All terms, concepts, and systems within this handout are copyrighted and trademaked by White 
Wolf game systems. Any changes or differences from the stated rules as included in Mage:
The Ascension are most likely purposeful and meant to fit within a personal version of the 
world system.

This document presumes you've never played White Wolf's Mage World of Darkness game. If you
have, it will act as a reference and reminder.

Concepts of the Game
--------------------

Modern Mages: Mages are enlightened beings, mortal humans who have gained mastery over
manipulating reality itself. Mages are the only beings who actually shape reality. All others may
have access to unusual or even incredible-seeming powers. However, they fit within consensual
reality in some way or another. Only Mages have 'Awakened' past reality's limitations - the
Magick they practice manipulates reality as they choose. Only Mages pay the price for this power
with 'Paradox' backlashes, injuries, and spirit-attacks if they stretch Reality too far, too fast.
Awakening is universal - all ages, genders, racial types, cultures, and orientations have produced
Awakened Mages. Each Mage is a product of his or her environment, culture, and upbringing.
Each Mage has the option of joining any number of factions. And, each Mage has a different view
on Magick and how and why it works - known as their 'Paradigm'. What faction (and sub-group
within the factions) they choose, what culture they are raised in, and what Paradigm flavors their
magic affects how a Mage will move through life.

Avatar: An Avatar is the shard of the divine within each Mage, their soul and the source of their
power. They become Mages the moment their 'sleeping' Avatar 'awakens'. An Avatar is
represented in many ways, both statistical and role-oriented. The Avatar represents how well a
Mage interacts with Quintessence, influences status in Mage society (strong Avatars are more
respected), and acts as an actual alter-ego personality that interacts with a Mage, teaching
Magickal lessons in a variety of ways. Avatars are usually very symbolic to a Mage based on their
upbringing and style of magic: a Christian Mage might converse with a stern angel where a
computer programmer might receive odd email messages from an untraceable source. While an
Avatar is connected to a Mage, they can be thought of as a separate entity. Avatars are immortal,
and cycle through the world in multiple reincarnations. The Mage is just a bag of flesh and will
that the Avatar is linked to this time around.

Awakening: Just what is Awakening? It's best described as the moment when a human really and
truly *understands* that reality is flexible and can be manipulated at will. At that point, they
become a Mage. This is more than just being told 'Hey...reality is flexible' and saying 'Okay, I
believe it'. The mental processes involved are so deep and complex that only a tiny fraction of the
world's population ever achieve it. A Mage will usually Awaken after years of careful preparation
and training (there are groups dedicated to finding potential candidates and preparing them).
Occasionally, a Mage will spontaneously self-Awaken - without any real explanation of things,
they will comprehend reality on their own. Throughout history, Mages who Awakened without
instruction were very rare. In recent times, this has become much more common. Some point to
this as being an apocalyptic sign. Others have better things to do than worry about the 'why' of it,
and just try to deal with the results. The kinder ones offer to train the lone Mages. Others resort
to kidnaping, brainwashing, and torture to convert them. 

Reality: Reality is 'fluid' within the World of Darkness, and can be affected by someone with a
strong enough will. However, Reality is not a gaseous cloud that can be twisted, convoluted, and
inverted at whim. This means that while there is flexibility, there are limitations to Magickal use.
The Earth, itself, has a certain standard level of reality...it's own 'Paradigm'. This governs the
basics - air is breathable, water is wet, and mathematics allows you to add numbers together and
guarantee their results. Different countries also have their own Paradigms. The population of
Turkey, with its several thousand years of wars and Middle Eastern culture, has different legends,
beliefs, and expectations than the population of the United States. A Djinni or Roc appearing in
Turkey would be more 'acceptable' to the local Paradigm than an appearance on Wall Street in the
U.S. However, a UFO appearing in American would stretch reality less than in Istanbul. Also,
within each country, there are also regional Paradigms. Within the U.S. an 'Elvis sighting' would
be expected around Graceland or in Las Vegas, but, the locals in Nebraska might raise a few
eyebrows. Certain individuals may also have Paradigms attached to the work they do in public.
Stage magicians, faith healers, shamans, and occultists/mediums who happen to use True Magick
all can accomplish more in front of a group of (semi-)believers than a person acting like a Dark
Ages wizard in the middle of Wall Street morning crowds. That same 'wizard' could act much
more easily at a renaissance faire or fantasy event.

Paradigms: As discussed above, Paradigm is a flexible concept referring to both a personal belief
system of how reality functions, as held by an individual Mage, as well as the blueprint of reality
in a particular location (street, community, city, state, country, continent, or just Earth itself). A
Mage's personal Paradigm is a reflection of how they will perform True Magick (what sort of
effects they will produce with what sort of rituals). A location's Paradigm is a reflection of how
local Reality has been shaped and the level of flexibility of different types of Magickal effects.

