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World of Darkness Mage - The Ascension (Onyx Path Publishing) (Z-Library)_246-end

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World of Darkness Mage - The Ascension (Onyx Path Publishing) (Z-Library)_246-end

World of Darkness Mage - The Ascension (Onyx Path Publishing) (Z-Library)_246-end

Appendix II: Odd Ends 645 Levels of Faith • You might be able to drive away vampires with a prayer. (Faith roll, difficulty = vampire’s Willpower.) Enemies of your faith feel uneasy in your presence. One die added to countermagick and Willpower rolls. •• You can sense magick as if you had an Awareness Trait equal to your True Faith rating. If you already have Awareness, add this Trait to that dice pool. Your prayers can cause physical pain to a vampire or other powerful enemy of your faith. Two additional dice for Willpower and countermagick rolls. ••• Intense devotion allows you to detect vampires or other supernatural beings whose essence is opposed to your creed. Such perceptions are intuitive, not perfect – you get feelings that suggest the presence of unclean things, rather than having an automatic Evil/ Goodness Detector. Night-Folk and mages whose nature opposes your Faith feel distinctly uncomfortable around you and generally try to corrupt you if possible, or escape you if not. Three additional dice for Willpower and countermagick rolls. •••• Vampires cannot ghoul you, nor influence you with mind-altering Disciplines. Mages who try to sway you with Mind Sphere magicks add +2 to their difficulties. Your touch can burn powerful enemies of your creed (Faith roll, difficulty 7; one aggravated health level per success); and your prayers can harm enemies, or help allies, at the Storyteller’s discretion. Four additional dice to Willpower and countermagick rolls. ••••• An incarnation of everything good or bad about your creed, you drive opponents of your creed to their knees when you address their presence. Sinners weep in anguish when you pray; enemies must spend a Willpower point, flee when you approach, or make a Stamina roll each turn to remain in your presence. (Difficulty is 5 + the enemy’s Intelligence Trait, because smarter enemies recognize how much they should fear you.) You can burn such enemies as above, or perhaps invoke other miracles at the Storyteller’s judgment. Five additional dice to Willpower and countermagick. At this pinnacle, you’re one short step away from your vision of Ascension. Optional Rule: Powers of True Faith Folks who possess True Faith often perform other miracles. As an optional rule, the Storyteller may allow a character with that Merit to channel her convictions into a range of holy (or unholy) powers: • Conviction: By invoking the strength of her character’s convictions, the player can spend a point of Faith like a point of Willpower. • Healing: By laying on hands, the character can try to heal another character even if she lacks the Life Sphere. A successful Faith roll, difficulty 6, heals one bashing or lethal health level, and two successes can heal one aggravated health level. A character with malignant True Faith can cause damage at the same rate. • Intercession: By praying for another person, the character can stabilize a sick or dying person, forgive sins, act as a “phone call to God,” or perform some other intercession between a character and the Powers that Be. • Penance: A firm or compassionate lecture might get another character to repent his sins and offer remorse and penance to the appropriate Powers That Be. Game-wise, this might demand a contested roll of True Faith versus the offender’s Willpower. The difficulty is the offender’s Willpower, although additional social-feat rolls during the lecture can lower that difficulty for the character with Faith. If the evangelist succeeds, the sinner hesitates, breaks down, or otherwise expresses remorse and potential conversion. • Shielding: When assaulted by fire, torture, or other attacks, a Faith-full individual can try to soak the attack with a True Faith roll. Each success adds to the character’s soak roll, even against aggravated attacks, for one turn. At the Storyteller’s discretion, a successful roll might protect the character entirely; flames, beasts, temptations, and other torments might be diverted by a strong display of Faith. • Transmutation: With a successful Faith roll, the character can transmute water to wine, turn fire to air, negate the effects of poison, or perform other miracles even if she lacks the Matter or Forces Spheres. Essentially, that character’s gods direct their powers through their chosen one, displaying their powers over Earthly phenomena. The Storyteller can, of course, create other miracles that suit the nature of the character and her chosen powers. As mentioned elsewhere, such miracles come from that higher power – that is, the Storyteller – not from the player. She can declare what she’d like to have happen, but the final manifestation of Faith… or lack of that miracle… is the Storyteller’s call. Such acts – being miraculous, not magickal – do not invoke Paradox, even though they transcend Consensus Reality.


646 Mage: The Ascension 20th Anniversary Edition True Faith too, although such Faith is pretty unusual. (See Technocratic Faith, Chapter Five, p. 184.) Even Marauders and Nephandi can possess True Faith, although the Fallen version of this Merit inverts the usual purity associated with True Faith. Such Faith adds one die per point to Willpower rolls, offers countermagick rolls (even for characters who cannot normally use countermagick), and might allow the character to employ other miraculous powers at the Storyteller’s option. Faith is no simple thing. It must be lived as well as recognized. A person with True Faith strives to be an exemplar of her creed, suffers crises of conviction, and might find herself losing the Faith entirely. Conversely, she can also grow into a paragon of her creed’s virtues, embodying everything good (or evil) about her Path. Deeds in accord with that Faith strengthen or restore it, whereas acts opposed to the creed weaken this Merit. For a mage, such Faith is an innate part of her magickal focus – the two must be in alignment, because they both depend upon the same beliefs. Some people believe that mystics of the Celestial Chorus depend entirely upon True Faith and do not use True Magick at all. (For details about that option, see the Revised Edition Tradition Book: Celestial Chorus, pps. 63-65.) People who can see auras view True Faith as a shining corona of light… or a crackling storm of colors for malignant creeds. For details, see Aura Colors and Textures in Chapter Ten, (p. 507). True Faith costs 7 points per dot and may be purchased only during the character creation stage. Events within the chronicle can raise or lower it, at the Storyteller’s discretion. People with True Faith are rare, and folks with Faith greater than 2 might as well be living saints. Again, a character must live, and perhaps die, by her convictions… a difficult thing, at times, for a mage, thanks to the compromises that a Path so often demands. Flaws Liabilities that plague a character at the most inopportune moments, Flaws offer extra freebie points during character creation. Even so, they’re not only point-magnets; each Flaw presents a story-based challenge that must be faced and overcome throughout a character’s life. Until and unless that Flaw gets bought off with experience points and some significant events within the chronicle, a Flaw remains a monumental pain in the ass for a mage, his companions, and the player who decides to take it. Addiction (1 or 3 pt. Physical Flaw) You’re addicted to some activity or substance that interferes to some degree with your daily life. Perhaps you crave sex, drink constantly, or can’t stop playing video games. Whatever the nature of the addiction, it drives you to irrational and possibly dangerous extremes. A harmless habit, after all, isn’t really a Flaw. The value of this Flaw depends upon the hazards of the addiction. A craving for some trivial enjoyment (games, tobacco, social media) is worth one point, but a drive to secure something illegal, dangerous, or both (cocaine, fight clubs, child porn, etc.) is worth three points. Severe addictions usually have a sense of moral wrongness about them as well, and they can cause social difficulties beyond the financial, legal, and physical and/ or psychological costs of the habit. The Flaw might come from any source – Ecstatic practices, psychological neurosis, physical compulsion, and so forth – that inspires deep-seated attachment to something troublesome. Cursed (1 to 5 pt. Supernatural Flaw) Misfortune of apparently supernatural origins makes your character’s life difficult; the more points the Flaw gives you, the greater the character’s misfortune. • (1 point) Minor quirks of fate. Examples: You have a hard time keeping secrets; tech suffers tiny malfunctions in your presence; people tend to think ill of you. • (2 points) Small but annoying problems. Examples: You stutter at inopportune moments; tires go flat and warning lights go on when you depend upon your car; expensive clothes wind up ruined by stupid accidents. • (3 points) Chronic misfortune. Examples: Tools break when you use them; children fear you; red lights slow you down whenever you absolutely, positively need to be somewhere on time. • (4 points) Major problems arise. Examples: People dislike you on principle; your greatest plans collapse for no predictable reason; your bank account keeps suffering unexpected withdrawals from sources that aren’t you. • (5 points) Pervasive bad luck. Examples: Your endeavors inevitably fail; tech never works the way it’s supposed to function; chronic pain or poor health sap whatever vitality you possess. The Storyteller determines the eventual effects of your curse, as well as the methods you might use to lift it. In any case, the curse becomes a major part of your character’s story and cannot be dispelled without some major effort on his part. Echoes (1 to 5 pt. Supernatural Flaw) You display some of the weird phenomena associated with sorcery. Maybe the air quivers with strange vibrations, or music plays without a visible source, or shadows gather in your presence. It could be that Resonance has marked you in noticeable ways… or perhaps your own beliefs send out vibrations too strong to ignore. Some curse or blessing might have marked you for favor or damnation.


Appendix II: Odd Ends 647 This Flaw fits in well with certain Backgrounds (Blessing, Destiny, Influence, Totem), and can be used as a simple rule system for Resonance if your group doesn’t want to employ the optional rules associated with that phenomenon – see Chapter Ten, (pp. 560-561). In this case, one point in the Flaw could reflect a single dot in Resonance, with more points reflecting more points in that Trait. The flaw, under these circumstances, could go up and down; the player, however, gets freebie points only for the level of the Flaw at the beginning of the chronicle, and so the number of freebie points involved does not go up or down unless the character loses the Echoes Flaw completely. As with other variable-cost Merits and Flaws, the different levels reflect increasing degrees of effect, their specific phenomena depending upon the mage and her overall temperament. The following five-level spectrum could complement the five dots of the Resonance/ Synergy Trait described in Chapters Six and Ten, showing the severity of the effects associated with really high levels of Resonance or Synergy. • (1 point) Slight manifestations of no real consequence: perhaps your shadow flickers, milk sours in your presence, or a vague scent that’s appropriate to your nature follows in your wake. • (2 points) Mild echoes cause noticeable effects: animals shy away from you or follow you around; you send out vibes that a sensitive person can notice; you feel profoundly uncomfortable around energies, symbols, locations, or people who’re opposed to your kind. • (3 points) People who know what to look for recognize you on sight… not simply as a mage, but as the sort of mage you are: plants bloom or wither in your presence; sounds or music echo through the air; holy or unholy symbols repulse you (possibly forcing you to make a Willpower roll to remain nearby). • (4 points) You stand out in ways that even Sleepers notice: your shadow moves of its own accord; you don’t cast reflections in mirrors or liquid; cold winds blow even in a still room. People who know traditional folklore might be able to disrupt your magicks if they know the proper legendary precautions to take, essentially performing countermagick with a successful Intelligence + Occult roll (difficulty is the targeted mage’s Arete Trait +3). • (5 points) Reality shifts when you’re around, rippling with paranormal energies: animals adore you or run away when you approach; people feel sick or energized when you stand near; environmental shifts – rain, cold, shadows, warmth, etc. – radiate outward from you. A person who knows the proper folklore can try to attack or repel you using traditional charms or counterspells, inflicting one lethal health level of damage for each success they win in a contested Willpower roll against you. Enemy (1 to 5 pt. Social Flaw) Someone hates your guts and will do whatever he, she, it, or they can do in order to make your life unpleasant. Game-wise, the value of the Flaw determines the strength and hatred of that enemy; a single point reflects a minor grudge from some inconsequential party, and five points represent the deadly plans of some powerful entity or group. Construct (2 pt. Social Flaw) You came from a lab, not from a womb. Perhaps you were grown in a Progenitor facility, woven from plants, shaped from the elements, or crafted from parts of dead bodies in some flesh-tinkerer’s workshop. Whatever your origins, you don’t truly fit in with natural-born humans. A combination of selfdoubt and social alienation – or perhaps a sense that you’re far better than your so-called peers – keeps you at arm’s length from the human social realm. In game terms, this Flaw inflicts penalties on social rolls in many situations; the specifics depend upon your origins, attitude, and company, but they’ll impede your character in significant ways. You don’t need to take this Flaw, incidentally, if your character is a construct. Those penalties reflect an artificial person who stands out in a crowd, not one who fits in comfortably with her world. PTSD (2 to 5 pt. Mental Flaw) Awful experiences have given you a hair-trigger response to certain situations. Anxiety, aversions, phobias, sudden rage… whatever the symptoms might be, this post-traumatic stress disorder acts as a protective shield against further harm. Unlike a derangement, this Flaw doesn’t induce delusions – your character remains lucid enough. Still, her fears kick in at difficult, sometimes unpredictable, times, undermining every attempt at whatever passes for a normal life in the Awakened world. As usual, the different levels of this Flaw manifest in various levels of severity: • (2 points) Your PTSD conjures occasional nightmares and anxieties under certain rare circumstances (confronting ghosts, dealing with demons, entering the wilderness, and so forth). • (3 points) The trauma triggers phobias or other strong reactions to more common situations (dealing with elders, facing financial difficulty, etc.). • (4 points) Reactions become more extreme – near-panic, powerful aversion, rapid mood swings – and provocations become more common (gunshots, confrontations, raised voices, etc.). • (5 points )Your PTSD kicks off major reactions – fightor-flight panic, vivid flashbacks, moments of stark terror, incapacitating catatonia – in fairly common situations (sex, arguments, financial transactions, etc.). Even without the specific stimulus, you suffer from


648 Mage: The Ascension 20th Anniversary Edition nightmares, social anxieties, fear of common things, and other circumstances that could evoke the traumatic event(s). Sadly common in the World of Darkness, PTSD reflects deep-seated pain caused by things that a person might not even recall. Combat, torture, accidents, poverty, sexual violation, domestic violence, parental abuse… anything that can destroy a person’s sense of safety might cause PTSD. Despite its sometimes extreme nature, PTSD is a perfectly rational response to harm. Because of that, it can be difficult to treat successfully, even with advanced psychiatry or Mindbased magicks. In most cases, a person suffering from PTSD simply learns to live with the symptoms and avoid the triggers that can set off a reaction. Deranged (3 or 5 pt. Mental Flaw) You suffer from a lasting form of mental illness. Although a successful Willpower roll (Storyteller’s option) might allow you to cope with the effects for a short time, this insanity lingers until and unless it can be cured… which also involves buying off the Flaw. An essential Flaw for Marauder characters (though it’s not exclusive to the Mad), this Trait gives you one of the Derangements described in the sidebar of that name. This madness might also affect someone with a Genetic Flaw (see below), or who’s been subjected to Room 101 or Things Man Was Not Meant to Know (see Chapters Five and Nine). A minor 3-point derangement reflects a troubling but manageable level of insanity; the 5-point level, meanwhile, represents an intensity of madness that makes your character a danger to herself and everyone nearby, if only because she’s a crazy person with the power of a mage. Genetic Flaws Organisms are complex. When you alter one aspect of a living thing, other aspects change in response. And so, Genetic Flaws – innate problems with altered or constructed organisms – crop up when mages make permanent changes to the Patterns of living things. Each of the following Traits counts as one Genetic Flaw; these Traits don’t share the usual point-based ratio that normal Flaws have. For each dot in the Enhancement Background (see Chapter Six, pp. 312-313), a character must also take either one Genetic Flaw or one point of permanent Paradox (see Chapter Ten, pp. 547-548). The same character can take a mixture of both – say, two Genetic Flaws and one permanent Paradox to balance out three dots in Enhancements. The same holds true for permanent changes with Life Sphere magicks; if Jennifer Rollins permanently raises her Stamina to 6, her player must either select one Genetic Flaw or else give the character a point of Paradox that never goes away. Despite the name, Genetic Flaws may be psychological, supernatural, or mechanical. The character in question could be a cyborg, a sell-soul bound by devilish pacts, a servant enhanced by witchcraft, or even a non-human entity whose strange nature breeds certain Flaws. Whatever their origins,


