Author Topic: Mages in a nutshell  (Read 362 times)

Offline Vagabond

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Mages in a nutshell
« on: May 26, 2017, 03:25:19 PM »
What is a Mage?
Put essentially, a mage is a man with the ability to reshape reality through compel of will. Stirred to their potential, such individuals trust so unequivocally in what they do that they actually change their reality. With that power, however, comes overpowering pride, zeal, and debasement. That same energy of conviction frequently sets mages against each other, against their environment, and against themselves too. Their will to control turns into the ability to devastate. In a perfect world, mages endeavor toward a grandiose objective: Ascension. Issue is, they differ about what Ascension implies. Would it be a good idea for it to be close to home amazing quality or all inclusive peace? Does it look like paradise or does it endeavor against hellfire? Is magick given by some god, or does it originate from somewhere inside? Will it be enchantment, confidence, or science that improves the world a place? Everybody has answers, yet nobody knows reality. Thus like religious doctrines or political groups, mages quarrel over their beliefs. Out of good goals, they drag their reality toward a void. Who are the terrible folks? Who are the great folks? In spite of the fact that the Technocracy – a great group of heartless technomancers – stalls out with the epithet "dark caps and mirrorshades," all mages are courageous beasts. Some have more blood staring them in the face than others, however every one of them holds the seeds of defilement. Through their Ascension War, they've constrained their wills upon each other for approximately a thousand years… and subsequently, the world has endured. This Catch 22 – appalling activities for elevated objectives – is the cost of pride and power.

Ascension and its War
That sort of energy alarms individuals… and in light of current circumstances. It's startling to acknowledge what you can do in the event that you genuinely set your brain to it, and it's considerably additionally unnerving to understand that other individuals can do it whether you need them to or not. That fear drives what we'll call the Ascension War – a battle over the destiny of reality as we probably am aware it.

In the Tarot's great voyage outline, War is the place we discover our Devils and Chariots, our Wheels and Towers and perhaps Judgment as well. It's the place a significant number of us discover Strength and Lust and the numerous trials of Cups and Wands, Pentacles and Swords. Pursued in many structures since the beginning of humankind, and in its present shape since the European Renaissance saw an "alchemists campaign," this War (yes, another promoted term; we have loads of those) pits the strengths of magick, confidence, science, and perdition against each other. The history behind it is immaterial now; how about we simply say that the groups that wrath through the shadows of reality took their walking orders from an antiquated resentment however are genuinely, at their center, persuaded by the dread of another person's magickal truth. We obstinate spiritualist chimps concede to nothing. Every individual, Awakened or something else, has an alternate thought on what "reality" implies. We concur about specific things, obviously – water's wet, things fall when dropped, and we have two arms, legs, and eyes unless we're by one means or another changed by destiny. Thing is, the point at which you're one of us, you understand that those specific things are up for gets; we may inhale submerged, fly through the air, or change the shapes we were naturally introduced to. The ability to do such things is magick. The pride of such power drives us toward Ascension… and, incomprehensibly, far from it also. Climb is a terrific perfect. To some mages, it's a person's capacity to rise above this mortal remains and go ahead to Heaven or Nirvana or whatever else sits tight simply outside of anyone's ability to see for us. The model picture of Ascension is on the World card – the last stop in the Tarot travel – where a bare soul moves between the components, half-wrapped in a mantle of superb forsake. It's both surrender and control, virtuous satisfaction with develop understanding. That is one of numerous Catch 22s in our Path: the more you attempt to clarify or catch it, the more improbable you are to really achieve that objective. In view of that specific oddity, numerous mages go after a lesser objective rather: they need to make the world Ascend. What's more, they'll disclose to you that is a definitive altruism. Also, they'll be lying then, since it's most certainly not. In spite of the fact that you may differ with this assessment, the same number of mages do, in my mind such all inclusive Ascension is a definitive type of bondage. It replaces singular disclosure with common solidarity, getting all sleepers to stir the way we think they ought to. It's an idealistic objective, with an indistinguishable defect from all Utopias: the request that everybody adjust to another person's goals. What's more, however the Technocracy might be the most evident wrongdoer in such manner, numerous different mages are liable of it as well. Along these lines, we war.