The Ascension War: As mentioned above, there are differing factions. These factions battle
amongst each other for the right to 'control' reality. Because reality is fluid in the World of
Darkness, it is possible through clever manipulations to actually change the way humanity as a
whole perceives what is and isn't 'realistic'. There was a time when much of the 'science' we take
for granted was NOT the reality mortals knew. The Mythic Age (the mediaeval period), was a
time when Vampires stalked the nights without fear or secrecy, when Wizard-Mages ruled from
ivory towers and the Saints walked among men working their miracles. Werewolves ran free in
the Black Forest and other shapeshifters could be found in every wild place along with fairies of
all temperaments and sizes. Dragons, unicorns, love-potions and flying carpets, were all accepted
as part of reality by the population. The Mages and other supernatural creatures grew too cruel,
too controlling, too dangerous to common mortals. Pocket groups of Mages sprang up, branding
reality with their own special stamp. They were the champions of the Unawakened mass of
humanity that dominated the planet. The Science they began to discover and weave into reality
was embraced by the mortal world. Machines were created, information was disseminated,
technology became a word the common man accepted. The 'Technocracy' was born of the Mages
who favored the new Magick of Science over the old traditional ways. Those who kept to the old
ways became known as the 'Traditions'. The Technocracy went too far in liberating the common
man, however, laboring to sanitize and conform reality and humanity to one universal collection
of rules that would eliminate creative free thought and individuality (a 'Big Brother' effect). The
Traditions, having learned (somewhat) from their mistakes during the Mythic Age, struck back
against the technocratic advances, and continue to do so to this day. While they nearly lost the
battle before they'd begun, modern trends are shifting to give the Traditions some hope. This was
the beginning of the 'Ascension War': a conflict over which flavor of reality would dominate,
traditional Magick or science. Some also battle for the additional benefit of claiming control over
which flavor of reality would unlock the potential within all non-magical mortals (known as
'Sleepers') and mass-Awaken the whole planet in a single, apocalyptic wave called 'Ascension'.
Whether this Ascension will ever actually occur is something for the oldest and wisest of Mages
to debate. The Traditions fight for the right to continue doing Magick the way they choose to.
The Technocracy fights for the right to eliminate Traditional Magick in the name of Science. 

The World of Darkness: The world of darkness is much like the world we live in. However, life is
grimmer and more menial. The rich are richer and the middle class are barely a step above the
poor. Buildings are tall, more often built of stone, with gargoyles and stained-glass
ornamentation. Street gangs run wild, blood flows in alleys and nightclubs, and the music is harsh,
discordant, and singularly depressing. A grim miasma of grayness hangs over everything, giving
the people, clothing, buildings, and natural areas an otherworldly air. It combines the
shadow-cloaked mysteries of a gothic novel with the blood and leather of street-gangs. While only
a select few of the mortal population knows that fairies, werewolves, Mages, ghosts, and
vampires are more than just legends, the shadow-forces of these groups still affect the common
people and influence their misery. All this despair and violence seems to be building up to
something - the final battle of the Ascension War may just determine whether the World of
Darkness transcends or self-destructs.

Other Mages: Other groups who practice non-Technological Magick but are not recognized as
Council members exist and are known as 'Crafts' - a name the Council of Traditions give them,
not one they use amongst themselves. More 'proper' or 'appropriate' terms exist, but, most
Tradition Mages don't bother to learn them, not knowing any Craft members to discuss the topic
with. The Crafts are organized, structured, and share common cultural influences. Some Crafts at
least rumored to exist are the Sisters of Hippolyta (modern-day Amazons), Jewish Kabbalists, and
the well-known Hollow Ones (discussed later). Outside even the provinces of the Crafts are
'Orphan' Mages. They represent self-Awakened Mages who have had no opportunity to be trained
within a Tradition or Craft, or simply have no interest in the structured groups. As such, they have
the most difficult path in learning Magick, but have some of the greatest triumphs. Since they've
learned no rules, they can sometimes accomplish things Traditional Mages would never consider.
Other groups are whispered about, the evil 'Nephandi' who have sold their souls to demons in
exchange for great Magickal powers, and 'Marauders' who are crazy-Mages who warp reality
around them to fit within their personal dementia. However, both these kinds of Mages appear
rarely, if at all, to the rest of mortal and Mage society. The Technocracy is the greatest overall
threat to a Traditional Mage.

Mortals: Most mortals are completely oblivious to the supernatural world around them. While
they may be intrigued by the occult, they no more believe in it than they believe in Santa Claus
and the Easter Bunny. However, some have been touched by the supernatural in one way or
another - a family member Awakened as a Mage, a spouse discovering they are kin to
werewolves, a lover slain by a vampire's feeding-frenzy, a child haunted by the wraith of a dead
parent, a lonely teen enchanted by fairies. Those who know about the supernatural world (even
just one part of it) are referred to as being 'Aware'. Those who act out against it in anger or with
other destructive impulses are called 'Hunters'. It is rumored that some mortals have extraordinary
abilities above those of the common herd, but, nothing is known about them if they do. Most
Mages conjecture that those claims are traces of True Magick being exposed to the public. Mages often
refer to mortals as 'Sleepers' - a direct opposition to a mage's 'Awakened' status.