Appendix II: Odd Ends 649 Derangements Magick tends to break your brain. And so, when mages or the people near them experience various traumas, those experiences often leave derangements: mental and behavioral challenges that impair the character and her relationship with the rest of the world. Despite the crazy name, derangements don’t necessarily turn a character into a raving loony-tune. Most times, a deranged character is simply a bit off-kilter by ordinary human standards. (The word means “out of alignment.”) Still, these mental illnesses can cause profound difficulties, especially in their most extreme manifestations. At low levels, such challenges simply become quirks; if they reach irrational degrees, though, derangements can become extraordinarily dangerous… especially when the person afflicted with a given derangement has the power to tear reality apart. Amnesia Locking out parts of her memory, a person suffering from amnesia doesn’t necessarily forget who and where she is, but she does lose recollections that feel traumatic, unsafe, or unreal. Depending upon the igniting incident(s), the amnesiac might block out parts of her identity, forget certain people or places, blank out specific incidents, or function in a level of reality where the forgotten thing (a brother, a home, a missing arm) simply does not exist. Antisocial Personality Disorder (ASPD) More commonly called sociopathy and psychopathy, ASPD reflects a pervasive disregard for societies or fellow organisms. Some folks compare this to a form of “emotional autism,” wherein the affected person literally cannot comprehend the feelings of other people or understand the impact of her actions on the emotional lives of anyone outside herself. Essentially, a sociopath can lie, cheat, steal, manipulate people, make rash decisions, violate propriety, turn the social contract into confetti, and apparently feel no remorse for any of it. Characterized by a lack of connection to or compassion for other entities, ASPD provides a key element of the so-called Dark Triad personality disorder (as per the Merit of that name), largely because a sociopath doesn’t give a shit about consequences… which can be intensely charming, so long as you’re not in his way. Bipolar Affective Disorder (BAD) Also known as manic depression, bipolar illness swings a person from hyperactive manic states into depressive crashes. Occasionally, both states can exist at once, inspiring a mood of exuberant melancholy or agitated rage. Manic states tend to spark impulsive behavior, unrealistic expectations, and intense passions; depression saps energy, crushes selfesteem, and grinds motivation and confidence into black paste. Dementia A catch-all name for a variety of related illnesses, dementia inflicts hallucinations, delusions, perceptual alterations, disinhibition (lack of restraint, filters, and boundaries), unpredictable memory loss, personality changes, loss of language skills and physical coordination, and other debilitating afflictions. More commonly (and callously) known as lunacy, dementia ranges from minor but distressing quirks to significant personality shifts and full-blown irrationality. Fugue A person in a fugue state periodically disassociates herself from her identity and relationships, sometimes forgetting who she is/ was until she returns from that fugue state… probably in a very different situation than she had been in when that shift in identity began. Also known as dissociative amnesia, a fugue derangement compels a person to make drastic, unexpected separations. She’ll drop her friends, leave her home, adopt a new personality, maybe forget who she had been before. Perhaps she’ll return to her old self again… perhaps not. For many obvious reasons, this derangement tends to be pretty common among mages, who make abrupt changes in their lives and identities simply by virtue of who they are and what they do. Some folks also use the term fugue state to describe people who completely withdraw their consciousness from the rest of the world. Although that’s not the technical definition of such extreme dissociation (it’s actually called catalepsy or catatonic schizophrenia), it’s a common misnomer… and, especially in mages in Quiet Mindscapes, it’s notorious among the Awakened. Megalomania The name commonly applied to narcissistic personality disorder, megalomania inspires grand delusions, power fantasies, intense feelings of superiority, and an inflated sense of self-esteem. For obvious reasons, it’s really common among mages, who truly are superior to most other people – the derangement simply makes that person even more self-absorbed than usual. Certain authorities distinguish megalomania from narcissism, however. As Bertrand Russell said, “The megalomaniac… wishes to be powerful rather than charming, and seeks to be feared rather than loved.”


650 Mage: The Ascension 20th Anniversary Edition Derangements (Continued) Multiple Personality Disorder (MPD) In what might be seen as an advanced fugue state, a person with MPD consciously and/ or subconsciously constructs several different identities. Each identity can become quite distinct, with its own speech patterns, memories, behaviors, and even physical appearance. Also called dissociative identity disorder (DID), MPD could manifest anywhere from two separate identities to a dozen or more… especially when it’s augmented with Life, Mind, Correspondence, or a mixture of the three. MPD can be extremely common among Marauders, but it’s frighteningly common among other mages too… especially if a mage and his Avatar begin to switch places or merge identities. Obsessive-Compulsive Disorder (OCD) Sometimes called monomania, OCD drives a person to anxious, repetitious, and often ritualistic behavior patterns. Essentially, a person with OCD fixates on intrusive doubts and fears – fixations she tries to banish by making sure that certain things are in order, even if they already are. Often seen as an attempt to control one’s circumstances, OCD is especially common among ceremonial mages, technomancers, and mad scientists, thanks to the many things they do that really MUST be tightly controlled and perfectly organized. Paranoia In world full of enemies, paranoia seems like an appropriate response. At the point of derangement, however, those reasonable fears reach obsessive severity. A paranoid person sees plots and rivals everywhere, even among his friends. Trust becomes foolishness because no one can be trusted. And when someone really is out to get that character, the madness deepens to absurd proportions. Game-wise, a paranoid character adds +1 to the difficulties of all his social rolls… possibly more than that if the people he’s interacting with have given him any reason at all to be suspicious. He’ll use every available method to safeguard himself from treachery, and he’ll keep even his closest companions at what feels to him like a safe distance… typically through abrasive, possibly abusive, behavior. At extreme levels, a paranoid mage isolates himself in every manner possible… at which point, he’s alone with the terrors in his head, which never truly go away. Schizophrenia For folks with the power to change reality – and who live, by default, on a different level of reality than most people do – schizophrenia is frighteningly close to everyday existence. As a derangement, however, the disconnection from reality becomes profoundly dangerous. Hallucinations, phantom voices and sensations, vicious quirks of mood and temperament, leaps of (il)logic that feel extreme even by Awakened standards… such symptoms make it difficult to tell where reality ends and insanity begins. For mages, schizophrenia is the road to Marauderdom… or, in extreme cases, becomes that Mad destination from which no mage can return. these Flaws reflect complications that arise from major modification of a living organism’s Pattern. Any character can take them as Paradox Flaws or basic, one-point Flaws. A handful of basic Flaws can be used as Genetic Flaws as well; if you choose that option, though, each Flaw counts as a single Genetic Flaw, even if the usual Flaw costs more than 1 point. Note that the Construct Flaw cannot also be taken as a Genetic Flaw – that Flaw already assumes a certain uncanny quality that Genetic Flaws reflect as well. Physical Flaws The following Flaws come in two varieties: uncanny physical characteristics, and drawbacks that involve physical ailments. Each different type counts as a separate Flaw. Enhanced Strength Characteristics: grossly muscular build; visibly tense muscle fibers; dense body mass; unusual weight (too much or too little) for build; unwieldy proportions; hypersteroidal physique. Drawbacks: constant hunger; bad temper; pervasive irritability; chronic pain; heart trouble; bone disease. Enhanced Dexterity Characteristics: long fingers or limbs; nervous tics; freakish reflexes; restless motion. Drawbacks: hypertension; restlessness; impatience with the slow clumsiness of everyone else; heart problems; hyperflexibility/ hypermobility syndrome; muscle pain; cancer. Enhanced Stamina Characteristics: expanded chest capacity; dense body structure; immunity to minor pain; imperviousness to most weather conditions. Drawbacks: ravenous hunger; obesity; unusual weight and density for build; gray, pale, leathery or otherwise discolored or oddly-textured skin. Enhanced Appearance Characteristics: Uncanny beauty; musky scent; too-perfect features and/ or proportions; lack of blemishes, scars, or birthmarks. Drawbacks: “plasticky” skin; micropores or no pores at all (increased sensitivity to heat, inability to sweat); excessive


Appendix II: Odd Ends 651 sweating; hypersensitivity to climate or sensation; pheromone scent that’s too attractive for your own good! Enhanced Intelligence Characteristics: baldness; intense/ clinical gaze; staring eyes; tendency to speak quickly. Drawbacks: dyslexia/ dyscalculia; spaceyness; Asperger’s Syndrome/ Autistic Spectrum Disorder; headaches; hypersensitivity to stimulation; nightmares; restlessness. Enhanced Perception Characteristics: slightly oversized eyes or ears; unusual eye color; nervous tics; propensity to notice things before anyone else does. Drawbacks: hypersensitivity/ sensory overload; nervous tics; restless limb syndrome; hallucinations; trembling. Mental and Social Flaws Constructs, biomodded people, and otherwise altered folks are notorious for their personality quirks. Those quirks, in turn, often leave other people feeling uncomfortable. The following Flaws reflect common behavioral tendencies among the “more human than human” contingent. Genetic Flaws Pedantic/ condescending personality; flashes of rage; chronic depression; arrogance; weird vibes; jerky/ robotic movements; eerie stillness; unnerving intensity; obsessivecompulsive behavior (taking notes about everything, making constant adjustments to or critiques about your environment); talking to yourself even when other folks are watching; treating everything like a computer game or reality TV show in which you’re the star; Tourette’s Syndrome; callousness or cruelty; intense self-focus; emotional extremes or apparent lack of emotions; the Dark Triad; breaking the fourth wall; a tendency to speak in a BBC accent even if you’re not British. Basic Flaws Berserker/ Stress Atavism, Deranged, PTSD, and other appropriate mental or social Flaws. The Toybox The tools and toys we use often define human culture. That’s especially true in the 21st century, where our tools have shaped a radically different world than the one previous generations knew – a world where climate control, rapid transit, information technology, mass media, and many other innovations guide the human animal. Our tools alter our reality, and so it’s fitting that mages employ tools that fit their Path of choice. As suggested by the Wonder Background in Chapter Six, the many tools of a mage’s trade fall into different categories and levels of power. Some mages use an eclectic range of tools, and others wouldn’t be caught dead with a jetpack or rune stick in their hands. The following section offers a brief glance into the Awakened toybox – a diverse collection of tools and trinkets whose value to the Awakened Ones reflects our own obsession with imaginative technology. The following systems are, by necessity, brief and basic. For an expanded set of optional Wonder rules, see The Book of Secrets. Rules for Wonders With the exception of Fetishes and Trinkets (described below), Wonders are items that employ Sphere-based Effects in order to channel the reality-warping powers of a mage. That said, a character doesn’t have to be a mage in order to use one; consors can employ mystic Wonders, extraordinary citizens can employ tech-based Devices, and the average Joe, Jane, or Janus could pick up a Trinket or Fetish and get results even if that person has no idea what the item actually is. The Book of Secrets goes into detail about the ways in which a person’s paradigm allows her to use a Wonder (or forbids her from accessing its full abilities), but for now let’s simply say that people get what they expect to get from a Wonder. If that person loathes technology, then a suit of power armor won’t do her much good; if witchcraft seems silly, or is anathema, to her, then that flying broom ain’t goin’ nowhere. Wonders and Paradox Because they employ magick to alter reality, Wonders tend to generate Paradox. The amount of Paradox, however, relies upon whether a given item is considered coincidental or vulgar and whether Sleeper witnesses are present at the time of its use. A jetpack used around a military base at night won’t generate nearly as much Paradox energy as a flying carpet zipping down Wall Street. In all cases, the amount of Paradox follows the rules detailed in Chapter Ten, (pp. 547-553), with the points being added to the Quintessence/ Paradox wheel of the mage who’s using the Wonder. (See Chapter Six, (p. 331), for details about that wheel and its effects.) The Coincidental Edge Fortunately, Wonders tend to make many vulgar acts seem rather coincidental. Especially in mass-media cultures, folks are more willing to accept weird stuff if there’s a machine or similar object involved. For obvious reasons, this gives the coincidental edge to Wonders that involve some form of acceptable technology… which, in the 21st century, can get pretty advanced before people start questioning its viability! Even so, certain Wonders have strong footholds in the public imagination – a


652 Mage: The Ascension 20th Anniversary Edition cross, for example, brandished in the hands of a priest, or a fistful of colorful dust in the hands of a wild stranger – and might be considered coincidental under the right circumstances. Silent Wonders Certain Wonders have no discernable effects, so they rarely generate Paradox at all. A bulletproof hoodie, for instance, doesn’t seem unusual, and its protective effect could be interpreted as sheer luck or bad shooting. Other Wonders function in very subtle ways. A flask that gets someone drunk immediately, or a bullet that shatters inside the body and then disappears, both use Sphere magick in ways that no normal eyes can see. Again, this sort of Wonder avoids Paradox unless some Sleeper witness notices impossible things going on. Permanent Paradox On the flipside, certain Wonders ripple the Consensus simply by existing. The Enhancement Background (described in Chapter Six) invokes that kind of permanent Paradox, and certain other things do as well. For the most part, permanent Paradox comes about through certain lasting modifications: moving tattoos, glowing horns, and the like. In general, assume that a Wonder that can be turned off or set aside does not generate permanent Paradox. If a Wonder does involve permanent Paradox, add that Paradox to the wielder’s Quintessence/ Paradox wheel whenever he has that Wonder in his possession.. (For details about Permanent Paradox, see that entry in Chapter Ten, pp. 547-548.) Essential Wonders The basic set of Wonders includes the following types of items. Other sourcebooks include a wider array of Wonders, with specific rules and limitations for each type. • Device: A sophisticated, self-powered item of Enlightened technology. • Fetish: Capitalized, a power object containing a bound spirit entity. • Periapt: A mystic source of Quintessence energy. A tech-based Periapt is called a Matrix. • Talisman: A sophisticated, self-contained magickal item. • Trinket: A single-function item that has been crafted or enhanced using Sphere magicks but that isn’t magickal in the sense that other Wonders are magickal. Using a Wonder As a general rule, Devices and Talismans have their own Enlightenment/ Arete Trait, which determines the dice pool for the item’s Effects. If Ryan uses a 4 Arete bafflejack, for example, his player rolls four dice to activate that Talisman’s Effect. A Fetish channels the power of a spirit within that item. To use one, the character asks the spirit to unleash its powers. Storywise, this typically demands a decent relationship with the spirit in question; game-wise, the Storyteller might have the player make a Willpower roll (difficulty 7) against the spirit’s Gnosis Trait. A successful roll employs that Gnosis as the dice pool for the Fetish’s effects, so a Gnosis 5 Fetish would have a five-die pool. Periapts and Matrices simply store up Quintessence. Each item holds up to five points of Quintessence for each dot in that Wonder. Thus, a three-dot Matrix could hold a total of 15 Quintessence. To access that Quintessence, or to refuel the Wonder, a character uses a Prime 2 Effect, plus at least one turn of focused concentration, to channel Quintessence back into the Periapt. Without Prime of 2 or higher, a mage cannot employ such a Wonder. Trinkets are easy to use, and pretty much anyone can do so. Jinx could put on a bulletproof hoodie and enjoy its protective effects without further skill or effort. Although such items – super-sharp blades, Prime-strengthened clothing, glass forged with Matter to become damn near unbreakable – require Sphere Effects when they’re being crafted, their properties remain intact unless some other force (like unweaving countermagick) destroys them. Crafting Wonders The Crafting Wonders chart in Chapter Ten, (p. 508), shows the basic systems involved in creating these enchanted items. In order to craft a wonder, the character must have all of the necessary Spheres. Consequently, you need to be a pretty accomplished mage before you can create a new Wonder from scratch. Wonder-crafting also involves mundane elbow grease. Dr. Hans von Roth, for example, needs to know a lot about cars before he can build his scrappy hotrods, and he must put in some serious hours in the garage, tinkering with car parts both standard and original. Game-wise, the character should have all the requisite Abilities, as well. To craft the Wonder, the player makes a variety of extended rolls, as detailed in Chapter Nine’s section about Inventing, Modifying, and Improving Technology. Quintessence Costs Wonder does not come cheap. Beyond the materials involved in the creation of such items (which, in most instances, must be high-quality materials whose symbolic significance fits the Wonder in question), a mage must invest at least five points of Quintessence into the Wonder for each dot in the Wonder’s Background rating. A three-dot Wonder, for example, would require no less than 15 Quintessence, and a five-dot Wonder would need at least 25. Devices and Talismans also require one point of Quintessence for each roll the player makes while crafting the item, beyond the basic Quintessence points required for that item. If Dr. von Roth’s player needs to make five rolls while crafting a flying Prius, then the car requires a total of 25 Quintessence points (five rolls at 5 Quintessence each = 25 Quintessence). The source of that Quintessence, like the mundane materials involved, depends a lot on the nature of that Wonder. A sharp tux designed by Vittoria Falconi would demand some especially cold cash or other Primal Utility investment, but a Balath-Qada Madness Grenade might employ scraps of depleted uranium from an Iraqi bomb crater,


