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object:Mage the Ascension

--- WHAT I NEED TO DO
  fill out sheet.
  attributes

--- MY CHARACTER
  Name?

  Who are you?
    Prior to his awakening, NAME, was a cautious, endlessly curious and quite rebellious child. Keenly aware that the world was not as it should be, but not sure how to go about resolving that issue he would find himself getting into misadventures. He loved playing games, whether socially acceptable ones or not, the world otherwise seemed a slow-bore that seemed to have set its sights too low, and forgot how to dream and aspire.

    His parents were ....

    In his exploratory spirit, he loved to run and climb and jump and play fight with his friends. But being reflective was too keenly aware of his short comings and quick to retreat into his mind, where he would search for answers without any success.

    After his awakening, his attitude underwent a significant change and he realized that answers were not to be found in his village, nor anyone he had met so far, that he would have to either find God or one who knew him intimately to guide him to the answers he so deeply sought. A hyper extension of who he was unfolded and he found himself faster, and sharper than before, and his thirst increased twenty-fold. But with that came also came a sense that the answers could be found, the every question implied an answer and faith grew within him. This thirst made him also keenly aware of other peoples sufferings, and he wished no longer to do harm, as he knew deep down or on the surface everyone hurt enough as it was.

--- CHARCTER TRAITS
  yes i want to be a time bending, priest-monk, that can move fast and fly and boost my attributes with magick
  due to his endless curious nature he seeks to know more and more, willing to travel through time to find books or sages with the answers that will finally satisfy his thirst for Truth.
  He is willing to gain power only as a means to that knowledge, or to make the world a better place, though he is still unsure what that entails and seeks knowledge as a remedy to that.


--- TRAITS
  X No Capability
   Poor/ Novice
   Average/ Beginning Professional
   Good/ Experienced Pro
   Exceptional/ Highly Skilled Pro
   World-Class
   Beyond Normal Human Range
  Most folks range between 1 and 3 in their various
  Attributes and between 0 and 3 in assorted Abilities.
  Collaboration provides the key to an enjoyable chronicle. The characters might be at each other's throats, but the players ought to be having a good time. In that spirit, sit down with your Storyteller and fellow players to hash out a shared foundation for your adventures. Come up with a chronicle concept that has room for everyone. Create a group of characters who have compelling reasons to stick together, and offer them ties to unite them as a whole.




--- SPHERES
   Perception (in game terms, Sphere Rank 1) ::: An initiate grasps the essential principles and begins to perceive the ways in which that Sphere behaves. A Correspondence initiate learns to spot connections and reckon distances; a Forces initiate notes elemental phenomena; and a Time initiate achieves an uncanny sense of the ebbs and flows of time. The mage can't alter anything just yet, but she can put her observations to good use.
   Manipulation (Sphere Rank 2) ::: The mage begins to use the Sphere to make small alterations in her local reality. The Correspondence student can look across distances or pull small objects from "nowhere"; the Forces student can make burning candles flare or go out; and the Time student gains limited pre- and postcognition. Although not yet able to perform dramatic Effects, the mage gains a small degree of control over the Sphere's principles... but for many tasks, a small degree of control is all you need.
   Control (Sphere Rank 3) ::: Achieving a greater level of accomplishment, the mage can make notable changes to elements connected with the Sphere. Our Correspondence devotee can step through intervening space; the Forces devotee could conjure winds or make fire leap; the Time devotee might speed up or slow down her speed relative to her surroundings. Remarkable feats become possible, and the mage approaches the realm of true wizardry.
   Command (Sphere Rank 4) ::: An impressive comm and of the Sphere in question allows the mage to perform dramatic feats. The Correspondence adept might appear in several places at once, the Forces adept conjures storms, and the Time adept can literally stop time in her vicinity. Even when such Effects aren't obviously magick, the mage attains significant influence over the principles associated with that Sphere.
   Mastery (Sphere Rank 5) ::: Magnificent feats become possible with such dominion within the Sphere. Our Correspondence master can stack several places into a single location; the Forces master commands vast phenomena - firestorms, blizzards, even nuclear blasts; the Time master can step outside of time, achieve limited immortality, or travel back and forth through time. Literally godlike miracles greet the master of a Sphere, and Reality literally shapes itself to her whim.

  Rumor has it that levels of Archmastery exist for each Sphere, granting abstract powers that even gods might envy. In game terms, these would be the EXTREMELY optional Sphere Ranks 6-10. Such powers are beyond almost every mage alive, take centuries to attain, and turn chronicles into blasted wreckage. Groups that want to bring such powers into play can find them in the sourcebook Masters of the Art. We cannot, however, overemphasize the destructive potential of these, again, OPTIONAL Sphere Ranks. Though technically canon, they should be avoided for all but the most outlandish Mage chronicles.