Quintessance and Tass: This is the raw fuel of Magick, as well as the base building material of the
entire universe (similar to 'Mana' in other magic-based gaming systems). Quintessance makes up
the world, the plants, the animals, people, everything. 'Nodes' are locations on the Earth where
Quintessance forms pools or wells of power that may be tapped. They, incidentally, tend to be
places of spiritual or mystical power of some sort - very beautiful and scenic locations, sites of
great battles or traumas, churches or graveyards, occult shops, etc. Quintessence is *not* needed
to create Magickal effects, but it does ease the process. Very rarely, Quintessance materializes in
solid form. This varies by the site of the Node and the person finding it. This frozen Quintessance
is commonly referred to as 'Tass'. It can be carried from place to place, traded among Mages like
currency, and used at any time to fuel Magickal effects. Tass will appear in many forms, from
magic mushrooms, to pretty stones, to a protein powder or bit of hardware.

Paradox: All Mages, Tradition, Technocrat, or Other, dread the experience of Paradox
descending on them. Mages manipulate reality, pressing against the collective unconscious of
mortal minds and other forces they can never completely understand. The use of obvious Magick
can create an anomaly within reality, like a balloon that has been blown up too much that pops, or
a rubberband stretched too far that breaks. When reality has been strained in this way, Paradox
descends as a way to set things back 'right'. The agents of this 'backlash' are known as Paradox
Spirits. They can cause physical damage to the Mage, weird occurrences around the Mage, or
sometimes attack or even carry the Mage off to another dimensional 'Realm'. The more often a
Mage is obvious in flashing around their powers, the more likely it is that Paradox will destroy
them at one point or another. In mechanics terms, Paradox is a controlling force to prevent Mages
from simply doing too much, too fast. 

Vulgar vs. Coincidental Magick: As mentioned above, Paradox is more likely to descend on
Mages who are more obvious in their Magick use. An occasion when Magick use is dangerous to
the Mage and those around them is referred to as 'Vulgar' Magick. It's vulgar, because it's
offensive to reality (though it still has the chance to overcome it). Vulgar Magick is anything that
does not fit within the cultural and geographical Paradigm of the area (of course that definition is
highly fluid itself, depending on the location). 'Coincidental' Magick is anything that can be
rationalized away by the cultural and geographical Paradigm of the area. Vulgar Magick is more
difficult to perform while there are un-Awakened (mortal) witnesses present, but, it is *still*
considered Vulgar even if no one but the Mage sees it. The local 'area' reality has already been set,
even if no one is there to maintain it. Creative Mages who are masters of Coincidental Magick
tend to have a significantly longer linesman than their more flashy counterparts. Both Traditional
and Technocratic Mages use Vulgar and Coincidental Magick. However, those with a
properly-developed sense of self-preservation only use Vulgar Magick in an extreme or
emergency situation.

Examples of situations with 'vulgar' and 'coincidental' effects

Situation 1: Mage wants to destroy enemy with fire
Vulgar: Shoots 'fireball' from fingertips
Coincidental: Gas main blows up under the victim.

Situation 2: Mage wants to heal a cracked bone.
Vulgar: Places hands over break and bone audibly 'knits' back into place, bruises fade, etc.
Coincidental:  "Oh, look it's just a sprain..." 

Situation 3: Mage needs cash.
Vulgar: Conjures a suitcase of money out of 'thin air'
Coincidental: Controls random factors of lottery tickets to win a Scratch-off jackpot.

Why Use Vulgar Magick?: When your back is against the wall, and you have nothing to lose
anyway, Vulgar Magick can be particularly effective. When you're out-maneuvered and
overpowered by the opposition, and there's no time to plan out a coincidental effect, Vulgar is the
way to go. It's more difficult, but not impossible. Another reason is to increase the force or
intensity of an effect: you don't just want to patch up a hurt group member, you want her restored
to perfect health or, you don't just want the enemy slowed down, you want him smeared one
micron thick across the concrete. Additionally, some effects can only be accomplished with
Vulgar Magick - causing or healing 'Aggravated' damage can only be accomplished with Vulgar
effects. Finally, in a truly do-or-die situation, some Mages are willing to risk failing and causing
Paradox backlashes...because backlashes have been known to affect the opposition as well, and
they hope that succeed or fail, at least they'll get rid of the 'bad guys' too.

The Technocracy
---------------

These are the Mages who started as humanity's saviors but changed to take the roles of the
oppressors. They believe there is no 'Magick' or 'Ascension' or even 'God'. There is only the
structured, perfect order to be brought about by the gifts of 'Science'. The Technocratic faction is
formed of several groups. They consider Traditional Magick users 'Reality Deviants' who must be
eliminated any way possible - assimilation or death being their main choices. This is referred to as
the 'Pogrom' by the Technocracy. They are not options for player characters, the information here
is what you're presumed to have learned in the course of your training.

Iteration X: Iteration X is responsible for melding man with machine. They exploit advances in
mechanical and cybernetic technology to make an 'improved' human. They believe the path to
global Ascension will be paved by merging biological intelligence with artificial intelligence. They
are amongst the most 'humane' of the technocracy - providing handicapped people with advances
to make their lives as good as, or even better than, 'healthy' humans. But, they are also the most
emotionless, enforcing the Pogrom with Terminator-like 'Hit Marks'.

New World Order: Nicknamed 'Big Brother' by the rest of the Technocracy. They're the most
active among the Technocracy. They collect information in all it's forms - mostly through the use
of surveillance devices. They don't manufacture the devices, they leave that up to Iteration X.
However, they're the most effective at using them. They have a sub-group known as 'Men in
Black'. These dark-suited men were designed to be mistaken for Federal Agents who accomplish
an astounding range of distressingly coincidental effects.