Hubris, Our Fatal Pride
We wage our Ascension War for the destiny of our reality. We wage it for our own survival. We wage it out of hubris, the lethal pride that prompts devastation. The greatest hole in our Fragile Path, hubris demands that since we can do a thing, we ought to do it… in light of the fact that all things considered, it is our entitlement to do it. The truth is in our grasp, so it's our obligation to improve our reality a place with it – better, obviously, by the norms we choose. What's more, that is the place the breaks start. It frequently begins with individuals recuperating the wiped out and bringing fire and doing things that shout out frantically to be finished. Also, that is great. Be that as it may, when you end up plainly persuaded that exclusive you recognize what's great or not, that fire touches off a holocaust. Robots walk, and witches revile, and lightning storms streak down Main Street. What's more, we, the Awakened Ones, have been doing that sort of poo for quite a long time. For the sake of Ascension, the great perfect, we make slaves and carcasses of those in our way. The Technocracy gets the fault, however any alleged Ascension Warrior is blameworthy. We fear, frequently properly, thus we battle. What's more, slaughter. What's more, kick the bucket. From time to time, we Ascend. Very frequently, however, we consume. Magick is our blessing, duty, and revile. We can utilize it to light lights or set fire to the world. Furthermore, we do both those things, and all the more other than. Furthermore, this is the reason, in the fabulous plan of things, we're all such Fools, moving at the edge of greatness and obscurity.

The Avatar
See that puppy by the Fool's feet? That is the gatekeeper, moving both notices and temptations. On the off chance that the Fool isn't tuning in, he or she will tumble off the precipice. Yet, in the event that that Fool is tuning in, those barks and moves energize watchfulness. That pooch tells the Fool where to put the subsequent stages. What's more, that is the Avatar – that piece of heavenly nature that aides us through Awakening.

"Symbol" is another credit word that suits who and what we are. In Hindu cosmology, a symbol is a typified part of a divine being. What's more, as it were, that is precisely what a mage's Avatar is: an epitome of the god inside. Presently, unique mages have diverse goes up against that kind of thing. Divine Choristers and other monotheistic mages will reveal to you that everything is a section or formation of the One True God, with Avatars being nearer to that God than mortal tissue. Agnostic spiritualists frequently guarantee that we're all little parts of Divinity, simply holding up to understand that reality. Agnostic mages take a gander at the Avatar as an impression of one's Inner Genius, and others see it as a bodhisattva, a past life, a watchman holy messenger, or some other indication of more profound comprehension. Like I stated, we mages are a differing parcel. We use comparative powers however depict them in altogether different ways. An Avatar can resemble whatever you'd hope to see. Is it true that you are hunting down an attractive outsider? There he is. Did you long for an exquisite woman? She's appropriate inside you, regardless of the possibility that you're a man. In case you're searching for heavenly attendants, you'll see one at your shoulder; in the event that you fear devils, the Avatar moves that part as well. That directing soul can look horrible on wheels or paradise with a stick-move. It can even appear as though you – perhaps the You you've generally envisioned you could be, or the You you're hesitant to see in the mirror. I've referred to mages who saw their Avatars as puffs of smoke, android workers, or voices noticeable all around. Yes, they can even look like puppies. The frame isn't critical. The capacity is.

An Avatar aides its mage through the frequently difficult procedure of Awakening. Here and there, it'll drag that mage kicking and shouting through bad dream boulevards. An Avatar, it's been stated, can be an educator, a parent, a savage, or a beau. It's both an ace and a slave, with mercilessness and benevolence in its grasp. What an Avatar never is, is unconcerned. Whatever part it takes throughout your life, you're critical to that soul and that soul's essential to you. Regardless of whether an Avatar holds the energy of Awakening or basically demonstrates a mage the best approach to discover it, that Avatar holds the way to spiritualist comprehension. The more grounded it is to you, the more you get it. An Avatar initially goes to a mage at the time of Epiphany, at the point where mortal fantasies vanish. Now and then this happens progressively – irregular seemingly insignificant details that start to bode well after some time as understanding develops. Frequently, at any rate in this time, the Awakening impacts a mage into sudden difficult mindfulness. Possibly those seemingly insignificant details all of a sudden signify an actually amazement full truth. Or, on the other hand perhaps time-tried assumptions unexpectedly break, uncovering truths that were covered up until then. Whatever happens to the mage – and paying little mind to the age at which it happens, which could run from adolescence to senior status yet regularly goes ahead the edge of development – the Avatar shakes the mage, and that mage awakens.

 Essence
Essence mirrors the identity of your mage's Avatar. By augmentation, it additionally impacts the mage himself. In many respects, the Essence gives you a general script for your character's conduct. His objectives, his propensities, the way he approaches life and every one of its puzzles - all might be guided by the mage's Essence.