Appendix II: Odd Ends 653 corpse-dust from a serial killer’s basement, and the charred scraps of a shredded Ann Coulter screed. Background Costs As described in the Wonder Background entry in Chapter Six (p. 328), Wonders get rated by their overall power level: • Minor item worth 1-3 freebie or experience points. •• Notable item worth 4-6 points. ••• Significant item worth 7-9 points. •••• Impressive item worth 10-12 points. ••••• Mighty item worth 13-15 points. An individual Wonder can have up to one separate power for each dot in that Background. A three-dot Wonder, for instance, can have up to three different powers, although many three-dot Wonders have only one or two abilities. Because each Wonder uses Sphere-based Effects, those dots depend upon the Sphere Rank of the object’s most powerful Effect. A Talisman, for instance, that uses a Forces 4/ Prime 4 Effect would be a four-dot Background, its Arete Trait as high as 4. As an optional rule, a Wonder may have a higher Arete than usual; for one extra Background point, that four-dot Talisman could have an Arete of 5. Generally, Wonders have a capacity of five Quintessence points for each point of Arete. That fourdot Arete 5 Talisman, then, could hold up to 25 Quintessence and would cost nine freebie or experience points. Points and Requisitions The Requisitions Background (see Chapter Six, p. 321- 322) gives Technocratic characters a range of points with which they can temporarily buy gear from their division. That gear doesn’t actually belong to those operatives, but, by pooling those points, the Background allows teams of Union agents to obtain vehicles, weapons, and other goodies that are usually way above their pay grade. Sample Wonders Each of the following Wonders features a dot rating that represents its Background value if your character happens to own such a thing, a point cost in case someone wants to buy that item with freebie or experience points, and the essential systems and descriptions that deal with that particular Wonder. You can use these items “straight out of the box,” take them as inspirations for your own original creations, or stick them in the hands of supporting-cast characters when an ally or villain needs a little extra edge. The Book of Secrets, The Technomancer’s Toybox, Guide to the Technocracy, Forged by Dragon’s Fire, and a variety of other Mage sourcebooks provide dozens of additional Wonders, and although the rules and formats of those other books aren’t always consistent with the rules in Chapter Ten (much less with one another…), the many concepts in those books can help you fill your Mage chronicle with Wonders of all kinds. Mystic Wonders Favored by mages dedicated to a mystic Path, these tools blend the mystique of traditional magic items with the realities of our present century. • to ••• Trushades (Trinket) Arete N/A, Quintessence N/A, Background Cost 2-6 pts. In a simple, yet potentially powerful, variation on the old “X-ray specs” concept, many mages keep glasses or goggles that have been modified with between one and three perceptual Effects. The name Trushades comes from a variety marketed to Awakened customers by Greer Laboratories – a cabal composed of Ecstatic, Etherite, and VA mages whose slogan is “Look closer.” Other, generic varieties exist under many different names. Although such shades – which range from simple reading glasses or sunglasses to stylish shades and wild eyewear – look perfectly normal, their enhancements allow the wearer to view things no human eyes should be able to see. System: Depending upon the Spheres involved, a pair of Trushades can employ any Rank 1 visual perception Effect. The most common variations incorporate Forces (electrons or other physical energies), Life (overall health and the presence of life), Matter (the structure of inanimate items and surfaces), Mind (auras), and Prime (Quintessence and Resonance/ Synergy forces), but really – any visually perceivable Sphere works. Generally, a pair of modified glasses also features an activation word or touch; this way, the wearer can turn the Effects on and off at will. A one-dot pair holds a single Effect, and the three-dot sets feature three different Spheres working toward a single purpose. Three Spheres, however, is the maximum capacity for a non-Talisman pair of glasses… and any character who tries to use all three Spheres at once will suffer both a -2 penalty to her Perception rolls and a nasty (though non-injurious) headache. •• or ••• Bafflejack (Device or Talisman) Arete 2-5, Quintessence 10-25, Background Cost 2 to 6 pts. In a world of perpetual surveillance, folks have all the more reason to hide their private lives. That’s especially true of mages, who – regardless of their faction – have all too much to lose if information about their true lives gets into the wrong hands. And although all occult (that is, hidden) groups have 21st-century variations on this theme, the bafflejack favored by activist Tradition mages might be the most popular selfconcealment measure in current circulation. Depending upon who crafted and uses specific bafflejacks, these tiny Talismans and Devices could be items of jewelry (watches, cufflinks, rings, necklaces, etc.), clothing (shoes, scarves, jackets, and so forth), glasses, hats, pins, and so on. “Bafflejacking” has also become slang for a popular process through which a mage treats an object so that it holds the same properties as a bafflejack Wonder – essentially turning that object into a bafflejack.


654 Mage: The Ascension 20th Anniversary Edition So what’s a bafflejack, and what does it do? It’s an ordinary-seeming item that sends out small ripples of light-, sound-, and mind-disruption. When worn, or clipped onto something that’s supposed to be concealed, a bafflejack emits a low-level cloaking effect. Although this cloaking doesn’t keep the object or wearer from being seen and heard, it does tend to scramble the precise impression that person or object leaves upon witnesses, electronic surveillance monitors, and cameras and microphones of all kinds. Because of that disruptive effect, though, bafflejacks tend to screw with electronic devices as a whole – which is a nasty side effect if you want to use electronic gear, drive a car, or go online. The Virtual Adepts (and certain Technocrats) craft bafflejacks that can interact selectively with electronic equipment, but those ’jacks are far more difficult to come by (and, in game terms, more expensive). However, for protests, getaways, clandestine meetings, and other events, a bafflejack might be the must-have accessory for postmodern mages on the go. System: A simple yet useful combination of Forces 2 Effects shifts the spectra for light, sound, and electrons where they interact with the surface of the person or object cloaked by the bafflejack. Meanwhile, a related Mind 2 Effect blurs the perceptions of people who interact with the protected party. Essentially, the bafflejack acts like several removable dots in the Arcane Background. People, machines, and intelligent animals (that is, animals able to be affected by the Mind Sphere) all suffer a -1 penalty to their Perception rolls for each success on a roll of the Wonder’s Arete, difficulty 7. (For simplicity, your Storyteller could just decide that this Wonder provides an automatic Arcane 3, saving the roll for drastic circumstances.) Bafflejacks with higher Arete Traits bestow higher levels of protection. Again, the user is neither silent nor invisible; impressions of that character, though, will be rather indistinct, and various people will recall his features and activities differently. A two-dot bafflejack holds two Effects: some combination of the electronic baffling, the mental baffling, the lightbaffling, and the sound baffling. The three-dot version holds three, and the four-dot ’jack baffles all four. Each point of Quintessence fuels the baffling Effects for one hour. Obviously, the Technocracy has sensors that can detect the Effects of a bafflejack; those sensors are too expensive to place everywhere, but sensitive security zones can spot a bafflejack on a roll of five dice against difficulty 5. ••• Bulletproof Hoodie (Trinket) Arete N/A, Quintessence N/A, Background Cost 6 pts. Crafted in reaction to the increase of racist shootings and ethnic violence, these paranormal fashion statements have begun appearing on the backs of young and not-so-young mages all over the industrialized world. Such hoodies tend to feature stylish logos (often in a modern graffiti style), occult designs, or outspoken political sentiments, though some


Appendix II: Odd Ends 655 default to a single, solid color – typically black, gray, red, or blue. And although they’re not truly bullet-proof, the hoodies can deflect all kinds of major trauma, so long as such trauma hits between the wearer’s waist and (if the hood is up) the top of his head. For obvious reasons, such hoodies are especially popular with orphans, Hollowers, urban shamans, and mages of commonly-attacked ethnicities. System: Matter 3 strengthens the fibers of these garments without adding noticeably to their weight. In game terms, a bulletproof hoodie provides four soak dice versus lethal slashing or projectile damage. Such hoodies do not protect against blunt trauma – only against blades, bullets, arrows, and so on. Still, a punch is easier to walk away from than a bullet, so the folks who wear these garments aren’t concerned about that particular limitation. Technocratic Hardware Crafted in the factories of the Technocratic Union, these tools help reinforce the Union’s dedication to futuristic technology, Inspired Science, and a world freed from the shackles of superstitious fear. The various Technocracy sourcebooks contain dozens of other hardware items, although the ’90s-era ones seem rather out of date by now. •• Falconi & Associates Elite Business Attire (Device/ Invention) Enlightenment special, Primal Energy N/A, Background Cost 4 pts. Impressions are everything, especially in the realm of high finance, media, and government. And although Armani suits retain their traditional allure, the real power draping today’s thrones comes from the studios of Vittoria Falconi, the most inspired (and Inspired) designer in the world today. Whereas other fashionistas play games of petty popularity, Falconi and her world-class artisans craft the finest, most subtle suits an executive could ever hope to wear. Their work is stratospherically expensive, of course… but then, the best things never come cheaply. Falconi and her collaborators – Holly Tanaka, Indira Chen, Enrique Castaneda, and Florian Wulff – employ Inspired Science and Enlightened Arts to craft 21st-century business fashion. Covert operatives of the Technocratic media elite, these artisans have surpassed the Savile Row Old Guard. These days, a real player orders his or her suits from Falconi or Tanaka, gets shoes from Castaneda & Chen, and books personal style consultations with Florian Associates. Together, their creations shape the power elite of the new millennium: assured, stylish, charismatic, and yet not in any way stuffy or old-fashioned. These suits reflect a grand global vision, rich with subtle tones of cross-cultured aristocracy… and, of course, Enlightened power too. The ties between Falconi, Tanaka, and the others remain a trade secret worth killing for. Only the tiniest ring of their collective inner circles knows (much less understands) the significance of Eris Design, an invisible umbrella that unites those designers into a cooperative whole. The various creations from Falconi and her associates interact to provide an impressive yet practical fashion suite: impeccable clothing, fascinating cosmetics, comfortable yet stylish footwear, and a range of benefits that only Enlightened operatives can truly utilize. System: Anyone looks good in Falconi or Tanaka suits; a character dressed by these fashion artisans can reduce the difficulty of social rolls by -3, thanks to the stylish impression he presents. The clothing acts as Reinforced Clothing armor, worth two extra soak dice against bashing and lethal damage attacks, but it has no additional weight or bulk. The tailored lines of a Falconi or Tanaka suit also conceal all but the largest handguns or knives, and the clothing features tiny hidden pockets that can hold cards, wallets, and so forth without breaking the line of the suit. Thanks to superior craftsmanship (and Matter-enhanced materials), these clothes rarely tear, stain, fade, fray, or retain unpleasant odors, even under the harshest of conditions. An Enlightened character can also use a built-in Mind 2 Empathic Bond Effect. The dice pool for this Effect comes from the wearer’s own Enlightenment Trait, which makes a high-end Syndicate VP far more impressive than a low-level street op. When enhanced by Florian makeovers, a character gets an additional two dice of Charisma, thanks to the combination of poise, cosmetics, and confidence (plus a tiny Mind Sphere Adjustment) that Florian and his specialists employ. Castaneda & Chen shoes do not slip, break, blister, impede running, or lose traction on tricky surfaces. Although they definitely look good, these shoes lack the built-in social adjustments of other Falconi-associated clothing. Instead, they simply function as superior footwear that an operative can wear all day, under almost any conditions, without undue discomfort or risk. Combined, an outfit composed of all Falconi-associated brands can cost upwards of $50,000. The high price is part of the magick too – it confers value in the minds of its purchasers. Such outfits never come off the rack. Each one is carefully tailored and calibrated for the person it’s designed to suit. Hence, such fashions define the elite – after all, only the elite can afford them! ••• Visual Data & Analysis Spectrum (VDAS) (Device) Enlightenment 3-6, Primal Energy N/A, Background Cost 6 pts. Known by the colloquialism the datacrawl and commonly pronounced vee-DAS, the VDAS allows a Technocratic field agent to access the Union’s databases for information. A faint green crawl of data (typically rendered in abbreviations and measured in the metric system) appears at the lower left side of the agent’s vision when the agent sends a mental impulse to trigger the crawl. See this book’s Prelude for a description of the VDAS in action and the sidebar VDAS: The Datacrawl in Chapter Five, (p. 182), for further details about the technology. System: Essentially, this Device functions like the Right-Click rote detailed in Chapter Ten, (pp. 602-603). The agent might have VDAS implanted as a cybernetic interface, or she might wear it


656 Mage: The Ascension 20th Anniversary Edition as part of her field gear. The worn-gear option allows the agent to take VDAS off, which offers some measure of freedom and reflects a degree of trust on the Union’s part. An agent wearing the VDAS can be tracked, even if the interface has been turned off, so an agent who has the option of taking off her gear has been granted some level of autonomy by her supervisors. In order to use VDAS, the character must be trained in its proper use. The combination of mental-impulse command and multitasking that lets someone use this Device requires Mind 1 and a short, yet essential, training program. Without that training and a correct understanding of Technocratic paradigms, a person who puts on VDAS gear would see nothing unusual; without Mind 1, that person would see a crawl of green data on the surface of the lens but could not read it without massive amounts of eyestrain and distraction. Either way, VDAS gear has a Correspondence/ Data implant in its technology. The Technocracy can track a character wearing it unless she has somehow disabled the tech (as Secret Agent John Courage obviously has), which demands an extensive knowledge of classified Union technology. VDAS technology is standard issue for Black Suits and cyborgs. Other agents may requisition it, or be assigned that technology, on an as-needed basis. Thanks to Google Glass and other similar Sleeper technology, VDAS is coincidental… though not, as the Right-Click description reveals, always reliable. •••• Alanson R-25 Hardsuit (Device) Enlightenment 4, Primal Energy 20, Background Cost 8 pts. Among the standard gear for Iteration X monster-hunters, an Alanson R-25 Hardsuit provides strong yet flexible protection. With a few small modifications, an Alanson suit can be adapted to low-G environments, alternative dimensions (aka the Umbra), aquatic theatres of operation, and standard Earth ground settings. A hypertech variation on modern military body armor, the Alanson has stealth technologies, variable weapon mounts, lifesupport attachments, infrared and ultraviolet viewing apparatus, stim-pack receptacles (to provide much-needed, albeit temporary, boosts), and a light yet formidable level of protection. Since the first Alanson units rolled off the assembly lines at the turn of the millennium, the original bulky armor has gained protective capabilities and slimmed its formidable profile. Currentgeneration hardsuits weigh about 30 pounds (less than half of the original 70), offer better armor, and lack the shutdown flaw of earlier designs. An agent in an R-25 unit still has an imposing silhouette, but the newest-generation armor can be concealed beneath a long coat if the agent removes the helmet. Thanks to the Age of Terror and its subsequent prevalence of armored police and military forces, the average Sleeper would regard an Alansonsuited operative as a cop or soldier in really cool gear. System: A compact network of form-fitting compositematerial armor, micro-servos, a body-stocking, and a selection of modular kits that can be switched out within a turn or two (assuming that the user has access to the various modules, of course; each module costs extra points) allows an Alanson-suited agent to employ the following abilities: • Armor: Seven additional soak dice of protection shield the character from bashing, lethal, and aggravated damage. The bulk of the suit and servos reduces the wearer’s Dexterity-based dice pools by two dice, and he must be wearing the helmet in order to get the full protection for his head. • Strength: Those internal servos add two dice to the wearer’s Strength-based dice pools, except for feats that involve jumping or running. The agent can run a maximum of 20 yards per turn, and that level of activity quickly strains his muscles even with the help of the suit. (Assume one turn of running per dot of Stamina.) • Temperature Control: Internal heating and cooling units keep the wearer relatively comfortable in temperatures ranging between 0 and 110 degrees Fahrenheit (-18 to 45 degrees Celsius). • Hard Fists: The suit’s reinforced gloves and boots add one die to the damage of all weaponless strikes. That damage, without weapons, inflicts bashing-style harm. Concealed blades can be deployed within the gloves, making that damage lethal instead. • Integrated Communications Interface (ICI): Assuming that the agent’s wearing his helmet, each Alanson hardsuit has radio, Internet, VDAS, GPS, telephone, and video capability. • Cross-Environment Life Support System (CELSS) (3 pts.): When fitted with an enclosed helmet and an integrated life-support pack, the hardsuit can sustain its operator in hazmat, underwater, deep cold, intense heat, and Deep Umbral environments. Each hour of operation costs one point of Quintessence. Such use is coincidental but not concealable. • Enhanced Targeting Capacity (ETC) (4 pts.): After spending a turn engaging the ETC system, the operative can add four dice to distance-attack dice pools, thanks to the targeting-and-guidance computer interface. • Heavy Armor (1 pt.): With a layer of reinforced plating, the suit gains three additional levels of protection (three soak dice, or 10 dice total), at the cost of reduced mobility (10-yard run) and increased bulk (three-die penalty to Dexterity-based rolls). • High-Intensity Plasma Assault Unit (HIPAU) (9 pts.): A removable weapons system allows the operative to aim his arm and generate a blast of hot, focused, plasmic death. Each shot consumes a point of Quintessence. The player rolls a Dexterity + Energy Weapons attack, which acts as the focus instrument for a six-die Forces 3/ Prime 2 attack. This blast of energy inflicts aggravated damage. Outside of Technocracy Constructs or the Otherworlds, the HIPAU constitutes a vulgar Effect.