Progenitors: Similar to Iteration X, but, with a different emphasis. They also seek to improve
humanity, but, through genetic engineering rather than cybernetic grafts. They use accelerated
cloning methods to forward their Darwinist beliefs. They're advanced enough that you don't know
if your work buddy really *IS* your buddy, or a clever copy. 

The Syndicate: The money-makers and politicians of the Technocracy. They provide the funds for
the other groups projects, incidentally acting as the final ruling authority with the power of the
purse-strings. They control politics through cartels, blackmail, and street gangs. And they control
financial situations by influencing popular culture: fashion, advertising, art, mainstream literature
and entertainment. 

Void Engineers: This is the most adventurous and freethinking of the Technocracy. They're
dedicated to exploring the 'unknown' frontiers. Space, deep undersea missions, even the spirit
realms. They were responsible for the moon landing (much to the disgust of the other technocrats)
and seek to push humanity into the solar system and beyond. 

Traditions
----------

The Traditions are a loose collection of nine groups who all have a very different view of Magick
and how it 'works'. Their main reason for unity is protection from the Technocracy, Nephandi,
and Marauders. As such, there is a great deal of infighting, bickering, squabbling, and
confrontation between the groups. The Traditions are united within the 'Council of Traditions',
which has nine 'seats', each represented by a different sphere of Magick. Also note that while
some of the names are gender based (like the Akashic Brotherhood) none of the Traditions
discriminate based on gender. Those who can work True Magick are too rare to let petty
concerns over gender or even race interfere. Many Crafts do have gender or ethnic restrictions,
however, only one Craft is open to starting characters. Two former Technocracy groups 'defected'
to the Tradition council (mentioned below). Not understood by the more conservative
Technocrats, their frustration with Technocracy pressures resulted in them breaking their ties.
Needless to say, they are neither completely trusted by the other Traditions, nor willingly given up
by the remaining Technocracy (which chooses death over re-assimilation for those lost from their
organization).

Akashic Brotherhood: Most Mages tread the path of Ascension. Akashic Brothers flow along the
path. They believe in perfecting the self in Mind and Body by mastering the way called 'Do'
(pronounced: Dough), a blend of martial arts and meditation. Do acts as both a focus for their
Magick and the guiding force in their lives. While most brothers (or sisters) are Asian, Westerners
can be accepted into their ranks. Their dominant sphere of Magick is Mind.

Celestial Chorus: The Chorus sees Magick within a religious framework. 'The One', the Chorus
name for the universal godhead, may be worshiped within any temple, mosque, or church, so long
as it is recognized. Chorus Mages are concerned with the well-being of humanity more than any
other group. They are the Good Samaritans who provide light in the overwhelming gloom of the
World of Darkness. Because of strong religious beliefs, particularly by the dominant Christian and
Catholic sects, they mistrust and are mistrusted by other Tradition members who don't conform to
their beliefs. Their dominant sphere of Magick is Prime. [Note: Prime as a sphere is *usually*
most effective when combined with other spheres. As such, a Celestial Chorus Mage would most
likely study several other spheres.]

Cult of Ecstasy: Mages who have taken the art of losing oneself in physical pleasures to a path of
Ascension. They are known to focus their Magick with vices of all sorts - drugs, sex, drinking,
food, gambling, etc. They were the force behind the Bacchus cults of Greece and the Summer of
Love during the 60's. They walk the fine line between the loss of control their vices bring, and the
discipline required to control their Magick and not let addiction overwhelm them. Their dominant
sphere is Time.

Dreamspeakers: Mages who are the tattered remains of the prehistoric and aborginal traditions.
With the aid of drums, feathers, crystals, and chants, these shaman-Mages walk the Dreamlands
and communicate with spirits and the dead. Their members are made up of the 'native' peoples of
Australia, North and South America, Africa, and some European or Asian primitivists (only
Tradition to exclude based on race). Their dominant sphere is Spirit.

Euthanatos: Known as the 'death Mages'. These Mages are distrusted by many of the other
Traditions. They see reality as being clogged with those who should die but refuse to, those who
need to be helped along, and those who want to die but are not allowed to. They act as both
assassins and mercy-killers. They do not kill for pleasure, but to weed out the unproductive or
dangerous souls to allow them to reincarnate into more productive forms. Their dominant sphere
is Entropy.

Order of Hermes: The former masters of the Mythic Age, these Mages are actually a collection of
Hermetic houses that banded together for common protection from the Technocracy. They
practice high Hermetic Magick, a collection of rituals, calculations, symbols, and props based in
Egyptian and Hebrew mysticism. They are the remains of the legendary 'wizards' of old, reading
crumbling manuscripts, scribing circles and pentagrams, and occasionally throwing fireballs from
their fingertips. Their dominant sphere is Forces.