The Awakened themselves differ about the part, nature, and reason for an Essence. Reincarnationists view such propensities as the inheritances of past lives, while enormous picture metaphysicians indicate the Metaphysic Trinity and the spaces between its powers. Technocrats expel such spiritualist garbage, seeing rather the mental profiles of Enlightened identities. There are people who consider Essence to be orders from Almighty God, and other people who talk about Pure Ones who ceaselessly resurrect their inestimable characters in Earthly vessels. Likewise with enchantment itself, reality about your mage's Essence will depend - in any event in that character's eyes - on the convictions he holds about his place in Creation.

Frequently, the Avatar and its Essence uncover themselves as identity peculiarities, unpretentious prods, dreams, mind flights, this feels familiar, and sentiments of something or somebody being perfect or absolutely wrong to the mage being referred to. A Dynamic Essence mage feels eager, driven, ardent, and hyperactive; his Pattern partner may be more settled, dependable, one of those great head on her shoulders sorts with a strong approach toward life. A Questing drifter once in a while sticks around one place for long, and the cryptic Primordial soul looks at her surroundings with scary quiet and a motivation nobody else can understand. In spite of expansive associations between the four Essences and the Ascension War groups - Dynamic for Marauders, Pattern for Technocrats, Questing for the Traditions, and Primordial for the Nephandi - each of the four Essences can be found in each group, including the ones who need no piece of that War.

The more grounded the Avatar, the more prominent its impact; maybe a couple dabs in Avatar show as straightforward hunches, though four-or five-spot ones accomplish out and out personalities. An Avatar's indications are frequently fixing to its Essence nature. Albeit individuals appear to be more mind boggling - characterized more by Nature, Demeanor, and individual decision than by inestimable strengths - the Avatars that push mages themselves frequently show the Essence in clear ways. Dynamic Avatars take fierce structures, driving their mortal hosts like kids before wicked whips. A Pattern Genius could show as that sentiment rightness when a woodworker snatches his sledge and a looks at a pile of boards. The Questing Avatar may blow through a mage's hair like an interminable breeze, cooling her skin even in the still forsake air, though the Primordial Avatar pools somewhere down in a wizard's inner mind, filling his head with dreams that oppose definition yet request replies in the light of day.

Amid the time of High Magic, the Essences were recognized by components (Dynamic/Fire, Pattern/Earth, Questing/Air, Primordial/Water) and mythic animals. Seen by some mages as outlines of the spirit, these inclinations gave off an impression of being signs of fate. What's more, albeit current mages frequently attest that "I am nobody's pawn," there appears, now and again, to be a more noteworthy compel - or maybe four or five powers - controlling mages toward some more noteworthy end.

That fifth constrain, Infinite, stays confounding. Sages say that it must exist, however in the event that it does, nobody's really observed it. In amusement terms, it's difficult to state what an Infinite Essence may resemble. We prescribe that player characters likely shouldn't have such a choice, however maybe a peculiar Storyteller character could exemplify that kind of Avatar, gazing at the world with eyes and heart that compass past insignificant human comprehension and into domains even mages can't yet understand.

Spoiler for Essence:
Genius Eidolons: The Technocratic Essence

Agents of the Technocratic Union decline to acknowledge superstitionist jibber jabber about symbols and embodiments. Such ideas are simply the old reasons for superbly justifiable psychiatric wonders. Still, even the most solidified researchers must acknowledge overpowering proof, so the idea of Eidolons - develops of a man's Enlightened Genius - remains an open mystery among Technocratic work force.

For all useful purposes, Eidolons and Essences are the very same thing. However, in the realm of Mage, observation and conviction are the establishments of reality. Accordingly, a Technocrat or previous Technocrat will totally preclude the presence from claiming a powerful soul substance. Reality Deviants may have their senseless little soul-faces, yet a decent Technocrat comprehends what such things truly are: wisps of creative ability wrapped around superbly sensible demeanors of Genius!

All things being equal, Technocrats don't prefer to talk about these wisps of creative energy. Goodness, it's worthy to specify one's fantasies upon event, yet a Technocrat who examines dreams as though they mean something may soon end up in high temp water. Dreams, then, are the place Genius Eidolons run wild. On the off chance that and when such ghosts show in clear view amid waking hours, a brilliant Technocrat will remain quiet about such fancies on the off chance that he realizes what's beneficial for him… which, obviously, he does.

Dynamic

The Dynamic Essence encapsulates Change itself. Showing as a fluctuating disposition, enthusiastic feelings, eager drive, and flighty spirits, Dynamic Avatars constrain their mages toward brave encounters. Such individuals are never exhausting organization! A Dynamic mage may drag you out for a night on the town that incorporates commandeering a taxi, skateboarding down a railroad track, and drooping into bed soon after first light with an immense smile (or a startled scowl) all over, just to awaken a couple of hours after the fact and see what inconvenience you can get into next.