Appendix II: Odd Ends 657 • Nanotech Self-Repair Module (NSRM) (3 pts.): With a successful Enlightenment roll (difficulty 7), the suit can temporarily repair itself. Full repairs must be made back at headquarters, but the nanotech patch kit can fix minor damage within a few minutes and major damage in an hour or two. On a botched roll, however, the systems go amok, wrecking the suit’s integrity within a minute or two. The agent inside the suit had best get out of it quick; otherwise, she could find herself trapped inside it… or possibly – if she’s been injured as well – integrated into the suit through various unpleasant “repairs.” • Self-Contained Emergency Medical System (SCEMS) (4 pts.): If the operative deploys the “seams,” advanced drugs and medical nanites conduct biopatch healing. Each use expends one Quintessence point. The player rolls four dice (the module’s Enlightenment) against difficulty 6 to trigger the SCEMS’ Life 2 Heal Self Effect – an Effect that remains coincidental so long as the operative isn’t reattaching limbs or hauling his guts back into place. • Standardized Primal Energy Containment Matrix (SPECM) (5 pts. each): Removable Primal Energy units allow the suit to carry and utilize an additional 10 points of Quintessence. One suit can accommodate two SPECM units. Other than the functions of certain vulgar modules, the Alanson hardsuit remains coincidental in tech-based reality zones. A lone operative needs about six turns to put the suit on or take it off, but he needs only half that time if he’s got a trained assistant to help him into or out of the armor. Because it’s an independent Device, any Technocracy-trained operative – Enlightened or otherwise – can use it. For obvious reasons, however, only the most trusted extraordinary citizens merit hardsuit training. These suits are far too expensive for common deployment. Biotech The remarkable treasures of hypertech bio-integration allow certain characters – usually, but not always, agents of the Technocratic Union – to employ cybernetic and genegineered biotech Wonders. Unlike other Wonders, these modifications cannot be removed except through agonizing (and often fatal) surgery. Essentially, man, magick, and machine become one entity. The Enhancements Background(pp. 312-313) represents those modifications, and several character templates in Appendix I feature a few examples of its applications in action. Contrary to the stereotypes of bulky exojocks and murderous HIT Marks, most biomodded personnel conceal their modifications until those improvements are needed. That’s especially true in the 21st century, when the state of the art has been refined far past the clunky applications of the previous century. This refinement, combined with the adaptation of mundane prosthetics among the Masses, renders all but the wildest examples of biotech more or less coincidental in the industrialized world. Unless some dude suddenly pops blades or a machine gun out of his hand, people are likely to accept subtle biotech as legitimate advancements of science. (Biotech enhancements still add one point of permanent Paradox to the character for each dot in his Enhancements Background Trait. These days, however, people are less likely to freak out at the sight of mechanical devices worked into living tissue. After all, the recent wars have done a lot to advance the science of prosthetics. How distressingly convenient…) Cybernetics As mentioned in the appropriate entries in Chapter Ten, simple cybernetics serve as instruments and practices for hypertech procedures. (See p. 576 and 579.) Thus, many characters employ minor cybernetic adjustments too subtle for the Enhancements Background. Cybernetics as Advantages Such small pieces of technology could simply be considered focus instruments or special effects for Advantages like Armor, Claws, Nightsight, or Rapid Healing. (See the sidebar.) In this case, the player should simply buy the Advantage, define the tools, or both; add one dot of the Enhancements Background for every two points spent on the Advantage; and then consider those devices built-in cybernetic biomods. Those Traits and that equipment would then be subject to the conditions mentioned below – the potential for removal, the permanent Paradox, the susceptibility to Life magick, and so forth. Aside from that, however, you don’t need a separate Wonder entry for claws… unless, of course, they’re really special claws. More powerful cybernetic Wonders, though, have their own entries below. Cybernetic biomods have several special conditions within Mage: • Self-Contained Energy: Every piece of cybernetic hardware operates off a self-contained battery of Primal Energy. Minor enhancements (the Advantages described in the sidebar nearby) can operate indefinitely off the character’s personal Quintessence, but larger ones use batteries. Game-wise, the Primal Energy rating of a cybernetic device reflects the size of its Quintessence battery. If that battery runs down, the cyborg can fuel the device with his personal Quintessence – his life force – until he’s out of Quintessence. At that point, the cybernetics shut down and go offline until the Primal Energy gets restored one way or another. • Activation: Unless they’ve been purchased as Advantages (again, see sidebar), cybernetic devices have an Enlightenment rating. To activate a device, the player rolls that Enlightenment as a dice pool. The difficulty depends upon whether those cybernetics are coincidental (a subdermal pouch) or vulgar (a plasma cannon). Failure on that roll means that the device does not function at all, and a botch reflects some calamitous malfunction… and probably a Paradox backlash as well. In any case, vulgar Effects and botched rolls add to the cyborg’s Paradox pool, which might already be significant…


658 Mage: The Ascension 20th Anniversary Edition • Permanent Paradox: As mentioned earlier, each dot in the Enhancement Background bestows a point of permanent Paradox. Enlightened characters add those points to their Paradox Effect backlashes. UnEnlightened characters with cybernetic implants suffer weird quirks and chronic health issues (see Genetic Flaws, pp. 648-651) and contribute to the overall backlash total when an allied mage suffers a Paradox backlash. Yes, this means that an Enlightened Technocrat surrounded by unEnlightened cyborgs can be really fucked if Paradox kicks in. A large Paradox backlash (10 points or more) drains all of the Primal Energy out of the cybernetic devices and kicks them offline until someone finds a new source of energy for them. • Extraction: Cybernetic enhancements are machines, and machines can be removed. If a cyborg character winds up Incapacitated or otherwise immobilized, he might get chopped if his captors are skillful or ruthless enough to do so. In game terms, a skillful character has several dots in Biotech, Hypertech, Medicine, or Science (Cybernetics). An unskilled character could just use a chainsaw. Assume that a character whose cybernetics have been ganked loses one permanent health level for each dot of Enhancements. Three dots’ worth of cybernetics, then, would inflict three health levels’ worth of damage if removed. Such removal inflicts aggravated damage that cannot be healed without significant restoration magick or medical treatment. Certain organs or improvements, of course, might prove immediately fatal if removed. As one might imagine, the threat of extraction keeps most Technocratic cyborgs in line. • Magickal Vandalism: Despite the Technocracy’s best efforts, the awful power of the Spheres allows a skillful mage to take cyborgs apart. A vulgar Life 3/ Forces 2/ Prime 2 Effect can disrupt cybernetic devices if the mage knows what she’s doing – in game terms, the four Traits listed directly above this entry. If that mage rolls five successes or more, the poor cyborg goes offline until a repair tech can sort things out. Quite often, he remains conscious even while trapped in his malfunctioning body – a nightmarish fate that haunts each cybernetic Ascension Warrior. • Implant Rejection: An even more gruesome fate involves the wholesale rejection of cybernetic devices. A vulgar Life 3 (or Life 3/ Matter 2) spell inflicts two additional health levels in aggravated damage if the spell gets past a cyborg’s countermagick. The cyborg cannot soak this damage in any way. A single assault that deals out six health levels or more actually rips the cybernetics out of the character’s body – a brutally effective tactic when faced with enhanced antagonists. Optional Rule: Advantages Certain characters have innate yet unusual features: claws, wings, natural armor, and so forth. In system terms, such features are called Advantage Traits. Although the extensive details and systems surrounding Advantages go far beyond the scope of this book, cybernetics, genegineering, and biomods can give certain Advantages to characters with the appropriate Enhancements. Like most other Traits, Advantages cost points. The basic characteristics of certain Advantages and the associated point costs appear below. For more details about Advantages, see the Mage 20 sourcebook Gods, Monsters, and Familiar Strangers. Advantage Point Cost System Armor variable One soak die per point spent vs. bashing and lethal damage; one soak die vs. aggravated damage for every two points spent. Claws, Fangs, or Horns 3/5/7 Claws inflict Strength +2 slash; fangs inflict Strength +1 bite; horns inflict Strength +2 gore. Three points buy one attack, five buy two, and seven buy all three. Normal cost inflicts lethal damage. Double cost inflicts aggravated damage. Climbing Pads/ Claws 2 -2 difficulty to all climbing rolls (minimum of 2). Nightsight 3 Allows for a sense that “sees” in near-total darkness, no roll needed. Perception + Alertness, difficulty 8, allows character to “see” in complete darkness. Rapid Healing variable Every two points spent on Advantage moves character one category higher on Healing Damage chart. Wings 3/5 Three points let character fly up to 13 yards/ turn. Five points let character fly up to 20 yards per turn.


Appendix II: Odd Ends 659 • Non-Technocratic Cybernetics: Although other factions have cybernetic adaptations (notably the Society of Ether, Virtual Adepts, certain techno-wizards, and some Nephandi), the most efficient and reliable enhancements come from the Technocratic Union. That Union has been refining such advances in a systematic form for over a century, so the more idiosyncratic inventions of rival technomancers can’t even come close. As a rule, assume that a non-Technocracy character with cybernetic implants suffers from one Genetic Flaw Trait for every dot in the Enhancements Background. These Flaws reflect the unstable nature of cybernetic innovations outside the specialized disciplines of the Technocratic Union’s laboratories. As a final note, it’s a really good idea for cybernetic characters to cultivate tight friendships with properly skilled technicians. Ascension War cybernauts take one hell of a beating. Some common cybernetic mods include: • Online Access Enlightenment N/A, Primal Energy N/A, Background Cost 2 pts. It seems like everyone’s online these days. A simple wireless sensory array lets the cyborg go online, using sub-vocal voiceactivated interface capability. Remote locations limit access to the net, of course, and Umbral trips eliminate it altogether. This level of interface allows the character to use sensory visitation to reach the Digital Web but cannot project her into it on a deeper level. The online access mod includes two USB ports to allow for flash drives, computer connections, or other types of accessorization. System: Story element; allow the character to go online, receive GPS coordinates, or use the phone as if she had an internal smart phone and a wireless connection. • Skeletal Enhancement Enlightenment N/A, Primal Energy N/A, Background Cost 2 pts. This essential modification reinforces a cyborg’s bones and ligaments. Without it, an organic body can’t withstand the stresses of cybernetic hardware and its often-violent applications. System: Any Enhancement worth three dots or more demands this Enhancement as well. Without it, the character takes a level of aggravated damage every time he uses a cybernetic weapon or protection. This mod also gives the cyborg two extra Bruised health levels and may be purchased as a biomod as well. •• Bio-Cloaking Enlightenment 4, Primal Energy 20, Background Cost 6 pts. Invisible cyborgs? Not quite – the Union’s still working on that level of technology. Still, the bio-cloaking mod allows a cyborg to bend light and sounds around her body, bestowing a limited form of silence and concealment while the exo moves herself into position or makes a quick escape… System: Each success rolled from the Enlightenment dice pool adds +1 to the difficulty of all Perception-based efforts to find the cyborg. Alternately, the player could use her successes to reduce the difficulty of her Stealth or hiding rolls. (You can’t, however, add to and subtract from a difficulty at the same time – choose one or the other.) This cloaking function costs one Quintessence per turn. ••• Primium Countermeasures Enlightenment N/A, Primal Energy N/A, Background Cost 4/6/8/10 pts. To foil the Arts of Reality Deviants, the Technocracy has developed a microweave modification that implants flexible Primium underneath the skin of its valued agents. Even after two decades of experimentation, no other faction has successfully duplicated or countered the Union’s formula for Primium, which suggests that Technocracy scientists maintain a constant process of innovation and perfection with that material and its many applications. This, of course, renders it very expensive; the Union doesn’t waste such resources on just anyone, and it expects great things and unswerving loyalty from an agent implanted with such modifications. System: A Primium-implanted character has several dice of innate countermagick. Four points buy two dice of protection, six points buy three dice, eight points buy four, and 10 points secure five. Even in the 21st century, a character MUST be a Technocrat in good standing in order to enjoy the benefits of Primium. If an apparently disloyal cyborg earns an extraction penalty, this mod will be the first thing the technicians remove. ••• Implanted Plasma Cannon Enlightenment 6/8, Primal Energy 30/40, Background Cost 9/11 pts. Yes, it’s true that Iteration X has been scaling back its more obvious warmongering in recent years. Even so, when some obnoxious RD needs to have his skin seared off, nothing but this beast will do. Implanted within the cyborg’s arm and back, a plasma conversion/ acceleration system extends along her reinforced bones. Upon activation, this system refines Primal Energy into superheated plasma, blazes up around her hand, and delivers the sort of unpleasant surprise that has made Iteration X the first and last name in havoc since roughly 1900. System: The player makes a Dexterity + Energy Weapons roll to deploy this nasty bit of business. Against a roughly mansized target, the difficulty to hit is 7. To activate the cannon, the player rolls the device’s Enlightenment against a difficulty based upon whether the blast is coincidental (difficulty 6), vulgar (7), or vulgar with witnesses (8). Even in the new millennium, this sort of thing is vulgar as fuck; only in a Technocracy Construct or some regions of the Umbra would such an attack be considered a coincidence.


660 Mage: The Ascension 20th Anniversary Edition Each discharge costs one point of Primal Energy. This mod comes in two versions, both of which have been upgraded from their late-‘90s applications: a six-dice model and an eight-dice model. Both inflict aggravated damage and have a nasty tendency to bring down Paradox, buildings, and the local constabulary. Biomods and Genegineering Modifications Bigger, better, faster, more. The industrial consumer ideal finds its reflection in the endless innovations of biotech. Whereas Iteration X pursues perfection through the interface between humanity and machines, the messier sciences of bioengineering fall under the rubric of the Progenitors and their allies among the Syndicate and NWO. The various mutations, biomods, and constructs favored by these conventions tend to be less obvious than the traditional steelskin exojocks… except when they’re not, in which case they get locked away in secluded laboratories until their special talents become necessary. The Void Engineers, of course, use both cybernetics and biomods, and other factions sometimes play around with bio-adjustments as well. Like cybernetics, however, the Technocracy has a definite edge when it comes to biotechnology. Story-wise, organic biomods come in several varieties: genetic engineering, which facilitates organic mutations; biomodifications, which add new organic features to an existing body, and xenotransplants, which graft pieces of weird beasties (aliens, werecritters, vampires, and so forth) onto the bodies of humans and other familiar animals. All three require extensive – and often excruciating – laboratory work, although certain hot-ticket biomods can be added or removed with minimal fuss… minimal by biomod standards, anyway. And the majority of them reach beyond the boundaries of Sleeper medicine, although such borders keep shifting further every day. Rules-wise, biomods follow the same essential rules as cybernetics. They’re covered by the Enhancements Background and cost character points to install in an existing character. Unlike cybernetics, however, biomods become organic fixtures in the character – they cannot be yanked out with Life magick, fouled by spells, cut off without surgical removal (although the definition of “surgery” can be rather crude), or shorted out with electricity or other Forces-based attacks. Paradox and Flaws Subtle biomods appear perfectly normal. Paradox strikes only if the character displays obviously unnatural qualities (wings, gills, extra limbs, and so forth) or performs activities that defy rational explanation. Given the popularity of media superheroes, though, and the many powers attributed to advanced medicine, “rational explanation” is quite a bit more flexible than it used to be. • Biomod Flaws: Because of the unnatural effect of biomods on an organism’s Pattern, a character with obvious biomodifications (wings, claws, gills, scaly skin, and the like) suffers both the normal permanent Paradox points (one per dot) and one Genetic Flaw to reflect the effects of those alterations upon the character’s physique. A character with invisible biomods (boosted Traits, tough skin, pheromones, etc.) doesn’t suffer from Paradox, but he must take one point of Genetic Flaws per dot in the Enhancements background. • Genegineering Flaws: Enlightened Science allows Genegineer Progenitors to create biomodifications at the genetic level. These mods aren’t showy, cannot be removed, and do not incur Paradox. Instead, each dot in a genegineered Enhancement requires one point in Genetic Flaws – chronic ailments, behavioral tics, and other symptoms of organic unease. Although a biomodded character doesn’t have to take the Construct Flaw (see p. 647), the social ramifications of that Flaw reflect the often alienated temperament of people who’ve been altered at the very level of their existence. Advantages as Biomods Common biomods can be purchased as the Advantage Traits described above. Other Advantages that aren’t in this book – extra limbs, dimensional phasing (that is, the ability to step sideways), and so forth – can be purchased with your Storyteller’s approval. These Advantages might also include xenotransplants, which go beyond the scope of Mage 20. A more extensive treatment of those biomods can be found in Convention Book: Progenitors, pps. 70-72. Unlike cybernetics, biomods do not use Enlightenment or cost Quintessence to employ. Because they’re integral parts of the body, they simply work whenever needed. A range of sample biomods includes (but is not limited to) the following options: Enhanced Pheromones Background Cost variable By boosting and enhancing the body’s natural social chemistry, Progenitor physicians can help an agent seem more enticing or intimidating. By programming his innate scent, the biomodded operative sends out subtle but potent cues about dominance, availability, or submission… and because he’s not casting spells in the magickal sense, his targets won’t realize just how deeply they’re being played. System: For every point spent on this biomod, the character gains two additional dice for certain Social-based dice pools, provided that he’s got an opportunity to turn on the charm and let his pheromones do the work. Although such chemistry experiments don’t confer Talents and Skills he does not already possess, they do add to his attempts at Etiquette, Expression, Intimidation, Leadership, Style, Subterfuge, and, of course, Seduction. Environmental Sustainability Adjustment Background Cost 3 pts. Behind that awkward moniker lies a simple yet useful modification: the ability to survive extremes of heat, cold, high (or low) pressure, underwater or deep-space environments, and other hostile climates. Each type of environment, however, requires a different sort of modification: the ability to breathe