Sons of Ether: The first of two former Technocracy groups that defected to the Tradition council.
The Sons of Ether are more scientist than Mage, but, with a slightly crazy twist - they are the
'mad scientists' of Magick. They believe Ether, the unseen 'fifth' element, exists and must be
brought to public attention and made to be popularly accepted. They left the Technocracy because
other groups within that faction 'disproved' the existence of Ether to their horror and disgust.
These scientist-Mages are as wacky and diverse as the Victorian era that gave birth to them. They
each have a pet Theorem (and device) to prove (and construct). They can be recognized by their
white lab coats, odd-looking Ether goggles, and their freaky assistants. Their dominant sphere is
Matter.

Verbena: This tradition is named for the Latin name of a cure-all herb commonly associated with
'witches'. And, these Mages are what gave witches the reputation they have - for both the good
and the bad. Consorting with familiar animals, healing and herbalism, and using blood to power
their Magick, are all elements of this tradition. They are known for dancing naked within a sacred
grove, shapeshifting to animal forms, granting fertility to the fields and wombs of the deserving.
They are the pagans of old, and the founders of the New Age movement, and are as devout as the
Chorus when worshiping their Mother Goddess. Their dominant sphere is Life.

Virtual Adepts: The second of two Technocracy groups that defected to the Traditions. While
technological devices form the focus of their science-Magick, they believed too much in freedom
of thought and expression to remain within the Technocracy. These Mages work their Magick in
the computerized world of Virtual Reality. They're the hackers and masters of the Internet. They
coined the phrase 'Information wants to be free'. Adepts created cyberpunk literature and
interactive video, and perfected the home computer in an effort to reach out to the world. While
they are brilliantly elitist programmers, they campaign to get everyone online. For them, global
Ascension will occur when every man, woman, and child has access to a computer and can tap
into the 'Net. Their dominant sphere is Correspondence.

"The Tenth Tradition/The Great Craft" Hollow Ones: Hollow Ones are the most open and
obvious Craft of all non-Tradition groups. They will work closely with Tradition Mages most of
the time. However, they are very much NOT a Tradition (despite their nickname), and both they
and the Tradition Mages know it. Hollow Ones tend to self-Awaken. They are the dispossessed
from every generation - the Flappers of the 20's, the Beats of the 50's, the Generation X of the
90's. They tend to be attracted to spooky, 'occultist'-style Magick such as playing with tarot cards
and Ougie boards, communing with spirits, and translating fairy tales (the old gory versions) into
Magickal effects. They have no dominant sphere. 

The Lost Traditions: The more perceptive reader will notice two seats and specializations are held
by former Technocrats, and might wonder who, if anyone, held those seats in the misty past.
There are two traditions known as the 'Lost Traditions'. One was the alchemical Solificati, who
are rumored to have somehow betrayed the Traditions and been cast down from the seat of
Matter and destroyed. The other was the Arabic religious Tradition the Ahi-a-Batini, who
sacrificed themselves for the greater good in the war with the Technocracy in the fall of the
Mythic Age.

The Nature of Magick
--------------------

The Spheres: While a Mage's level of Awakening determines how much potential they have to
affect the world around them with their Magick, Magickal knowledge allows them to actually do
it. The 'Spheres' determine what sort of effects they can accomplish by breaking reality
manipulation up into quantifiable groups understood by the human mind. These nine groups are:
Correspondence, Entropy, Forces, Life, Matter, Mind, Prime, Spirit, and Time. Often Mages need
understanding of more than one sphere in order to manipulate reality, and effects that combine
spheres are called 'Conjunctional' effects. Since it's nearly impossible to master all nine spheres,
most Mages concentrate in one or two spheres with minimal learning in the others (if any at all).
Spheres are ranked from one to five, with the most basic information covered by rank one
(recognizing the force being studied) to the most complex at rank five (complete Mastery of it).
It's rumored that some Mages attain abilities beyond the fifth level; however, these 'Oracles' would
be almost god-like beings and certainly cannot be found anywhere on the Earth. Still other Mages
advance the notion that Sphere Magick does not completely define reality...that there are some
unfilled 'holes'. These groups believe there is a tenth sphere that is unrecognized. Most Traditions,
Conventions, and Crafts will have members that debate what the 'correct' tenth sphere is, how to
access it, and why it remains hidden.

Correspondence: The understanding of space and spatial relations. Correspondence deals with the
difference between 'here' and 'over there'. Those who study Correspondence begin to understand
that there is only one true location where everything exists (The Correspondence Point). It is only
humanity's imperfect understanding of reality that makes us see things in relative distances.
Correspondence can be used to affect far locations or to allow the Mage to teleport or spy on
activities from a distance.

Entropy: The understanding of the natural cycle of decay. Entropy deals with death, decay,
system breakdown, and understanding the nature of seemingly 'random' events. Those who study
Entropy can find the weakness in even the most 'perfect' object or system, accelerate breakdowns,
and can control random events like the tossing of dice or the draw of lottery tickets.

Forces: The understanding of natural forces and elements. Forces deals with electricity, fire,
radiation, the atmosphere. Those who study forces can cause explosions, deny living beings air to
breathe, create and extinguish flames, fly, and control the weather.

Life: The understanding of the life force within all living items, including plants, animals, and
humans (and beyond). It requires the object being acted upon to either be alive, or so recently
dead that not all processes have shut down (a dying body, a picked flower still wilting, etc). Life
deals with improving what is already alive, and even creating life. Those who study life can heal or
harm another living being, and alter their appearance and form (including shapechanging).