In more unpretentious structures, this Essence motivates interest, fretfulness, and sudden flashes of splendor. Showing up as shadows, whispers, and poor motivation control, it spurs a mage to treat each day like an enterprise. At larger amounts, a Dynamic Avatar can bother a man pitilessly, leaving half-completed activities and smashed connections in the wake of a mage who once in a while sits still for long. In more inconspicuous structures, this Essence rouses interest, restlessness, and sudden flashes of brightness. Showing up as shadows, whispers, and poor motivation control, it drives a mage to treat each day like an enterprise. At larger amounts, a Dynamic Avatar can annoy a man savagely, leaving half-completed ventures and smashed connections in the wake of a mage who infrequently sits still for long.

Pattern

The exact inverse of Dynamism, the Pattern Essence gives dependability and request. On the off chance that Dynamism is fire, then Pattern is stone. Design mages approach things with think plan, talking gradually and setting aside opportunity to consider the potential dangers and advantages of an undertaking. Showing as quiet disposition, sound rationale, stable feelings, and expert figures (regularly in dreams, maybe as individuals just the mage herself can see), Pattern Avatars settle the impulsive impulses of reality into strong, reliable structures.

Since each war needs fortresses and reliable souls, the Pattern Essence is an esteemed resource. Such Avatars rouse their mages to be judicious, productive, and reliable - genuine blocks, to utilize the British slang. Respect, soundness, and decision making ability are signs of such individuals. In the event that they appear to be stodgy or deadened, it's essentially in light of the fact that other individuals are too silly to perceive a genuine companion when they have one.


Primordial

Before light and request existed, Primordial Chaos was the Essence of the universe. Indeed, even now, that interminable mystery entices to the human soul in the state of creepy and frequently vile Avatar-shapes. Showing as shadows; half-heard cries; twirling vortices of throbbing vitality; or the unsettling figures of psychos, phantoms, and squamous things, this Essence mirrors the depthless ranges of inestimable potential. Mages associated with this Essence have a tendency to be sudden and undercover, or else tempting in ways that Fallen souls can best appreciate.

A Primordial mage adores secret. Like profound water, she saturates shrouded puts and challenges simple comprehension. While Pattern individuals are blocks or stone, Primordial people are riptides and dim pools. The couple of Technocrats who support this Essence comprehend that no science can infiltrate the wealthiest riddles of the universe; they'll give lip administration to innovation, yet they generally keep a couple of additional cards up their sleeves for the time when the light comes up short and request turns into a punch line in the enormous joke.

Questing

Wherever windmills call, you'll discover Questing mages get ready to tilt. Drifters and errants, explorers, and pioneers, these individuals incline toward the open street and an admirable motivation. Exemplifying Balance in the Trinity, this Essence maintains a strategic distance from extremes. Questing Avatars tend to show as longing; craving for new experiences; brilliant spots not too far off; and individuals, brutes, or elements related with travel. One may resemble a stray dog, another like a kaleidoscope, and a third like a drifter in favor of the street. Though the Primordial mage twists up in the shadows, the Questing mage straps on her knapsack, straps on or disposes of completely her shoes, and heads off to face experiences in the Great Unknown.

"Call Me the Breeze" makes a decent signature tune for such characters. Their Avatars draw them ever ahead. Without a doubt, these souls may appear to be inviting and fun enough; in time, in any case, they'll vanish into the rising first light, secure in the information that another person will take after the trails they've blasted.

Paradox
Magick, it's been stated, is a double edge instrument. That fine magical surgical blade reshapes Reality to a mage's wishes, however it cuts the hand that employs it, as well. Oddity is the cost of working with Reality - the scourge of Awakened vanity that helps each mage to remember his actual place in Creation.

Verse aside, Paradox constrains a mage's capacity to work her Will without results. Storywise, it smacks a pleased magus off her royal position in different offensive ways: Burns, detainment facilities, signs, substances, or something more regrettable. Diversion astute, Paradox compels every player to be unpretentious and innovative. Foul magick is a certain street to the Paradox Effect, and in spite of the fact that fortuitous event can acquire a backfire as well, your mage is in an ideal situation playing things safe, or as protected as things can get in this World of Darkness, at any rate.

Reference(s):
Mage The Ascension 20th Anniversary Edition
« Last Edit: May 26, 2017, 10:50:55 PM by Vagabond »

Offline Hydra

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Re: Mages in a nutshell
« Reply #1 on: May 26, 2017, 03:41:58 PM »
I don't get it, why're you copying & pasting information straight off the MtA 20th corebook into the forum?