Appendix II: Odd Ends 661 underwater won’t get you through Death Valley unscathed. System: Story element: your character can survive an environment that would probably (or certainly) kill a normal human being. As an extra bonus, you double your effective Stamina Trait when soaking damage from the environment you were engineered to survive – fire for heat-adaptation, vacuum for space-adaptation, and so forth. Unlike other biomods, this one can verge into the vulgar spectrum if the agent is doing something she shouldn’t be able to endure; holding your breath for an absurd amount of time is one thing, but surviving a blast furnace or a nuclear bomb detonation is another thing entirely! Facial Reconstruction Background Cost 2 pts. Advanced plastic surgery techniques allow Progenitors to craft facial structures and features that can be switched out with an hour or two under the knife. Such facial reconstructions require a small genetic sample from the party being impersonated (assuming that the disguise duplicates a particular individual), and might include profound shifts of bone structure, skin pigmentation, and muscular configuration. Even without the surgery, an agent treated with this biomod can rearrange his features at will – not well enough to assume another person’s identity, but with alterations that might allow him to pass for someone other than the person he normally is. System: After Progenitor surgery, the character’s features add +2 to the difficulty of all attempts to see through the disguise. Even without surgery, the agent reduces his own difficulty on rolls to remain unrecognized by -3. Physical Structure Enhancement Background Cost varies Perhaps the most common sort of biomod (or, for that matter, cybernetic enhancement) strengthens the agent’s bones, muscles, nerves, ligaments, and other organs. Available at many levels of customization, such alterations raise a human being (or other organism) to heroic heights of physicality. Brave Progenitors and lab-grown Victors display amazing physiques, but they often seem too perfect, as if their bodies had been Photoshopped… which really isn’t far from the truth. System: As described in the Genegineering section of the Enhancements Background entry, this biomod allows you to raise your character’s Strength, Dexterity, Stamina, Appearance, Perception, or Health Trait beyond normal human limits. Genegineering and cybernetics can also raise Intelligence, though biomodifications cannot. The cybernetic enhancements can be removed, but for the organic ones, such removal is impossible. Sensory Enhancers Background Cost 3-5 pts. Thanks to altered sensory organs, an agent can enhance her senses to inhuman acuity. The basic biomod simply heightens the existing human senses. With a little extra work, however, the Progenitors can expand upon the human sensory range, opening up the infrared and ultraviolet spectra, high frequencies of sound, and amazing levels of tactile or olfactory perception. System: At its basic level, this mod gives the character the higher-level Acute Senses Merit. The expanded version of sensory enhancement, however, allows the player to purchase the Nightsight Advantage or some equivalent of that ability that applies to taste, smell, hearing, or touch. Weird Science Whereas the Technocracy specializes in sleekly standardized hardware, the inventive creations of Etherites, VAs, and other visionary technologists can be quite unique. Although a given inventor might mass-produce a useful widget, most weird scientists tackle their pet theories with swashbuckling élan and stubborn individuality. ••• The DDGR Card (Device/ Gadget) Arete 5, Quintessence N/A, Background Cost 1 pt. (per card) Crafted by an anonymous (go figure…) Virtual Adept, this wallet-sized hack-attack has found its way into all kinds of eager little hands, Awakened and otherwise. For all the world, the DDGR (Dirt-DiGgeR) card looks like a typical debit card. Inserted into a bank’s Automated Teller Machine, however, it scans for the most recent questionable activities on behalf of that bank’s executive board. Within seconds, the activated trawler program skims its way past the usual protections and digs up dirt. Because the bank’s usual protective networks have been designed to foil theft, the DDGR program remains unrecognized as a threat. When the ATM spits out the user’s receipt, the information on it details the names, amounts, and hinky activities associated with that bank within the last week. And because bank executives always seem to be pulling some kind of shit (especially in the World of Darkness), that information comes in very handy… especially for activist bloggers, journalists, and hackers with a few scores to settle with the local elite. System: A conjunctional Data/ Forces/ Mind Effect digs up the latest dirt. Essentially, this is a story element, although a Storyteller who wants to have the player roll for the card’s efficiency can use the card’s Arete as a roll versus difficulty 7. Each success turns up one nasty deed and the associated guilty parties. The card remains coincidental unless some Sleeper who’s not hip to the DDRG’s true purpose happens to see the receipt, at which point the card’s Effect incurs three Paradox… and possibly a call to the police. Each DDGR card works only once, hence the low Background cost; after that, the trace program spontaneously erases itself to avoid detection. ••• Kid Kimota’s Jovian Thundergloves (Device) Arete 6, Quintessence 30, Background Cost 9 pts. In the dwindling days of the last century, when HIT Marks stalked the night and the Pogrom boiled at an intensity not seen since the Second World War, Kid Kimota – an Etherite of blazing wit and perspicacious vocabulary – decided to fight


662 Mage: The Ascension 20th Anniversary Edition back. While the citadels of his many allies were falling to the mechanized hordes, Kid Kimota perfected a number of thunderbolt-hurling Devices, configured to deploy a variety of electronic assaults. When the HIT Marks arrived, Kid Kimota and his surviving allies made their Olympian stand. The resulting Paradox storm wiped both sides off the Earth… but several Jovian Thundergloves have since reappeared in the possession of various mages whose nerve outweighs their sense of self-preservation. Using advanced technologies to draw upon and amplify static electricity (not to mention using quantum gates to draw power from remote Tesla coils), the Jovian Thundergloves concentrate phenomenal power into compact, wearable, and – dare we say it? – elegant accessories. Although each Thunderglove has a slightly different configuration, caused by Kid Kimota’s rather rushed production time, each one resembles an insulated gauntlet of metal, leather, and glass. Once primed (a process that demands half a minute to activate the quantum gates), the glove can discharge a bolt of staggering electrical force once every few seconds. The attack is, of course, vulgar in the extreme. When devastating measures are called for, of course, the Jovian Thunderglove makes a magnificently unsubtle choice. System: The glove’s attack combines a Forces 3/ Prime 2 lightning bolt (six dice, aggravated damage – see Electrocution in Chapter Nine, p. 438-439) with a Correspondence 3/ Forces 2 Effect that pulls the electricity from the Tesla coil (which should be situated some distance away from the Thunderglove’s user). Given the titanic voltage involved, electronic systems hit by this discharge are quite likely to go offline… possibly for good. The glove’s insulation protects the wearer from electricity so long as she’s not grounded, wet, or otherwise conducting electricity. If she’s foolish enough to use the glove while in a self-conductive state, that character takes the full amount of damage herself. As Kid Kimota will attest if his ghost can be reached for comment, this weapon isn’t exactly the ticket to a long and prosperous career. The massive Tesla coil that powers the Thunderglove must remain accessible to the weapon’s user. The glove itself adds three dice of bashing damage to a punch, and it can conduct a single six-die blast of static electricity in a hand-to-hand attack before it discharges its self-contained power. Beyond that, the Jovian Thunderglove is more or less useless on its own. To access its full power (and its Quintessence supply), the wielder needs to own one of Kid Kimota’s Tesla coils and generators as well as the glove. Access to the coil gives your character up to 25 Quintessence per hour, assuming that the generator’s running the whole time. Each blast drains one Quintessence and requires two turns between blasts so that the glove’s delivery system can build up and channel a new charge to the glove. As noted earlier, this Device is vulgar – both because of the massive electrical charge involved and because of the gateway Effect that allows the lightning to jump from the generator to the glove without passing through the intervening space. On a botch, VERY bad things happen. Don’t botch with this weapon. Really, don’t… ••••• Madness Grenade (Fetish/ Talisman) Arete 7, Quintessence N/A, Background Cost 10 pts. (per case of five) Spectra Widow 6, an agent of the Chaioth Ha-Quadesh division Team 23, devised a horrific party favor: the BalathQada Madness Grenade. Once you pull the pin and hurl this gibbering sphere of glassine dementia (filled with insanity spirits) to a suitable location, the sphere explodes, releasing a blast of concentrated chaos. Witnesses have likened that blast to a screaming black-light rainbow-storm, whatever that means… In the aftermath, mechanical systems run haywire, material substances crumble, and living things go stark batshit crazy. Mages caught in the blast can sometimes resist the worst effects of this insanity. Other folks aren’t quite so lucky. System: Each madness grenade contains a spiritual waspnest of furious Umbrood, seething with hatred for everything alive. When freed, this compressed ball of chaos unleashes a combined Entropy 5/ Mind 4/ Matter 3 explosion of madness and decay. The spirits merely provide a focus for the Effect itself, which spreads out over a radius of roughly 20 yards (or 18 meters) around the center of the blast. The Arete of 7 activates an insanity-producing Mind 4 Effect, an order-shattering Entropy 5 Effect, a probability-skewing Entropy 2 Effect, and a substance-cracking Entropy 3/ Matter 3 Effect. Essentially, anyone and anything within the blast radius is fucked unless it has countermagick or can resist the Mind Effect with Willpower. Mages and other Night-Folk stand a decent chance of avoiding the direct impact of the insanity wave (assume that each of the grenade’s successes affects one character), but Sleepers might as well enjoy the ride – it’s probably gonna last a while. Thankfully, the grenade’s Effects are extremely vulgar in Earth’s material reality. The explosion part is perfectly coincidental, but the howling vortex of spirits and the subsequent wave of craziness are not exactly the sort of things you expect when a grenade goes off. In an Umbral environment, however, this is an especially vicious weapon – both coincidental and bound to attract spirits that want to join the fun. Obviously, each grenade works only once. The detonation entirely consumes the shell, spirits, and waves of insanity. The ripples of probability and mental disruption echo around the blast-zone for the normal Duration (as per the Base Damage or Duration chart); the Matter devastation is permanent, of course, and the insanity might be permanent as well if the grenade’s Arete rolls five successes or more. For more details about madness – singular and en masse – see Sanity Sinks in Chapter Five, (p. 242), and Things Man Was Not Meant to Know in Chapter Nine, (p. 407). ••••• The Rebooter Self-Retrieval Bio-Printer (Device/ Artifact) Arete 8, Quintessence 40, Not Available for Purchase Known snarkily as The Get Out of Death Free Card, the ultimate 3D printer allows a mage to reboot herself after an apparent death.


Appendix II: Odd Ends 663 It’s not the first resurrection device, of course – such attempts to sidestep mortality are almost as old as magick itself. The Rebooter, though, utilizes technology of an edge so keen it defies tired metaphors. Inspired by the endless survivability of comic-book heroes and villains, the multiple lives of video-game characters, and the self-downloading hypertech innovations for online immersion, a cabal of unknown Masters crafted the Rebooter. Rumors credit Dante, Dr. Volcano, Heasha Morningblade, Raging Eagle, X-Chel, Doc Eon, Kibo, the Rogue Council, and even Archmaster Porthos with the invention, but the truth behind its manufacture remains a deeply occulted secret. Shortly after the Los Angeles Convocation of 2001, however, these machines began appearing in Tradition Chantries across the mortal world. No one knows who installed them, nor has any credible source for them appeared as of yet. The exact number of them remains unknown, but the most accurate count puts the existing Rebooter units at 10 – one for each Tradition within the Council, plus one left as an enduring mystery. Essentially a gigantic printer filled with cartridges of raw, Quintessence-rich biomass, the Rebooter employs computer-stored data to recreate the dead mage from backup files made when that mage was alive. Obviously, the rebooted person must allow her innermost self to be downloaded into the Rebooter’s memory before she dies. The printer spins out the reconstituted self and “bakes” it in a complex process of arcane technologies that takes three days. (Clearly, the creators of this Artifact had a poetic sense of humor… or something…) Once rebooted, the mage emerges from a large bath-cylinder where the respawned body has been formed. That new self exists in the state that mage occupied when she was downloaded into the data banks, without subsequent memories, skills, or attachments. For that reason, among others, mages who are aware of the Rebooter’s existence like to update their personal files as often as possible. Of course, the possibility that those files might be hacked hangs over anyone who has allowed herself to be downloaded into the printer’s database. Those precious Rebooters are heavily secured, of course… but, as any hacker knows, any data that can be accessed will be accessed… System: A monumental Life 5/ Mind 5/ Prime 5/ Spirit 5/ Time 4 Effect recreates the character from her save point, reconstituting her body, memories, soul, personal essence, and sense of self at the moment when she downloaded them into the Rebooter (hence, the Time 4 component). This feat goes far beyond the Technocracy’s clone-chambers because the self created by the Rebooter includes a bit of the real mage’s soul – a feature the Union cannot bring itself to accept. Hence, this Artifact can be used only by Awakened mages whose beliefs include both mysticism and hypertech. The Rebooter is an abomination to sheer faith (for which the machine usurps the power of divinity) and science (for which its functions remain impossible). Only magick that’s composed of all things can explain the miracles this machine performs. That doesn’t mean that the Rebooter is perfect. A reboot uses the machine’s entire store of Quintessence points – 30 for the mage, 10 for the process – which means that it must be refueled with massive amounts of energy whenever anyone uses it. Each time a mage respawns, she earns one point of permanent Paradox. Some of her memories and emotions glitch after each reconstitution, thanks to miniscule imperfections in the data. That mage returns to her save point without the Traits she had upgraded since that point; her Arete, Spheres, Abilities, and so on are as she left them when she downloaded that bit of herself into the machine. Oddly enough, however, certain distinct differences appear in her respawned self – quirks of personality and appearance that were not there when she existed in her previous incarnation. Those differences might be puzzling to the mage herself, who has no explanation for where they might have come from. And folks who knew her well might notice those differences and begin to wonder what happened to the friend they once knew… Above all, the new incarnation bears a hint of existential dread. After all, if she exists now, that means that she once died… and that she lived some part of her life that is now lost forever. Add to that the various philosophical conundrums about identity, self, and the place of magick, faith, and science in a world where machines can reconstruct your soul, and you’ve got a mage who’s thankful to be alive but uncertain about what that life might mean. There’s always a chance, of course, that the mage won’t have to worry about that. A failed roll means that the respawning attempt failed and must be attempted again… with a +1 difficulty modifier added, thanks to glitches in the software, hardware, and materials. A botch fouls the process forever, erasing the mage’s saved identity and preventing any form of reconstitution from that point onward. The machine is vulgar, of course, anywhere outside a Sanctum or Horizon Realm whose internal reality accepts fusions of magick, faith, and science. And the reappearance of a person who was considered dead could raise some uncomfortable questions – especially if that person is younger than the person her associates recall, lacking memories of the time between her save point and apparent demise, and most especially if her demise was spectacular enough that “no one could have survived THAT.” Still, life is life, and new starts can be wonderful things. The Rebooter might invite tangled questions about past and present, but it offers a future where none had seemed possible before. A mage restored to life experiences a fresh sense of purpose, tempered with mortality and the understanding that nothing is forever. If nothing else, then, the Rebooter’s existence just goes to show that you can’t keep a good mage down.