Matter: The understanding of inanimate objects and how to effect them. This is the catch-all
category not covered by the sphere of Life. In some cases, it may be difficult to determine what is
Matter and what is Life. Those who study matter can change one kind of matter to another (lead
to gold), repair broken objects, and even create new objects out of 'thin air'.

Mind: The understanding of the mental processes of humans and other rational beings
(supernatural creatures and 'intelligent animals'). Those who study mind can read thoughts or
shield their own from prying minds, cause or heal insanity, transfer their own consciousness
(including 'astral travel') or even create a new intelligent consciousness.

Prime: The understanding of Quintessence, Tass, and the source of Magick. Prime deals with the
manipulation, organization, and location of Quintessence, Nodes, and Tass objects. Those who
study Prime can regain lost Quintessence, locate nodes, create and recharge 'Talismans', and even
open new nodes or channel extra quintessence into Tass.

Spirit: The understanding of the 'Umbra' (spirit-world) and areas outside the realm of Earth and
their inhabitants. Spirit deals with ghosts (dead supernatural beings), spirits from other realms of
existence and entering and leaving the Spirit realm. Those who study Spirit speak with and bind
spirits, create Talisman-like 'Fetishes', and travel into the Umbra.

Time: The understanding of the nature and progression of time, backwards and forwards. Time
deals with the sequential occurrence of events that occurred in a particular location. Those who
study time may 'fast forward' or 'rewind' time from within a few seconds (though actually traveling
into the past or future and affecting it is forbidden to player characters. They may only view it) to
centuries and longer. Those who study time can accomplish multiple actions at once, read
'psychometric' messages from items or locations, and eventually move through time backwards or
forwards.


Magickal Flavor
---------------

Talismans and Foci: Foci (plural of 'Focus') are props and actions that are required by beginning
Mages to work their Magick. Just as you would not expect a stage magician to be able to saw his
assistant in half without the box and the saw (and the assistant), a Mage does not expect to be
able to shoot fireballs without her Magic Wand, Lucky Rock, or Song of Power. As Mages
advance their learning they outgrow the need for Focus objects, but beginning Mages cannot
function without them. Some Foci are expressed through physical objects (the Magic Wand and
Lucky Rock just mentioned). Others are represented by abilities learned by the Mage (the Song of
Power). Talismans are similar the 'Magic Items' of old, though they can be found in any form from
an engraved wand to a complicated technological gadget. They are objects specially prepared by
Magickal means to evoke specific Magickal effects. Most Talismans store Quintessence in order
to 'fuel' their effects, the idea has been proposed that normal mortals can use them, even though this 
isn't a proven fact.

Rotes: Rotes are specific rituals designed to make Magickal effects a bit less difficult. A rote can
best be explained as being like a mini-Focus for ONE particular effect, though the Mage still
needs to have the proper abilities and sphere Foci (if any). Most Magickal effects are 'on the
fly'...a Mage will be in a situation where a sphere or spheres will be required, and create the effect.
Rotes are pre-learned rituals that make certain effects less difficult. Some examples would be a
birthing chant used by a Verbena midwife, a program written by a Virtual Adept to ease the entry
into Virtual Reality, or a martial arts 'movement' necessary for an Akashic to break a board. These
rotes will only be effective in those limited situations, but in those situations they do make Magick
easier to accomplish (and sometimes coincidental).

Resonances and Essences of Magick: Magick effects and locations each often have 'Resonances'.
The Resonance of Magick is like the 'signature' or 'flavor' left by Magick being performed in a
certain area, or that affects a location. A location with resonance to Healing Magick (a hospital or
church, for example) would be more conducive to non-aggressive Life Magick, while interfering
with destructive Forces effects. A War resonance battle-ground might be more conducive to
Entropy or damaging Life or Forces effects. The types of resonance are endless, and not every
location has a particular resonance. However, most nodes and locations that hold importance to
local reality do. Each type of Mage has an 'Essence', which shapes the type of Magick they do.
Part of character advancement and increase in Magickal abilities is reflected in how the Mage
keeps to their essence, which they are born with. The Essence of a Mage is the subconscious
driving force behind their works. There are only four Essences. Any Mage can be any essence, but
most traditions are drawn to a particular essence or two. Some, such as the Verbena and Akashic
Brothers have divisions or sects for each of the four types. The essence can be thought of as the
way in which a Mage seeks Ascension, or the driving force of the Avatar. 

Primordial: Known as the 'First Essence'. In the beginning of time all Mages were primordial, and
then as civilization developed, the other essences emerged. They are most in tune with spirits and
the earth and natural forces. Primordial Mages seek Ascension within themselves rather than
achieving some outside goal. Euthanatos and Dreamspeakers are often Primordial Mages.

Dynamic: These Mages are driven to seek new experiences and goals. They almost never actually
accomplish what they seek, instead as they come close to it, they shift their emphasis to something
new. Sons of Ether, Cult of Ecstacy, and the Hollow One craft are often Dynamic Mages.

Pattern: Opposite of the Dynamic Mages, the Pattern essence represents those who try to create
some sort of order and structure within the world. They seek to build rather than tear down. As
such, the Technocracy is often seen as being affiliated with Pattern. However, many fine Tradition
Mages are also drawn, including the Celestial Chorus, and Order of Hermes.