Offline smackzappa

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Re: Mages in a nutshell
« Reply #2 on: May 26, 2017, 03:44:16 PM »
I don't get it, why're you copying & pasting information straight off the MtA 20th corebook into the forum?

so maybe unfortunate people who can't afford to buy the books, but want to learn stuff about the races and apply, actually can?

Offline Hydra

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Re: Mages in a nutshell
« Reply #3 on: May 26, 2017, 03:45:37 PM »
I don't get it, why're you copying & pasting information straight off the MtA 20th corebook into the forum?

so maybe unfortunate people who can't afford to buy the books, but want to learn stuff about the races and apply, actually can?
I assure you no one in this community bought the books, and yet every single person who's interested in the mage lore already has the book.

Offline Vagabond

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Re: Mages in a nutshell
« Reply #4 on: May 26, 2017, 03:47:17 PM »
I don't get it, why're you copying & pasting information straight off the MtA 20th corebook into the forum?

so maybe unfortunate people who can't afford to buy the books, but want to learn stuff about the races and apply, actually can?
I assure you no one in this community bought the books, and yet every single person who's interested in the mage lore already has the book.
Yet, you never know if someone new might come along and need help. It's just a noob friendly guide, it's not that serious.

Offline Adrian

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Re: Mages in a nutshell
« Reply #5 on: May 26, 2017, 05:52:24 PM »
This taught me nothing because I did not read it because there is no pictures in this guide.

Offline Raven Corella

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Re: Mages in a nutshell
« Reply #6 on: May 26, 2017, 06:31:30 PM »
What Hydra here is trying to relate is that you're not actually allowed to copy paste large passages from the book in here.


Offline smackzappa

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Re: Mages in a nutshell
« Reply #7 on: May 26, 2017, 06:51:18 PM »
>vagabond tries to do something helpful for the community
>people giving him shit
>???
>profit

OT: good guide vagabond

Offline Hydra

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Re: Mages in a nutshell
« Reply #8 on: May 26, 2017, 08:13:08 PM »
What Hydra here is trying to relate is that you're not actually allowed to copy paste large passages from the book in here.
This.

>vagabond tries to do something helpful for the community
>people giving him shit
>???
>profit

OT: good guide vagabond
Ain't no one giving him shit; and then again, there's making a guide and putting effort into it and then there's copying and pasting info from the book.

Eitherway I'm not entirely sure doing this is allowed due to copyrights and whatnot, but ah idk.

Offline Vagabond

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Re: Mages in a nutshell
« Reply #9 on: May 26, 2017, 10:56:55 PM »
What Hydra here is trying to relate is that you're not actually allowed to copy paste large passages from the book in here.
This.

>vagabond tries to do something helpful for the community
>people giving him shit
>???
>profit

OT: good guide vagabond
Ain't no one giving him shit; and then again, there's making a guide and putting effort into it and then there's copying and pasting info from the book.

Eitherway I'm not entirely sure doing this is allowed due to copyrights and whatnot, but ah idk.
I'm not sure what country you are from or what grade you are in but in high school english in america we learned about citing your sources to avoid plagiarism(the practice of taking someone else's work or ideas and passing them off as one's own.). If you cite your source, it isn't plagiarism or copyright infringement. However, I still went out of my way to redraft the thread for those a bit worried or upset.

Offline Lucid

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Re: Mages in a nutshell
« Reply #10 on: May 27, 2017, 02:40:36 AM »
What Hydra here is trying to relate is that you're not actually allowed to copy paste large passages from the book in here.
This.

>vagabond tries to do something helpful for the community
>people giving him shit
>???
>profit

OT: good guide vagabond
Ain't no one giving him shit; and then again, there's making a guide and putting effort into it and then there's copying and pasting info from the book.

Eitherway I'm not entirely sure doing this is allowed due to copyrights and whatnot, but ah idk.
I'm not sure what country you are from or what grade you are in but in high school english in america we learned about citing your sources to avoid plagiarism(the practice of taking someone else's work or ideas and passing them off as one's own.). If you cite your source, it isn't plagiarism or copyright infringement. However, I still went out of my way to redraft the thread for those a bit worried or upset.

you mean paraphrasing, eh

other than that, i will be honest - i didn't read this guide just skimmed through comments, but if you did paraphrase this, then i will take a look at it and slash through og of it

Offline Flavberg

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Re: Mages in a nutshell
« Reply #11 on: May 27, 2017, 10:05:24 AM »
No need to be mean or throw shit at the guy trying to help out.