664 Mage: the Ascension 20th Anniversary Edition We published the first edition of Mage: The Ascension in 1993, but the game was effectively born in 1991, ahead of the release of the first game set in our World of Darkness, Vampire: The Masquerade. That’s when my partner Mark Rein•Hagen and I decided that Vampire would be the first of a five-book sequence of games. Werewolf would be second in 1992, and Mage third in 1993 [1]. To begin the process of tying the games together, we included the Tremere as a clan in Vampire. The Tremere are magi from the Order of the Hermes who originate in Ars Magica, a game that White Wolf owned at that time, and so we knew that somehow the remainder of the Order of Hermes would be included in Mage. And so, effectively, Mage was born. Not everything with the World of Darkness went according to our 1991 plans. We didn’t know yet that every WoD game would have a colon in the title. Ghost turned into Wraith: The Oblivion, and Faerie became Changeling: The Dreaming. There was one thing that remained unwavering: My desire to be the development lead on Mage. It was the World of Darkness concept that sang to me. Initially, I was primarily determined to revolutionize magic in roleplaying games. I was determined that the magic system would represent more than just a codification of powers for characters. No matter how elaborate or elegant the magic systems in prior games, they all seemed to be extensions of the game systems, and not of the game worlds. At White Wolf, setting was a predilection that guided many of our design decisions. So I felt the magic system needed to arise from the setting, and that meant creating a comprehensive metaphysic that served both as a philosophical basis for the setting and a mechanical basis for the magick system. Yes, now with a “k”. In 1992, once Werewolf: The Apocalypse was through the development process, I turned my attention to Mage. After dealing with the Kindreds’ Gehenna and the Garou’s Apocalypse for the past two years, I made an essential decision for Mage: The game would be essentially uplifting. Where Golconda was a state few vampires desired, Ascension would be the aspiration of every mage. For a year I buried myself in Mage [2]. I spent 16 hours a day absorbing texts of all sorts, and then waited as all the concepts bubbled double, double, toil and trouble-style. I pitched the initial results of this process to my White Wolf cohorts, and then proceeded to recruit co-creators. Christopher Earley and my brother Steve Wieck were the most important of these, and both wrote substantial sections in the first edition of the game. The lynchpin in the creation process was the development of the idea of coincidental magick. This single concept bridged the divide between the game as theory and the game in execution, the metaphysics of reality and the mechanics of the game-system in play. The concept tied magick not just to the setting, but also made the ongoing use of the magick system an integral part of the cooperative storytelling process that was central to White Wolf’s roleplaying conceits. When I spearheaded Mage: The Ascension 20 years ago, I assumed that I would go on to author or design a number of Afterwords Writing is a curious endeavor, swerving from moments of splendid delirium into others of stunned puzzlement, and from there into stretches of calm, focused craft. — David Abram, Becoming Animal: An Earthly Cosmology


Afterwords 665 additional works. As assumption transforms into hindsight, I see that Mage still stands as my magnum opus. I’m not distressed by that thought for two reasons. The less-important of them is the conviction that I have other great works forthcoming. More important is the heartfelt understanding that Mage completely gratifies me and my fellow creators, and I could not ask for any greater accomplishment with an artistic work than to touch in a profound way such a large number of people. The reality of changing people’s lives is surely the ultimate achievement of a game about changing reality. Stewart Wieck Houston, TX 1. The fact that many to most of you are reading this on a screen – very likely a portable screen – is, from a 1993 perspective, the domain of the Virtual Adepts. At that time, we didn’t even have a website. 2. Almost literally, at least as we joked. Richard Thomas and I, at one point, contemplated a plan to circulate a rumor that I had died during the writing and that my ashes were mixed with the paper pulp used to print the book. • • • The dude on the bus looked like a future Me – not the Me I am today, roughly 22 years later, happy and healthy and just a tad overweight, but a Me I could have been had I continued on the path I was trudging along back in 1993. That dude looked miserable, haggard, utterly without hope. And yeah, 22 years ago, that’s exactly how I felt. The details aren’t important. Let’s just say I was one sad motherfucker. And seeing that dude sitting across from me on the bus, I thought Oh my gods, I don’t ever want to look like that. Now, by that time I had already ensconced myself with this brawling little startup called White Wolf Game Studio. Thanks to my college friend and gaming-buddy Bill Bridges, I’d been hammering away on a handful of Werewolf: The Apocalypse sourcebooks in addition to another handful of short stories and magazine articles in other venues. Those gigs, however, were most assuredly not paying the bills. And so I was grinding away at an ironic day-job, selling shoes (which I loathe) at “Virginia’s Largest Shoe Store.” Anyone who’s read “Food for Wyrms” in Freak Legion: A Players Guide to Fomori knows how I felt about that job… and about my life in general. (Thank all the gods I did not have kids.) I needed to Get. Out. On the “advice” of Joseph Campbell (courtesy of my old friends John and Laurie Robey), I took a few weeks off and went to go visit my college friend Jennifer Starling out in San Francisco. There, I underwent a “bust down the doors” ritual so that I could get through the blocks that were ruining my life. A few days after my return, I told Bill that I wanted to apply for the Mage Line Developer position. “You don’t want this job,” Bill told me. “It’s harder than you can possibly believe.” “My life is hell,” I told him. “Anything is an improvement.” And y’know what? I got it. And it was. Three days before Gen Con 93, Stewart Wieck called me at work to offer me the job. Within 24 hours, I was on a plane to Atlanta, and shortly afterward, Ken Cliffe handed me the first copy of Mage: The Ascension to come back from the press. “It’s all yours,” he told me. “We don’t have the slightest idea what to do with it.” I spent the next five years figuring out where to take that line. Mage became my life, my labor, my lover, my quest. With a wildly creative crew, we made magick, mistakes, and miracles. Kathleen Ryan, Brian Campbell, Mark Jackson, Sam Chupp, Beth Fischi, Rachelle Udell, Rich Thomas, Heather McKinney (now known as Echo Chernik), J. Porter Wiseman, Jackie Cassada and Nicky Rea, Deena McKinney, Allen Varney, Bill Bridges, Jim Estes, James A. Moore… We brainstormed at all hours, beat our heads and hearts against metaphysical conceits. And somehow, we turned one of the most crazily ambitious RPGs ever created into an award-winning epic about “reality on the brink.” We did some great stuff, some awful stuff, and a lot of stuff in between. By the time I handed Mage off to Jesse Heinig in late 1998, that purple-jacketed enigma had racked up over 50 volumes and changed a lot of lives… my own life most of all. In the many years since I encountered Mage, I’ve talked to lots of people whose lives have been transformed by the things we crafted and the ideas we put out there on the gaming table. It means more to me than I can say (and as this book shows, I can say quite a bit!) to learn how influential our work has been. And so – to all of you – THANK YOU. Thanks to all of our collaborators, all of our fans, all the many, many friends I have made in these last 22 years. Thank you, Stewart, and thank you, Bill. And thank you also, whoever you are, Sad Old Dude On The Bus. I’m not sure whether you actually existed or whether you were some sort of self-projection – some Phil-Of-FuturesYet-To-Come sent to me in order to get me to change the path I was on back then. Whoever you might have been, I hope you got your happy ending. I certainly got mine, and as the days roll by, I appreciate it even more. To all of you reading these words right now, I wish you magick, hope, and love. Never let your world destroy the miracle you can be. Satyros Phil Brucato Seattle, WA


666 Mage: The Ascension 20th Anniversary Edition I remember being knocked down and laughed at as I walked to the mall to buy Mage: The Ascension 20 years ago. I can still hear the other teenagers laugh at the nerd who was awkwardly ambling towards the book store. I remember climbing back into the car after my purchase. My father asking me why I was crying. I never told him. That night, I buried myself between the purple covers of this great game. I wanted to get away from reality. I wanted to be someone else. Mage wouldn’t let me. It taught me about paradigms, reality, and what it truly meant to be Awakened. All the power of the universe lay in my own perceptions. It taught me to forge my own reality. Not with Spheres, not with rotes (as badass as those things are), but with thoughts. From those thoughts came actions. And those actions created the reality I experience today, and all the gifts in it. My wife, my home, my sense of who I am, all started on that day in 1994 when a geeky high school freshman Awakened. James Michael Spahn (Greensboro, North Carolina) Mage gave me the ability to put my true inner self into a character I loved to play. Over the years, more and more of that inner self that was originally expressed in my character Tachete has become the evolving being that has become my public self as well. Hope Basoco (Phoenix, AZ) We tell stories about ourselves. That’s the “paradigm” we weave to make sense of coincidences, accidents, and just or unjust acts. We lash them to ideas about how we think the world works. Mage is our storytelling life on a cosmic scale, with pulp, occult, and SF embellishments to intrigue and tempt us into grandiose dreams: kickass adventures and the trap of hubris. To me, Ascension’s message is that no myth, paradigm, prop, focus or trope can replace compassion: listening to stories outside of our experience, acting on them for love or justice, and drawing the threads into a rope stronger than any single belief. Malcolm Sheppard (Toronto, Ontario) Mage: The Ascension line author (Revised Edition) Mage is a gem in the sea of broken glass we commonly call “entertainment.” Before I had happened upon an old copy of Mage in a used-book store – work that showed us love, hate, and finding the meanings of power and godhood – it seemed as though such things were all left to the past, to be partitioned out by state institutions and argued over by academics. Mage showed me a unique world of freedom (and limitations) that was interactive and commutative beyond traditional understandings of such. It showed me that games could be art. Dustin McPherson (San Diego, CA) Once upon a time, someone introduced me to the Mighty Purple Books. It was a dark period at my life, and I lacked hope. Reading Mage, playing it, I found my best friends and I changed my perspective. In a world where YOU can shape reality with your own hands, I found hope. Mage is about willing a better world for yourself, about changing reality and fighting for what you truly believe. I can’t see a better fable for the days in which we are living. BELIEVE! And for everything else… don’t forget your fireball. Êmili Lemanski (Santa Maria, Brazil) Dante was/ is me. He is a young Black technophile with a smartass mouth, and just enough power to get himself in/ out of trouble. So if you can “bend” reality, do some good. Do good even if that means shaking off some Paradox. That means you’re doing it right. If you are playing Mage, and the stakes aren’t epic in nature, then you are doing it wrong. We created Mage for elite storytellers. If reality really is a “work in progress,” then you got some work to do. Oh, and if anyone tells you “That ain’t possible!” then congratulations. Dante approves. Travis L. “Dante” Williams (San Mateo, CA) Mage: The Ascension Author (1st Edition) My journey with Mage: The Ascension began during my junior year as a religion major in college, when I discovered that the sourcebook was just as worthy of study as my theology textbooks. Not once have I merely “played” a Mage campaign – it’s more that the product line became reference material as I continued my education in both life and academia. It was that good, that complex and insightful. Fiction can explore in equal measure the fantastical and the possible, and like the best of the real-life mystics and sages its resounding message was this: Follow your own Path, and life fiercely. Sean-Michael Argo Filmmaker, Ember Days No kidding, this book taught me something I’ll take to all my life: Hope. With heroes and anti-heroes, humans like ourselves who live their lives to change the world like they do, how can we not allow ourselves be “contaminated” by this belief as well? Okay, it’s just a game… but once you enter the world of Mage, you will understand: The Will can change the world – the World of Darkness, and our own world too. For all this, I’m eternally grateful to Mage. Eva Morrissey (Guarulhos, Brazil) The first time I grabbed Mage: The Ascension, I felt suspicious. I had long since given up on playing mage characters in roleplaying games, as I have never liked the closed lists of magical effects or powers, each to be triggered within each level of each school you have learned. However, I took a look at it… and then I could not stop until the end. Mage is not only an open-ended guide, but also a challenge to your imagination. It is as simple as This: If you have the knowledge and you have the means, then you can do it. So weave your own spells. The glory has always been there for you to get it. It’s yours. It’s you. Antoni Giménez (Barcelona, Spain)


Afterwords 667 Twenty years ago, I’m hanging around with friends and one says, “Hey! I just got this new RPG. Let’s try it out.” And everything changed forever. I created a Goth Verbena named Tantras. Silly, really, but when you’re an angsty teen playing in the World of Darkness, this is what you come up with. Our first firefight, I have no combat skills, but I have Life 3: “Hey Eric? Life 3 says I can create simple invertebrates. Can I create a clam in that guy’s heart?” “Sure, why not? Roll for it.” As a result of that afternoon, I have become a longtime player of World of Darkness, and more specifically of Mage: The Ascension. Who out there has never dreamed of a world that was different than the one we have? Belief is a powerful thing, and in dreaming we create a new world. So, thanks, folks, for giving us an unbelievable sandbox to create our worlds in. Valentine Graves (Seattle, WA) A game where you are a mage, in modern times, and with no spelllists: That’s how Mage was introduced to me when I began playing RPG’s. Being the mage-y type myself, I was instantly attracted to it. I read it, I discussed it and, of course, I played and told stories with it. My first Mage character is someone I can’t forget. My best and most intense LARP moment occurred while playing a mage, and some of my most memorable gaming sessions – whether serious or just plain wacky – have all been related to Mage. And, of course, these experiences changed me and shaped me. Because, to me, it’s not about the Ascension anymore. It’s about the Memories. Julio Romacho (Madrid, Spain) Mage, for me, has always been one of the greatest and most intriguing games: a game about discovery, about philosophy, about thinking differently. It was original, it was unique, and it wasn’t about killing the antagonist. However, it was also one of the hardest paradigms to master I have ever encountered in my career as a Storyteller at conventions. It’s often a misunderstood game, and I hope that M20 will incite the adults that we became to rethink the worlds – both the World of Darkness and also our own world. Reading and mastering the amazing paradigm of Mage has made me think over my existence in other terms – to go beyond my perspective and see a larger Reality. Emmanuelle Usselmann Nadin (World Citizen) I’ve always loved stories. Much of my childhood was spent absorbing comic books, movies, and television. My older brother initiated me in the art of the dungeon-crawl before I could shave. In high school, I encountered a purple book full of rules and ideas for telling stories of modern Magick and wonder. I spent the next several years surrounded by dice, empty coffee cups, and an ever-growing stack of purple books. My love of stories grew into a love of storytelling. Mage taught me to dream the impossible. Mage taught me to write. Mage taught me to believe. Travis Legge (Rockford, IL) www.aegisstudios.com Mage came at a time when I was still forming my worldview and metaphysics… and I cannot discount the impact it had on me. It was a confirmation that we have unlimited potential to create our own reality, as filtered by our perceptions. To this day, I see Mage’s philosophy confirmed in myself and in the people around me. Tending your paradigm can be intentional. Belief spawns reality. Because of Mage, I am so much more keenly sensitive of how my thoughts affect my life. Through roleplay, I’ve become able to practice intention within the real world. Miguel Eduardo Ludert (Richmond, VA) Not only is Mage an awesome game for exploring a rich imaginative mythology and epic storytelling. If you hold your mind right, it also lends an unparalleled framework for pondering the reality Behind the fiction… and perhaps, if you’re lucky, for finding a deeper connection to the very real magick that moves in our own world. Arjil (Central AR) In the 20-years plus of enchanting myself and others with roleplaying games, one encounter – an “Awakening,” if you will – took hold of my imagination, because Mage: The Ascension tackles the fragile balance between the fabric of reality and Magick. It engages all participants by bringing the shared experience of our imagination through storytelling, weaving our minds into a fabric – an embrace. Allowing us to seek that opening in the soul, where once we used to dwell when we were children and still believed in Magick. A gateway to visiting the world beyond our own and seeking the new wonders we may find there. Isabelle Hénault (Montreal, Quebec) Mage has given me words for things I didn’t know there was a language for, ideas I had in my head but didn’t know anyone else could understand. We live in a world where growth is good but change is threatening. How do we balance this? Whether this is a society thing or a mechanical human function I don’t know – only that it’s part of the currently running program. Who knows which lines of code are old and which are new? It’s a puzzle I’m still sorting out. Knowing that the cataclysm is coming, I feel a need to formalize my cabal – to bring the things I have learned from Mage into the daily practice of our own magic… Reading the first page of the Intro [to Mage 20], the best I can say to myself is: Stop whining, chica. Time-out’s over. Time to get back in the war. Coyote Ashley Ward (Woodbridge, VA)