Questing: Acting as a balance between the other essences, the Questing Mages are spiritual like
Primordial Mages, driven to new experiences like the Dynamic, but also have some sense of order
to their being like Pattern Mages. A Questing Mage will usually have one focused goal they
constantly seek to accomplish. As such, they are the most common essence for 'most' Tradition
Mages, including Virtual Adepts.

Specialty Spheres: Each Tradition has a specialty sphere. It is the least difficult sphere for
members of that Tradition to learn, because of the overall Paradigm of the Tradition and method
of instruction. Automatically, each Mage will start with a basic ability in that spheres. However,
other spheres can and will be learned, and the specialty sphere does NOT have to be the one the
Mage has the highest rating in, or even any real interest in. Therefore, if you're into Martial arts,
but don't care about Mind, you CAN still play an Akashic Brother. The same with Verbena - you
can still be a 'pagan' or 'wiccan' sort of character and be more interested in some sphere besides
Life. As long as you take the 'token' rating in a Tradition's specialty sphere (if you play a tradition
character), you can then focus on any other sphere (or spheres) you choose, within reason.

Aggravated Damage: Through the careful manipulation and control of some of the spheres...a mage 
can create effects so damaging, that they cannot be healed (or healed easily) by magickal means. 
These wounds are refered to as 'Aggravated'. When a mage is damaged by a Paradox backlash, they 
take aggravated damage as well. And, since these wounds were granted by Reality's servitors, they 
cannot be healed by anything but natural means (waiting).

The Game World
--------------

The Tellurian: Tradition Mages do not describe reality as 'the universe' (that is the terminology of
the Technocrats). They instead usually refer to it as 'The Tellurian'. The Tellurian refers to all that
exists, including the spiritual realms that mirror the physical realm. While much information is
speculation, at least some basic 'facts' have been gleaned. 

The Realms: Pockets of reality that make up the Tellurian. The Earth is one of these Realms, as is
its Near Umbra, and the Umbras that surround each of the planets and the Moon in the solar
system. The Realm around the Earth's moon is called "Arcadia" and is believed to be the ancestral
home of the fairies. However, it seems to be barred from any Mage entry. Each Realm is believed
to have a 'physical' part (a correspondence to something in the 'known' universe such as the nine
planets, the Moon, the Sun, etc) and an Umbral counterpart that mirrors it but is considered a
separate location. There are also other, lesser, realms that have been categorized by the scholars
of Spirit Magick. Horizon realms are the best known of these, bubbles of reality that shield the
earth from the 'Deep Umbra' of space. They are 'maintained' with quintessence from earthly nodes
and often act as strongholds or havens for groups of Mages. The reality is set by the Mages who
control the location, and so all Magick that fits within the will of the controllers does not earn
Paradox (making Horizon Realms important for Magickal research and construction). The natives
or inhabitants of ANY realm outside the commonly-accepted reality of Earth are known as
'spirits'. Spirits have varying levels of 'power' and 'intelligence' as compared to Mages, but it is
generally a wise policy to treat any spirits encountered with caution and respect.

The Near Umbra: A realm that mirrors the Earth but remains unseen by all except select
Awakened beings such as Mages who learn the Sphere of Spirit and some other supernatural
beings. It exists parallel to the earth and occupies the same space. It mirrors earth, but there are
some differences on how things are perceived, and the denizens of the Near Umbra are
incomprehensible to most. Those who move from the Earth to the Near Umbra or back transfer
their bodies and immediate possessions as well, though they may take slightly different 'forms' in
either realm.

The Deep Umbra: the vacuum of space. It is difficult to travel and inhospitable (often deadly) to
earthly life. There is only one Deep Umbra, and it extends to the infinite reaches of the Tellurian.
Only the bravest and most knowledgeable of Mages would risk traveling the Deep Umbra, and
this includes the Void Seekers of the Technocracy.

Three Umbras: Between the Deep Umbra and the Near Umbra is a three-fold layer of Realms
known as the "Low", "Middle" and "High" Umbras. Each has their own geography and smaller
pocket Realms. The Low Umbra is the realm of death and ghostly spirits. Mages who journey into
the lands of Death must be prepared to never return, as few but the Euthanatos and
Dreamspeakers ever do. The Middle Umbra is the realm of spirits and is most often traveled by
the Werewolves, who lay claim to it. Travel in the Middle Umbra is marginally safer for Mages
than the Low Umbra, but, only the Verbena and Dreamspeakers are the most safe; all other run
the risk of destruction by hostile spirits or weres. The High Umbra is the realm of Mages and the
source of all intellectual delights. While no Mage is guaranteed safety in the High Umbra, there is
the least level of calculated risk involved. The High Umbra is most dangerous in areas where
Technocracy Mages have carved out complexes, or where the spirits are disinterested in human
contact.

Creating Your Character
-----------------------

While the actual statistics will be gone over during the first session, you will need to 'plan out' the
basics of what sort of character you want to play. Keep some important points in mind:

(1) Mage is a game set in modern times. In this case, 1997. While your character can be any
natural age range from about 18 to 50 or 60, no extended lifespans, time travel, etc. allowed in
backgrounds. That is, the character must have been born within the past 60-odd years and led a
completely natural life. It does not have to be 'normal', just natural :). Also, it occurs in the World
of Darkness, which is *basically* just like the world we live in. Bill Clinton is still President of
America, John Paul II is still Pope, Germany is unified while the Soviet Union isn't. 