Correspondence ::: The element of connection between apparently different things.
Entropy ::: The principle of chance, fate and mortality.
Forces ::: The understanding of elemental energies.
Life ::: The mysteries of life and death.
Matter ::: The principles behind supposedly "inanimate" objects.
Mind ::: The potentials of consciousness.
Prime ::: An understanding of the Primal Energy within all things.
Spirit ::: Comprehension of Otherworldly forces and inhabitants.
Time ::: The strange workings of chronological forces and perceptions.
Tenth ::: Most Traditions postulate the existence of a Tenth Sphere, but what exactly it entails is a matter of debate.

--- FOOTER
class:games
pdf:/home/j/lib/RPG/ASCENSION/Mage_20th_Anniversary_Edition.pdf
pdf2:/home/j/lib/RPG/ASCENSION/MAGE_M20_4-Page_Official_Interactive.pdf
pdf3:/home/j/lib/RPG/ASCENSION/MAGE_M20_4-Page_Official_Interactive2.pdf
pdf4:/home/j/lib/RPG/ASCENSION/M20_Quickstart.pdf

Whitewolf fandom - Mage The Ascension

Whitewolf fandom - Attribute [physical, social, mental] - A characters innate physical, social, and mental Traits go by the collective name of Attributes.

Whitewolf fandom - Willpower - Theres a reason mages are often called willworkers; their unusual strength of confidence and conviction gives them high Willpower Trait ratings.

Whitewolf fandom - Category:Storytelling System
Whitewolf fandom - Skill
Whitewolf fandom - Sphere - The nine Spheres represent aspects of reality that mages can manipulate.

Whitewolf fandom - Ability [talent, skills, knowledge] - The common range of Talents, Skills, and Knowledges that reflect a characters personal and professional capabilities are collectively referred to as Abilities.

Whitewolf fandom - Archetype [Nature]

WW fandom - Arete - The enlightened force of Will that allows Awakened characters to employ magick gets summed up in a Trait called Arete.

WW fandom - Background - Mages enjoy a wide range of personal or group-based benefits. The majority of those benefits are open to any Awakened character, although a handful of
them are restricted to certain groups.

Whitewolf fandom - Traditions
Whitewolf fandom - Akashic Brotherhood




concept - A shorthand description of the overall idea behind your character. Is he a Cranky Recluse? Is she an Ass-Kicking Gutter Punk? Catch the tone of your character in a handful of words and then use that as a foundation for the other Traits.



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now begins generated list of local instances, definitions, quotes, instances in chapters, wordnet info if available and instances among weblinks


OBJECT INSTANCES [0] - TOPICS - AUTHORS - BOOKS - CHAPTERS - CLASSES - SEE ALSO - SIMILAR TITLES

TOPICS
SEE ALSO


AUTH

BOOKS

IN CHAPTERS TITLE

IN CHAPTERS CLASSNAME

IN CHAPTERS TEXT

PRIMARY CLASS

games
SIMILAR TITLES
Mage the Ascension

DEFINITIONS


TERMS STARTING WITH


TERMS ANYWHERE



QUOTES [3 / 3 - 0 / 0]


KEYS (10k)

   3 Mage the Ascension

NEW FULL DB (2.4M)


1:Soon Rome fell, and Western civilization fell onto Dark Times. The Cult of Mercury officially disbanded itself in 415 CE. Hermetic scholars fragmented, the sharing of ideas halted, and wizards secluded themselves in their towers for protection and to study free of the Church's inquiry. ~ Mage the Ascension, Order of Hermes,
2:With writing as an ability to catch and manipulate names, the scribe was able to imprison the object and manipulate its very nature. The catching of names was considered a magical act in ancient societies so the ability to write was reserved for the clergy under the direct influence of gods of wisdom and magic such as Thoth. ~ Mage the Ascension, Order of Hermes,
3:Hermetic philosophy is complex and many-layered. At the heart, the Hermetics profess the drive to perfection. This drive manifests through trials, tests, self-discovery, and the rejoining of fragmented patterns like disparate languages or mathematical conundrums. Ideally, each individual has a Word, a divine imperative that drives the figure's revelations. By exploring the boundaries of that Word and all of its meanings, the individual rises to his inner nature, then beyond. Each step in the process is a challenge that requires a leap of perception but also opens the way to the next path. Eventually, the human passes far enough to become something cosmically divine. ~ Mage the Ascension, Order of Hermes,

*** WISDOM TROVE ***

*** NEWFULLDB 2.4M ***


IN CHAPTERS [0/0]









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IN WEBGEN [10000/1]

https://www.goodreads.com/book/show/31831459-mage-the-ascension-20th-anniversary-ed-introductory-quickstart-rules-an



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