arrow, the Guardians of the Veil, the Mysterium, and the Silver Ladder.
Sects:
Thebes. Vienna.
Stereotypes
Federation of Free Mages:
These rebels without a cause are so drunk on the so-called freedoms of modern society that they refuse to acknowledge the great cost that has been paid to keep magic alive, or the responsibilities that come with being entrusted with it.
Klaife du Cyrcho:
Their true purpose was once noble, and we fought alongside them in ages past, but they have fallen far from those days, and are now so paranoid in their zeal that they cannot be trusted or relied upon.
Technocracy:
Their name and methods may have changed, but we recognize these would-be tyrants and usurpers for who they really are; our ancient enemies from ages past, the servants of the Exarchs.
Unaligned:
Every apostate is a potential recruit, and most are simply mages who have yet to be shown the truth. Keep an eye out for these, but always be wary in dealing with them. They are not always what they seem.
Federation of Free Mages
In the early 19th century, there came to Paris a convention of mages set to discuss a growing concern among their number. Another group, known as the Dominion, had been gaining allies and expanding their influence throughout Europe, with the goal of controlling the fate and beliefs of humanity, and through them, the very fabric of reality and magic. There were some who praised this idea, but most of the mages in this convention saw the Dominion as a fearsome evil that should not be allowed to endure.
At first, the convention mages kept their meetings secret, but as their numbers rose and they grew increasingly organized they began calling themselves, the Free Council, and countless mages flocked to their banners.
Despite their growing support, and inspiring successes, the goals of the Dominion seemed closer and more attainable every year. Even the unawakened world was aware of some of the fighting, and reacted to many things they did not fully understand. All out war seemed inevitable, and maintaining the secrecy of their kind was at times impossible, but efforts to undermine and oppose the Dominion’s activities began to gain momentum after the French Revolution, and the Council was able to gain influence in the young but influential United States government. With this new support, and the cry of freedom and revolution to inspire new allies and recruits, they were able to launch operations to directly counter the Dominions’ plans to incite a new war between the US and much of Europe It was the beginning of the end for the Dominion, with the Council fighting them back over the next two decades, and finally breaking them apart at last.
Afterwards the founding members of the Council met again, this time in London, to discuss the future of the organization they’d built. There was a lot of restructuring, but the resulting Federation of Free Mages became a powerful Order rising to prominence throughout the world.
In modern days, they work hard to ensure a place for all mages, and to protect the freedoms among humanity that they see as necessary for magic to flourish, and new awakenings to occur.
Overview
The Federation as an Order is strongly united in terms of principles and philosophy, but like any democratic body, there are a great many disagreements on policies, and practices from place to place, and member to member. They have strong political influence in sleeper society, and are generally able to bring disparate mages together better than most Orders. But it can also take time to get things done, as individual ideas and initiatives are bogged down with bureaucracy and endlessly debated in committee. They are on generally friendly terms with their allies, including the Children of Atlantis, and are more willing than most to put aside whatever differences they may have in order to achieve a common goal.
Order Specialty:
(Creative Thaumaturgy)
Philosophy:
Freedom. This simple ideal is at the center of everything the Federation believes. Freedom is necessary for the betterment of humanity, and in their view is also a vital component of magic. The freedom to express and experiment, and learn, and grow ones knowledge and ability with magic. Without freedom, they claim, new awakenings are severely limited, if not prevented completely, and magic itself suffers. The only way to move forward is to eliminate tyranny and allow humanity as a whole to awaken to the infinite possibilities of freedom and magic.
Members
The Federation has their strongest membership in the United States and Western Europe but their ideals and goals appeal to many throughout the globe. Wherever the fight for freedom is born, so too does the Federation find new allies and recruits. Many awakened in oppressed regions on the verge of revolution flock to the Federation’s banner, and embrace their democratic view. They encourage and seek out newly awakened mages, and they even claim that awakenings are more prominent in regions they control, though the veracity of this claim is hotly contested by their detractors.
Appearance:
The Federation believes in freedom of expression, and no where is this more immediately obvious than in the appearance of their members. Smart business suits mix with denim and cowboy hats alongside couture gowns and black leather mini-skirts. Many in the Order proudly display flags, or other symbols of liberty, democracy, and progress, but this is often only done on special occasions or for official Order meetings.
Background:
While Federation mages come literally from all walks of life, they tend to recruit more successfully in regions that either hold democratic beliefs, or are fighting to gain similar freedoms. A large percentage of Federation mages are citizens of the United States, even if they spend much of their time abroad. Others are free spirits who move from place to place, either on their own or following rebel celebrity icons. Politics are often important to them, and most at least follow current political events across the globe, if they do not actively participate.
Initiation:
Initiations for new Federation mages are typically simple affairs; a short ceremony where the new mage makes an oath to uphold the Order’s ideals, and protect his fellows. Anything much more elaborate is reserved for honoring certain acts, such as a recruit who earns his position through uncharacteristic heroics, or a respected and established mage joining the order to take on a position of authority.
Character Creation:
Freedom is the operative word with Free Mages, and that means a Federation mage is often best served by exploring a variety of skills. No one category is favored above others, but it can be a good idea to provide whatever skills the rest of the group might lack. Being a useful contributor to any group is important to a Federation mage, and thus they make natural fillers.
Concepts:
Political activist, proud veteran, relief volunteer, wallstreet executive.