668 Mage: The Ascension 20th Anniversary Edition I have so many amazing memories of Mage, from both tabletop and live-action games. Those stories opened a world of myth and dreams, the fine line between static reality and the unexplained universe. It gave me a place and a time to push mental and emotional boundaries, and play out the great “what-ifs” that enchant and plague us. Mage gifted me with new eyes to really see all the beauty and possibility in our amazing world. I continue to share that dream with my children: the great gift of stories, myth, and unlimited possibility. Jenn Isyllt (Dallas, TX) I would not be the man I am without Mage. I discovered the game my first year in college. Though I was always a creative person in my youth, and was aware of various religions, the concept of Reality as a fluid construct fueled entirely by willpower did nothing short of crack open my intellectual and spiritual foundations. The game itself – with its story of personal enlightenment, the struggle to use that power to forge a new Creation – did more than simply present to me an alternative concept of Reality. It also drove me to create, and to think in ways that I would never have done before. Mage remade my concept of the world. For that, I will be forever grateful. Michael Shean (Springfield, VA) Magick is about how we become ourselves. Every path we choose leads us to the most exciting travel into us… but outside us, and that’s a paradox! Ha-ha! We all are connected in many levels: our lives, our thoughts, our histories. And Mage brings us the convergence and joy of the extraordinary. I’m happy to be part of this world, happy to have made great friends playing this game. Let the Quintessence flow through our souls, and live! Good vibes and good luck for everyone! Thaynah “Young Phoenix” Leal (Pernambuco, Brazil) Ironic as it may sound, Mage is not about magick. Mage is about the Self and how we handle it. The questions that guide the Awakened along the Path to Ascension are the same fundamental questions that most “sleepers” ignore and some “awakened” dare to answer: Who am I, why I am, and what am I supposed to do with that “I”? Being yourself is a tough but rewarding task, and though it sounds easy, it is not. Everyday factors make us twist and turn ourselves upside down and inside-out, making us unwitting conformists of a larger, falsecollective behavior. Mage, however, is about having the will to be your True Self regardless of circumstance, and about handling the power and responsibility that comes with it. In a few words, Mage is not about magick. Mage is about people… about us. Antonios Rave-n Galatis (Piraeus, Greece) May you raise your eyes and never bow your head We are not alone S.J. Tucker, “Come to the Labyrinth” Mage is freedom. Mage is the ability to be who you want to be for a day. It is the chance to walk a mile in someone else’s shoes. It is the chance to be a hero or a leader. It is also the opportunity to become a challenge, to safely vent, and to see the world in a new light. In this world that makes you feel so small, so ordinary, Mage makes you feel important, needed, powerful, smart, strong and skilled. Who am I? I am a car-wash attendant; a nerd who was – until I joined the LARP community – very much alone. When I play Mage, I am Eris, Hierarch of the City of New Callicum, a leader of the mage community – a protector, a dark knight. Playing Mage was the best decision I have ever made, and the community has been the most loving and accepting group of people I have ever met. Mage is freedom. Your only limit is your imagination. Amy J. Redfern (Bellingham, Washington) I use to think that Mage’s books provided the ground to cease my agonies. But this is actually not true. After Mage, I am still confused, amazed, and scared. But I can point forth and say I have Awakened. Mage: The Ascension is indeed a game – a life-changing game. It changed the way I relate to people, ideas, and life itself. Like an endless stream of energy, it taught me that there is always more inside our souls, things which we can touch and share for a higher life experience. Thanks for making many years of our lives happier. I love you all. Rafael “Kaichkull” Mastromauro (Campinas, Sao Paulo, Brazil)


Awakened Roll Call Kickstarter Backers 669 Army of the Night @schiko Adam W. R. Martins Adan Smith Aleksandra Petreska Alexander Marshall Alice C. Ana Claudia Silva Andrea Gausman Andrew Kissinger Andrew McGrath Anna Elizabeth Hickok Archimedean Point Cabal - Cheshire, bani Virtual Adepts Archimedean Point Cabal - Elen Wu, bani Verbena Archimedean Point Cabal - Ethan Maynard, bani Hermes Archimedean Point Cabal - Hope Lambert, bani Verbena Archimedean Point Cabal - Lucas Diaz, bani Akashic Archimedean Point Cabal - Melissa Gardner, bani Hermes Archimedean Point Cabal - Rudy Ulrick, bani Dreamspeakers Archimedean Point Cabal - Samuel Damascus, bani Hermes Archimedean Point Cabal - Sara Lee, bani Ether Archimedean Point Cabal - Starshine, bani Ecstasy Ashley Skallicky Avram R. Shannon Bell-X Bookplate Ana Brandon Dee Rogers Brandon Lane Brandon Paul Brian Horstmann Bryan Allen Hickok Camila Montenegro bani Flambeau Carl Matheson, Son of Ether Carol Darnell Charles Knight, Royal Ethernautical Society Chastity Pilgrim Chazz Kellner Chriss Christian Magnaghi Christofer Sandell CJ Romer Daniel Belmont Dann Kriss Games Darin Kerr David “Hollow One” Martinez Diego Segura Luengo Doc Eon Doctor Esoteric Dr Gertrude Primordium Dr. Anthony Maynard Dr. Joel McCall Dr.NAKAGAWA Kozi Edward Murphy Eric Minton Esper, the Quintessential Dimensional Crafter Ezekial Jones Frater Hormaku Gareth Hodges Glauco Vieira Grzegorz Kohorewicz Guardián de las Sombras, Doctor Steranko, Hijo del Éter. Guardian de las Sombras, Zacarias Fernandez, Coro Celestial Guardián de las Sombras, Alex Sánchez, Culto del Éxtasis Guardián de las Sombras, Tomas Díaz, Orden de Hermes Gwen Black Helen Febrie Horace Ashcroft Inky Grrl James Mendez Hodes Janya Levin Jarrell Fletcher Jay Collins Jefferson Silva de Almeida Jeremiah Quinn Jessica Dent Jessica Purdy Jim Schofield Joe Zavcer Joel “Lostkith” Cotton John John “King” Roberts John Bridges Johnny Applegoth Johnny Crow Jorge’s Puppy Joseph Fong Joshua Curcuro JP Sugarbroad Julie Guérot Karina Gillis-Bugg Kimberley “Phoenix” Laycraft Ko Fong Kristastic Lillaine Morus Lillian Cohen-Moore Lincoln Cheah Zhuo Hua Lord Absinthe (Graham Alstan) Lord Cochise Lou Silvers Lucius Vayne Magister Mundi Lancelyn Verdery bani Bonisagus bani Order of Hermes, pars Quaesitor Magus Rex Maih Barahona Marcus Terrance, Order of Hermes House Esoterica-Thig, Son of Uktena and Marianna of Balador Mark Huba Matt M McElroy Matthew Broome Matthew J. Locke Michael “Whalelover” Strumm Michael Tree Michelle Bradbeer Miranda Silva Mog Moreno Bianconcini Nina Elisaberh Blain Ol’ Nev Ophelia de Guerre Parallax.bat Parhelia Games Please do not list my name Rafael Verolla, the NWO agent Raffaele Passarelli Random Regina “Aqua Regia” Lisak Richard Downs Richard Hertz R’kaiyu Robert Daines Ronald Corn Sam Gunn Samantha Davis, Akashic Brotherhood, Ferryman and Dragon Emissary Samuel “Ness” Davis Samuel Brana-Soto Sandra Mitze Powell (Mirrorshades) Secret Agent John Courage Silas (Riley) Mason Simon Black Simon Linder Stephen Ball Stylianos Bakas Tadashi Wu Tauanui Stone Team Ether Toronto Chantry The Keeper of Crystalline Memory The Nikolaidis Family Thomas A. Schneider


670 Mage: The Ascension 20th Anniversary Edition Travis McFee - Cult of Ecstasy, Time-travelling hippie Arch-Mage of Time, Wanderer of the years 1952-2054, Owner and Operator of the Magic Bus, Guardian of the Lava Lamp Time Beacon through the Highways of All-Time Tresi Arvizo Vasilis Dalitsikas Vivian Black, Head of The Order Of The Dawning Truth William May Xavier Stanton Zachariah Hicks Zachary Hensley Ember K. Miller His High Potentate Martin A. Milne Johan Eklund Jonathan Garcia-Carabajal Kelley Barnes Kristen “Kitty Wood Tasnica Yseulte Cass Acolyte Adam Morgan Aislyn Dawkins, VA.RH C C Magnus Gustavsson Davide Pongiluppi Duncan Brennan Fahrenheit Desaier James Ebert Michael Lawson Will Rawson Mark Sauren (Xen0tech/ X3n0XM/pithatharouse) Aaron Alberg Aaron Westphal Abie Ekenezar Adalhart “Window Jumper” Travers Adam “Magus” Loyd Aelinea Ajoxer Alan-Michael Havens Alessandro Masi Alessandro Vario Alex T Dillon Alexander Lucard Alexander Williams Alexander Y. Hawson Alexis Hastings Álvaro “Galael” Molina Alwin Penterman Amanda “Laughing Hyena” Johnson Amelia Gearheart Amy Luke Amy Veeres Ana Mizuki Andreas Melhorn Andrew “Dropbear” Noble Andrew Hauptman Andrew Howell Andy Harsent Angelo Pileggi Ansel Alexander Hamilton Davies VI Antoine DuBois, 3rd Initiate of the Ninth Circle Antti Knutas Aran Carmon Arthur Nascimento Ash Walter Asia Davidson Atticus Winterton-Perks Beckett Ben Bonds Ben Stewart Benton Little Bernie Frick Bert Isla Bob Hafer Bobby Chow Booghost Chantry Bovolon Brad Gunnels Braden Kanipes Brett Alexander Brett Bowen Brian King Brian Rock Britian Oates Bruce Gray Bruce N. Stein Bruce Ralston Bruno Zilli Bryan bwgustaf Cam Lewis Caoimhghin Cara Milne Caran Carch Carl L. Congdon Carlton W. Anderson Carly Ho Carrie Hitt Castille Condracus Cesarius Chance Weiss Chapel Chris Challice Chris Helsabeck Chris Lackey Chris Michael Jahn Chris Stehlik Christopher Hill Christopher Lee Christopher Saldaña Christopher Wiegand Clan DAM Clarence Washington III Clayton R Huettemann Cody Black Colin Anders Brodd Craig “Doc Ryder” Brown Craig Oxbrow Cris Hundley CS Williams D.J. Dittman Dan Cameron Daniel Cazan Daniel Flood Daniel Laloggia Daniel Rabinovich Danilo Alexandre Soares Takano Dante Sunchaser Dario Monaco Darkshifter Darryl Johnson Dave Chalker Dave Mendiola David “Weimann” KarlsonWeimann David A. Cuneo David Annandale David Chart David Fuller David Gordon Buresh David John Williams Jr. David Komonee David Millians Davin Wärter Dennis Czeluscinski Diego Rivera DiomedesRex Dionysia Jones Dolran Doug Hagler Douglas Jacobson Drunar Duane Tomlinson Dustin Westfall Edoardo Franco Elissa “The Miss E” Ayadi Elizabeth Davis Emilius Cobalt English Bob Eric “Lameth” Folco Eric C. Magnuson Eric Massicotte Eric Poh Eric The Pipe Eric Thompson Erico Erik Thurman Eriol Diethel, Voice of the Celestial Chorus, Lyserg’s twin soul. Erwin Burema Eu François TRAUTMANN Frederic SO Frothers Gaby Lax Gaius of Xor gajoos Garret Hilfer garvin anders Gary Robinson Hermes bani Ex Miscellanea Geoff Squire Gerardo Zamora Gideon Wolfe Gintaras Jasiulionis Graeme Rigg Graham Starfelt Greg Harris Gregory Eburn Gregory Siron Guilherme Spindola HANATAKA Shinya Harley Silver Wolf Hex Cross Hieu “Tony” Nguyen aka Xyrus Oblisk HPLustcraft Igor Toscano Imran Inayat Inserirenomequi Ixis Wieland J.B. ten Berg Jaakko Saari Jack “The Dragon” Jack Vivace Jackson Brantley Jacob A Helton Jacob Bruhn Paasch Jael Harmon Jake Mandel Jame Scholl James Ford James Pasque James Post James Valadas Marques Jamie Dupree Jan Kilpinen Janus ex Merinita Jarvis Stone Jason Brandt Jason Hockley jaymi elford Jeb Woodard Jeff Tabrum Jen “Loopy” Smith Jessica Hammer Jesus O Luzon João Mariano Joe Robbins Joel “GLENNGAR” Leyton


Kickstarter Backers 671 Joey Martin Johan Norton John “Myth” Kennedy John Anthony Fox John Bogart John Canter John Morel Johnathan Byerly Jonathan Ruffin Jordan Springer Joseph “Mage Hunter” Coyle Joseph Eich Joshua and Kevin-Lynn Kubli Joshua Gorfain Joshua W. Pittman Juan Sangrós Alcalde Justin Shullick Justin Woo Kahoali the Mad Karl Norberg III katie-kat Kendall Uyeji Kevin C. Carpenter Kevin Drugan Kevin ‘Supreme’ Sharpe Kimberely Altomere Kissara Leigh Knut Borchert Kristian A. Bjørkelo Kristine Roper Kurt Hanna and Maire Bourke Kyle Monroe Kyndyl Greyland KZ Larry Stanton Lauren Anne Perpetua Marino Laurie J Rich Lee Chan-Woo Leo “Seeker” Caldas Leonardo Thymon Fachin Lewis Cassidey Linda “Eel” Lee Liz Ruifrok LordofArcana Lorenzo Bracchi Łukasz Korzeń Łukasz Rączkowski Lyserg Diethel, Sword of the Celestial Chorus, Eriol’s twin soul. M Gabriel Colbaugh MacIntoush Maetell Majestic-MJ Marcelo Sepulveda Marcus Brissman Marina Patelos Mark Alello Marsha “Mags the Axe” White Martianus Nil Martin Denton Martin Silver Maskaradry & LeoDoray Matheus Pitta Matt and Janet Houck Matt Betts of Black Hole Trebuchet Matt Dempsey Matt Rice Matt Wontroba Matthew Campbell Matthew Earlywine Matthew McDonnell Matthew Turner Max Maxime Berar Maxwell Heath Mechalith Merle Blue Metal Fatigue Michael Godwin Michael Kusnetsov Michael ‘Minder’ Riabov Michael Nelson Wagner Michael Nutt Michael Parker Michael R. Underwood Michele Glasnovic Zapf Mikael Barbo Mike Craft Mike Horton Mike Spector Mike W. Leavitt Miriam Mo Morgan “Kyp Manning” Wessler MPIII Mustafa Nuri Kemal Myke and Alicia Nancy Feldman NeoParn Nicholas Peterson Niferbelle Nigel Wright Nikki Winters Nimbral Montes Rosa Noah Crow Noelle “SnowJackal” Turner Nuno Vargas Olatunji Nuga Omar Amador OrangeNewton Orpho Wynne Oskar “Samadhir” Avén P. J. Hightower Patrick Sullivan Patrick Welsh Paul Wyatt Pawel “Matoos” Matusiak Peter Klevvall Peter McGyrk Peter Steponaitis Peter Trueman Phil “The Barbarian” Martin Phil Hattie Philipp Hattemer Philippe Daigneault Phillip Bailey Picks-at-Flies Pierre “Vahn Kergonan” Feunteun Preston Bruce Project Grayskull Quentin Kowalski, of the Golden Chalice Euthanatoi Rakhi Chauduri Ralph Young Ramnesis Random Madness Raphael Bressel Rib Richard “Dick” Goodyear Richard Addy Richard Javier “Blaque” Stephenson Richard M. Alchemist Richard Morris Richard Ross Rob Carroll Robert Huether Robert Sullivan Ronaldo Mascarenhas Ross MacKenzie Rostislav Tumanov Rosto Lasombra Roxane Tourigny Ryan “The Magician” Van Every Ryan Adair Green S J Jennings S Leigh Schmidt Sahajiya Al Provance Sandra Damiana Buskirk Sapphire Balseraph Sarah Scott Alvarado Scott Andrews Scott Hamilton Scott Rick Scott Wachter Sean Casey Sebastian Lindeberg Sebastian T. Gebski Sergio Jaimez Rivas Shan Wolf Shannon Keniry Shawn Campbell Shawn M Moore Sibyl Corvix Silence Dogood silversaint Sir Norvil McGee, Capt. SS Boulon-Blairaeu Sophia Jessamyn Baron Soreth Sparrow St. Augustine Stacy M. Gossett Star-Star Sten Bugge Stephen Childs Stephen Delear Steve Cotterill Steve Shearer Steven S. Long Sven Holub Sylvain “Sly” Pronovost T. L. “Hotwire” Webb Talia Dumarc Tamasis Tapani Tiilikainen Tavis Charles Team Miller Tessa St. Claire The Black Gaming Club The Eye of Night The Plaid Mentat The Wildfire Clan Theo Thomas and Megan Thompson Thomas Gerlick Thomas Gronek Thomas White Thomas Wolf Tikaani Yuralria Tobias Dornbusch Tom Breeze Tom Wilkinson Tony Love Toran Touri Travis Legge Trish Pettinati and Stephen Michael DiPesa Tristan Hendrick-Beattie Two Wolves Tyler Foss V. Rantavalli Vincent violinjosh Vise Vutshishl Wade Jones Wade Rothchild Walking Storm Walter Soto Walter Torcatte Wei-Hua Hsieh William Duhane Tarvol bani Flambeau William Ruby Wong Kum Yew Wren Wicks Yone Santana Zak Kotlow Zed Lopez Zeke Hubris Zhaph Zoviir Adam “Karpomatic” Karpolorich Alastor Doyle Alon Krause Anne Petersen Arnodd “Hrafn” Heiriksson Ashton Knight Chris Mortika Colin Rosario Crystal A. Chappelle D.A Lascelles Damien Hunter Dan Hagy Dannoh Cohen David Stanley DharkMojo