(2) All starting characters must be Mages. All Mage characters must be 'human'. Fantasy races
need not apply. Other 'races' exist in the World of Darkness, however, they are NOT Mages. (A
character could be a Mage or a Vampire, not BOTH). I may consider running alternate games, or
allowing 'crossover' characters, but both those options are so far ahead in the future as to not be
considered now.

(3) Mages do not 'dungeon crawl' or 'hack-and-slash'. There *are* options for combat, however
just killing things that get into your character's way interferes with the storyline instead of
furthering it. Creating a 'combat machine' will not get you much of anywhere (but dead as you
decide to attack the innocent-looking bag lady who happens to be an Oracle in disguise).

That said, there's nothing to prevent a character from having an *interest* in fantasy or other
genre-based hobbies. Conceivably, a player could want an 'elf-like' character. While they could
NOT have a true elf, they could play an Orphan Mage who's inspiration for Magick comes from
Tolkien. This tall, skinny character might have memorized the elvish languages provided in the
backs of the books to construct simple chants, document Magickal research in a collection of
official "Lord of the Rings Daily Calenders" and even have slightly pointed ears from a Magickal
effect gone bad in the past. Or, they could be an Order of Hermes Mage who dresses up in 'those
funny renaissance faire clothes' and who's collection of battered AD&D texts act as a real source
of 'spellbooks'. The possibilities are endless, once you keep the game setting in mind.

Consider what type of person and type of Mage you'd like to play. The whole motivation of a
Mage is their Paradigm. And, their Paradigm was mostly shaped by their 'normal', 'mortal',
'non-Magickal' lives. One source of character inspiration is to consider the 'types' of characters
you play in other games (do you prefer a combative warrior, a completative spelluser, or
compassionate healer?). Another option is to try to think about playing *yourself* suddenly
granted control over reality - including your interests, hobbies, strengths, and weaknesses. The
Tradition stereotypes are there for a reason, and provide a good starting point for players new to
the game.

Some questions you should prepare answers for:

What Tradition and Essence will your Mage be? If he's a Hollow One, do you want him to have a
speciality sphere and Foci, or be more like an Orphan? Why did he gravitate towards the Tradition
he chose? If he's not in a tradition, why did he become a Hollow One, or avoid training to end up
an Orphan? Did he become an Orphan by choice, or was he 'passed over' or 'rejected' by the
Tradition he would have chosen? Not every Orphan was forced to be that way, many prefer the
freedom of self-study even if it is more difficult.

What will her true personality be like, and what 'facade' will she present to the world?

What are the basics of his Paradigm, including preferred foci for Magick. Choose which spheres
you're most interested in: list three of the nine explained, with a fourth as an outside possibility.
Keep in mind that if you play a Tradition Mage, the specialty sphere must be one of the ones you
choose.

Will she be more intellectual, more socially adept (attractive and convincing), or more physically
strong and sturdy?

Where and when was he born? What ethnic background is he from? Is he American or foreign?
What, if any, mundane training, education, and employment did he have?

How does her Avatar appear to her in the alter-ego form? Is it a voice inside her head acting as a
conscience? An angel of death with bloody hands? An animal totem spirit? A servitor of the
God(dess)? A tempter-type opponent (not all avatars are positive - a lot of roleplay can occur
with a negative avatar who basically 'spanks' or 'tricks' the Mage into learning)? A talking robot
who only animates when communication is needed? A literal 'ghost in the machine' of a computer?
The possibilities are as endless as the Paradigm choices.

The Breath of Life
------------------

More than anything, Mage is about roleplay. It can easily become a power gaming experience, if
characters are not well-developed. I do NOT want to see that happen. I really want this game to
be as much possible fun to run as I'm hoping it will be for you to play. Which means you have to
work with me, and dedicate at least some time to working on your character before you play.

What I'm asking for is about 2 hours of time spent working on the basic ideas for what sort of
Mage you want to play. Pick 3 spheres that sound interesting. Write out a basic background
mentioning the sorts of things you think your character should have an affinity for. Show me
you're willing to put some thought into the character before the game begins, and I can then help
translate that information into game stats. You have to have a *personality* to work with before
assigning stats in this game, or the character will be hollow, and not much roleplay will occur with
it. Spend particular time working on the Paradigm and Avatar of the character, as well as the
basic facts of the past.

Hopefully, reading this document already gave you ideas on what sort of character you'd be
intrigued by playing. Now all you have to do is put those ideas on paper.

Investing in the Game
---------------------

There's not much you need to start playing. The game mechanics are fairly simple, and will be
gone over in the first session. If you want to play, you should invest in your own 'set' of dice, it
would make things much simpler than asking to borrow other players' all the time. The system
uses rolls based on rolling multiple ten-sided dice, so, a collection of between 5 and 7 ten-sided
dice would be optimum for each player. If you decide you want to continue to play, you may want
to invest in the 'main' rulebook, 'Mage: The Ascension'. All other books are less important.

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