Organization
In many ways, the Federation of Free Mages operates like a democratic nation. The Executive House is the highest authority within the Federation, and while their exact membership is not public information, it is generally accepted that there are between half a dozen and ten individuals at the top who oversee the worldwide interests of all mages who align themselves to their cause.
On a local level, mages in a given region or city elect from among their own number a Convention, who oversee mages in their territory and enforce those laws necessary to their prosperity and survival. These Conventions have the authority to appoint task forces to handle dangerous situations, or police their members, as well as take charge of any situations which involve multiple Cabals or mediating between disputes.
Sects:
Paris. Boston.
Stereotypes
Children of Atlantis:
They’ve fought the good fight for a long time, but they’re a bit antiquated, don’t you think? They’re living in the past, and sometimes that blinds them to the wonders of the modern age.
Klaife du Cyrcho:
Radical extremists, every one of them. I’ve heard they were founded on the principles of the Round Table, but it’s honestly hard to see that, assuming it’s true. They don’t believe in due process, or innocence until proven guilty. They do seem to believe in equality, at least; if you get on their bad side, they’ll hunt you down with the same prejudice they’ll hunt down anyone else with.
Technocracy:
A bit to obsessive and controlling for my taste. Still, they’ve got some interesting ideas, and some wonderful toys. Now if we can just convince them of the merits of disclosure…
Unaligned:
Everyone was unaligned once, but there comes a point where you have to choose sides, and stand up for what you believe in.
Klaife du Cyrcho
There have been times when magic was far easier to wield than it is today. Some say this was ended by the fall of Atlantis, but the Klaife du Cyrcho – which means blades of the cycle – know that the Abyss is older still than that legend. The Klaife first formed in the 6th century in Britain, a time when magic was once again on decline due to the spread of Christianity. One mage with a powerful gift for prophecy called them together and founded the Cyrcho in the shard realm Ynys Affalon, which at the time was a direct connection between the mortal world and the Prophet’s ruling supernal realm; Arcadia. He knew that such an order would be needed to combat the rising Abyss, and those nameless creatures of the void who had hungered for release since before the dawn of time.
The Klaife were and still are a highly militant Order of mages with a very strict code of conduct. They target other mages who risk everything by tempting the fates and weakening the barriers between the Abyss and the rest of creation, and either convince them to change their ways, or destroy them so they will not further harm the fabric of the universe.
Overview
Order Specialty:
(Symbols of Power/Authority, Weapons)
Stereotypes
Children of Atlantis:
Their heritage is old, their traditions older. They’ve fought the true enemy, but don’t always remember to see it in the darkness. They understand our work, but rarely go out of their way to assist it.
Federation of Free Mages:
Noble intentions aside, these mages are young, and ignorant of the true horrors of our world. Their obsession with freedom is an intolerable weakness when desperate times call for sacrifice, for the good of all.
Technocracy:
We’ve never liked them. But these technocrats do have one thing right. They understand that paradox is the tool of the enemy, yet they seem to have no desire to take up the fight.
Unaligned:
Those without purpose or cause are dangerous, if left to their own devices. They invite the enemy, in their ignorance, and if they cannot be convinced of their error, they must instead be silenced.
The Technocracy
The Technocracy is at once the youngest of the Orders, and one of the oldest. They have existed, in some form or another, for centuries, rising to power and prominence time and again, and every time their enemies think they have been destroyed, they dissolve, and reform under a new name, and new leadership. They were the Thule Society, and the Dominion before that, and the Illuminati before that. They were the Seven Hands, the First Conclave, and even – in ages past – the Seers of the Throne. Sometimes two such orders even existed concurrently, though seldom for an extended period, at least in recent history with world communications growing every decade. Whatever their name, their purpose has always been the same; control.
Humanity defines magic at its most fundamental levels. This is why vulgar magic is so difficult and dangerous, and why paradox punishes the unwary mage who tries to bend reality too far from the collective consciousness that defines our universe. But if enough mages can gain enough influence over the hearts and minds of sleeper humanity, then those mages can define reality as they see fit. That is the belief of the Technocracy.
These mages have tried many methods to achieve their ends, and most recently their weapon of choice is technology. Humanity already believes in technology, they don’t question it even if they do not fully understand it. So the Technocracy is on the cutting edge of every technological breakthrough of the modern world, not through invention and innovation, but through propaganda, media attention, and exposure. If you can convince enough scientists that something born of magic is possible, then the world will follow.
Overview
Order Specialty:
(Magic disguised as technology is more effectively Covert)
Stereotypes
Children of Atlantis:
An ancient and decadent order, who have outlived their purpose, their goals, and their gods. They’re remarkably persistent, however. Our forebears have never quite managed to wipe them out.
Federation of Free Mages:
These young, idealistic, naive, politicals are always good for some amusement. Just be careful, they’re a volatile bunch, and just look what they did to the Dominion.
Klaife du Cyrcho:
Clever ********, they’ve been around a long time, and they’re even more persistent, and more dangerous than the Atlanteans. Tread carefully with these, they are the closest we have to allies, but they can never be trusted fully.
Unaligned:
Not much better than the ignorant masses, but if they can be brought into service of the Order, so much the better. Otherwise, they’re not worth the air they breath.
__________________
Born of Legend: Alpha War
The Living World of Darkness - Currently On Hold
Last edited by Khodexus; Aug 29th, 2015 at
09:03 AM
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