672 Mage: The Ascension 20th Anniversary Edition Doctor Stephen Vincent Strange elhuevo Gargamel Le Noir Greg Peterson Gustavo Felipe de Oliveira Harry Dresden Ian “Professor Atlas” Irelan Irog Silenzo Jace C. Jaime Robertson Jamie0 Jason L Jennifer Etsu - Hollow One Jennifer Weinstein Joseph Keenan Kailindorian Manlio Calvi Mark Schmidt Melanie Kiviaq Morik Trask Nathan Soderland Paradox Captain PatrickH R.A. Mc Reynolds ReverendRumbleFish Ria Loader Richard “Morningstar” Rossato Rob R. Robbie Laoten Robert F Towell Rocjol Russel Lee Ryan Mathes S2 “D” Kahler Sarah M Stewart Steven Eubanks Steven Maloney Ted Stephens Tobias Gottschalk Tom Doncom Vincent Pasko Wes Frazier wraith808 Yes Alexander “Kuein” Yatskov Capricia Bruns Carlos Federico Pedraza Gutierrez Chris ‘AkatsukiLeader13’ Gawne Darell Lubahn Elijah Grey John Walter Biles Josh Loomis Kevin Harrison Leishmaniose DeLira Nick B. & Kate O. No.5127 Romaine, Capo, Shell, Airy, Muse, and Chokecherry Salem”Voodooking”Mathius Tom Ladegard Will Hudson Alyssa Curby Aymeric Lancien Ben Fitzpatrick Brandon Logan Brian “Fuzzy Mushroom Head” Speicher Brian Wheeler Cameron Wise Christopher Farrington Damien Carmichael Declan O’Neill Gunnar Högberg Hrvoje Ruhek Ian Morgenheim Illarion Andrykovich James Camilleri Joe Thater John “johnkzin” Rudd Kenny Crowe Luca “Gotrek” Barcella Lucas Gallindo Matthew Roark Mike de Jong Nicole Mezzasalma Omar Sanchez Paul Hayes Phil Stafford PsyCow Redavatar S. R. Dreamholde Scott Elmer Simbelmyne Stephen Egolf Steven Matthews Thierry Nouza Tim Bogosh tindal Vicente Sampedro Zack Kline Alejandro J. de León Alexander Lambert Andrea Colonna Andrew Kirschbaum Andros Baphomet Aphrae Lovelace Ben Fifield Clifton James F. Sawit Danny Fisher David B. Mitchell Derek C Taylor Dorothy P. Doug & Joy Staudt Dustin Rector Elias Helfer Emiliano “Ethrigant D´Pendrakken” Zeni Estrella Vinces Ethan Bremner Frederick Black the Shadowdancer Fredric Dalqvist George Henry Hepker VI Gilgamesh Hale Han Lim Hex Arcana Ian D. Ward Ian Schanning Irene “Running Gag” Posey, Nuwisha supporter of the fantastical J Moore J.R. Farley James “Jimbojones” Robertson Jason Waltz Joe Pridham John & Audrey Cook Joshua Epperson Kenneth Lathan Kevin Ross Rogers Masani McGee Matt Shursen Matthew Madden Mike Eckman Oscar Ulloa Paul Prescott Professor Highland Wolland Reyhan Sadaka Scott Cosner Shafi Ziauddin Sir Chris Sophie Mächtl Stephen Bond Steven Owen Steveotep THE Adam Warlock (Accept No Substitutes) Thomas Faine Thomas George Huber Jr. Thomas O’Gorman Will Sayart Albert L Perrien II Clayton Weeks Coyote WalkingTall Dan Summers Dave “Wintergreen” Harrison David B. Feig David Dalton Fernando Jacobson George Koutsikos Jacob Dylan Riddle jason “Ulysses Minor” bean Jessica Pitre Jones John Courage John D. Cornelius Joseph Stonecraft, Master Etherical Scientist Joseph W. Berriman Nathanael Espino aka Rin Kyrilson,D.Thau. Nicholas Muehlenweg Perl Ray Hegge Rebecca “Rhiannon O’Reilley” Tordoff Rebekah “Demoness” Sloan Rich Beaulieu Sean Padgett Simon “Pykon” Baptista spiderglow Stephen Drew (Raama) Steve Lord Surrey Borges Teppo Pennanen Teru Wizzat Mage “Bogey” Williams /tg/ Aaron & Heidi Chiles Aaron Buttery Aaron Denney Aaron Nowack Aaron Reimer Aaron Scott Adam “Beacon” Strangelove Adam “WhirlwindMonk” Bednarek Adam Bosman Adam Graham Adam Koebel Adam Kost Adam Kroll Adam Krump Adam Thomas-Brashier Adam Waggenspack Adam Zielinski Adept Paragon Julian duCharbaine, PhD; Comte de Toulouse bani Bonisagus Adrian Hughson Adrian Masters Adrien & Kim Ladouceur Aidenn Ossorio & Rain Pletcher Akariel Ford Akili Daniels Alan Gill Alanna “Firebug” McAllen Albert Schroter Alec “Michel” Wills Alec Whitney Alex Lavoie Alex ‘Munk’ Munkelwitz


Kickstarter Backers 673 Alex Putman Alex ‘Roman’ DiSanpietro Alex Wawro Alexander Chobot Alexander Ducharme Alice King Alice Lanteigne Alt255 Amanda Plageman Amber Lind Amber Vietzke Amdramnar Ammariel Melwasul Anadrell André Gagné Andrew “Operative Kyle Quintana, Amalgam NM-027” Cummings Andrew Cherry Andrew Twyman Andy Rosequist Andy Zeiner Anna Fae Annida Christofi-Clark Anonymous Anonymous Anthony “Iris” Kuchta Anthony Damiani Anthony Howell Anthony Rybarczyk Arden Mors arthexis Ashley Paschal Asmoor Atomic “Jason Best” Dragonpuncher Aubrey Levinge-Barton, bani Solificati Hermetici Austin Haught Azriel Azryela Abysma Barra Sargtlin Bartleby Bearhat Walker Becca Bowen Becksworth Was Here’); DROP ALL TABLES; Becky Smith Ben “Damocles Thread” Walker Ben Dinsmore Ben Rosenblum Ben W Bell Ben Willcox Ben Woerner, bani Thig Benoit Devost Big Money Butz Billy Thatcher BJ “Kit” McManus Blogg Bob Bonsall Brannen Brendan McCann Brennen “Merik Lance” Willer Brent Cerrato Bret Anderson Brian & Allison Dellinger Brian Campbell Brian Griffith Brian J Phillip Brian Johnson Brian K. Scott Brian Koonce Brian Lynch Brian Misamore Brian Poe Brian Weir Brian Zuber Bryan “Kaelten” McLemore Bryant Durrell Bryce Perry Budgie Cade MacTire CAGWorks Capritisha the Forsaken Carl Pilon Carlos Ovalle Carlos Restrepo Carolyn Lachance Carraig Heldon Casey DeWitt Casey Geyer Cassandra Matteis Catch22 Celcian Adreth Cerigo Chaas Cordero Chad Hazel-Kepler Chad S. Pendreki Chainsaw Todd Charles A. Wright Charles Brown Charles Minucie Charlie Vick Cheryl Nortz Chris “Shallow-Tracks” Shaffer Chris “Technovandal” Harvey Chris Allen Chris Brashier Chris Chaney Chris Cowger Chris Harrington Chris Huddleston Chris Johnson Chris Moreno Chris Roames Chris Smaldone Chris Snyder Christian Walters Christopher Buser Christopher Coward Christopher Kobbe Christopher Pelletier bani Alexandrian Society Christopher Penczak Christopher V. Martin Christopher W Smythe Clan Ekotusay Claude Marlte-Olvier Clone #731 Cochi Hirogawa Cody L. Dobbs Colin Fredericks Cora Anderson Corey Reddin Cory Eicher Cory Hodge Craig Gaddis Craig M. Smith crawlkill Creagan MacCairngorm Crothian CtrlAltFaceroll Curtis Montgomery Curtis Uvon Grogins JR Cynesra James Dan Goldberg Dan Sanford Dana Myers Dane Breker Dani ‘Borogove’ Barnsley Daniel “Damon Cane” Wright Daniel Arbuckle Daniel B Nissman Daniel C. Mainwaring Daniel Hillen Daniel Purdy Daniel Quinn Daniel Scribner Daniel Sellers Danisty Paisley Dante Argyle Dante Laughing-Coyote Dante527 Darcey Wunker Darius Westchester Darker Days Radio Darren MacNeil Darryl Green Darryl Park Daru Daryl Markey Daryl McLaurine, Ph.D. Dave “Hamza” Bruno Dave Scheidecker David “Glitz” Levesque David Brekelmans David Carroll David Drewelow David E. Melgar David Kusy David Michael Felt David Miller David Paul David Reed David Stoddard David Tapanes David Turner Decerto Deke Reisig derekticon Devin P. Owens Doc Rampart Doctor Ion Doctor Malcolm Addler, Member in Good Standing of the Hermetic Orders bani Flambeau, Masgister Mundi Ars Essentiae and Copperfield. Doctor Marigold Farmer Dolce Miryam Don Moonglow Doongar Doug Nordwall Douglass Kern Dr. Jimmy Dr. Luke Maynard Dr. Rev. Diamond J, K.S.C. Dr. Scott Hedberg Dr. Walter Lesko Dr. Zharkov Drake Williams Drew Mays Drew Price Duckie Dustin D. Dalton Dustin Dickerson Dustin Schmidt Dusty Hodges Dylan “Z” Knight Dylan Boates Eben Lowe Edward Carpenter Edward Monical-Vuylsteke Eli Cross Elil Elizabeth Salazar Enzo Christiano Erebus & Ariadne Cote Eric Hutchings-Goetz Eric Nail Eric Nathaniel M. Henson Eric Sikora Erik Bear Erik Rutherford Cartman bani Flambeau of the Order of Hermes Eris Avery Redwood Ethan Renwood Eustache Porrihma Evan Jeffrey Evelyn & Nigel Exonym flowerysong Forrest Lee Spilker Forrest McKinley François Boucher Frank “Satori” Toich Frank Marshall Freja Tsukikage Gabriel heraldstorm Gabriel Miller Gabriel Moreno Gabriel Sorrel Galen Fabic Garth deumbra Gary “Madu” Montgomery Gary Berg Genevieve Robinson Geoff Vogel Geoffar George Pitre Gestalt Valance Geza Letso Gideon Nightshade


674 Mage: The Ascension 20th Anniversary Edition Gilbert MIlner Glen Adams Glen Barrett Goresnout Greg Engel Greg Freeman Greg Roy Greg Scott Neuman Gwydion Angus McBryde H.C. Harvey Spectre Harvin Torres Heather A. Harrelson Heather Claudia Chastity Alexandria Snyder Ira Henry Jones Himeko Hoshino HOGAR!!! Holden Shearer Hopesend Horatio Hex Iago Drake Ian Blackmer Ian Nusskern Ian R Ian Sargeant Iarlais Ignatius Montenegro Indraneel Dutt J. Anthony Malerich J. H. Frank J. Noah Wiley J.D. Cohen J.J. & Lana Mason Jack and Gloria Kelnhofer Jack Thompson Jacob Juenger Jacob Osterhaus Jaime M Garmendia III Jaime Sandoval Jake Street & Rick Woods Jamal Freeman and Reverend James Daniel James “Tony” Hudson James (Christian Faulds) Einsbrook James Chatham James Estes James Havelocke James L Hays James Nelson James Pierson Janus Warlock Jared Buckley Jared Fattmann Jared Knight Leadbetter Jared Koon Jaron Kaplan-Parr Jasmine Black Jason & Amy Berteotti Jason C Marshall Jason Kenney Jason MacGillivray Jason Marks Jason Martinez Jason Nell Jason Parachoniak Jason R Goodwin Jason Stierle Jayashi Devyani JD Langeland Jeff Clark Jeff Ewing Jeffery Bishop Jeffrey LaLuc Jeffrey Palmer Jeffrey Taylor JEG Jen Kuipers Jen1701D Jenn Kellam Jennifer Jenkins Jeremey D Walker Jeremiah Marquette Jeremy “opsirus” Roberts Jeremy Kostiew Jeremy Purdom Jeremy Putman Jeremy Zimmerman Jerimiah Whitmer of House Bonisagus Jesse Larson Jesse Mazer Jessica Reardon Smith Jessica Yates Martin Jim Jones Jim Morrison Joe “Big Dog” Bianco Joe Fusion Joel Scott John & Kimberly Poole John Abbott John Armstrong John Carnathan John Cooey John DiPietro, Jr. John Lovejoy John Niceley John Olszewski John Paulus jon hicks Jon Lang Jonas Beardsley Jonathan D. Harter Jonathan Lafortune Jonathan Osterhaus Jonathan Reichman Jonathon Burgess Joseph Krause Joseph Russo Joseph Surico Joshua fairfield Joshua Mayworth, bani Tytalus Joshua Pluta Julia Czarniecki Julian Siano Justin Carroll Justin Delaney Justin Michael Kahir de Umbras Kaliban Katelynn Guerra Katy Crumb Kaydence ‘K0ticQt’ Phillips Keegan Clements-Housser Keith Rice Kelly Schultz Kerrus Magrus Kevin “Seamus” Barrett Kevin DeVormer Kevin Mueller Kevin Wolfe Kim Miller Kimberly Horne Kitt Byth Kodeir Ralford Kristopher Deters Kyle A. Fisher Kyle Jonas Ross Kyle Rimmer Kyle Wiley Lafing Cat Laine “Glaistig” DeLaney Larry “Halacon” Odom Larry Castleberry Le Mateo Lee Beckers Lee Dignam Lee Leggett Lee Nicholson Lee Taber Leif Hassell Leo “The Dilsnik” Navas Leo Gentile Leslie Jones Lester Ward Lindsay McNulty Logan MacCaskill Lorrraine Louis Malis Lucas and Megan Engelhardt Lucas McCauslin Lucyfersam Luke Iehl Lydia “Frost” Herbison Lydia Eickstaedt Lyinggod M Newton Moore Madeupasaurus-Rex Magentawolf Majdi Badri Malcolm Sheppard and Jupiter’s Forge Marc Ouimet Marc-André Perreault Marco Palou Mario Breton Mark Allen Mark ‘Keleas’ Webb Mark Lozano Mark Thompson Mark van Esch Marlja Martin W. Capdevielle Mason Mason Jones Mason Jones Mathieu Bellemare Matt “Catapult” Wang Matt “Toasty” Homentosky Matt Carman Matt Davis Matt Donaldson Matt Duval Matt Jett Matt Murphy MatThePhat Matthew Ashby Matthew Hedge Matthew Jacoby Matthew Lynn Matthew M Middleton Matthew Oakes Matthew Solomon Megan Megan K. McGuire Melissa Krause Melpomene White Mereneith de Passerohé, e Merceri Michael “Marsh” Marshall Michael “Xail” Durrell Michael & Danielle Michael Bowman Michael G. Michael Hopkins Michael Kilduff Michael Parra Michael Richards Michael Sims Michael Watts Michael Zenke Michelle Boucher Mike Delaney Mike Maxson Mike Rotch Miles Ward Mitch Gross Natasha Grey Nate Adams Nathan Fraser Nathan Henderson Nathan Legg Nathan Mitchell Nathan Newlon Nathan Rush Nathaniel Ogilvie Nathaniel Rogers Neall Raemonn Price Nejlah Al-Rahab- Gangrel Antitribu Nicholas A. DeLateur Nicholas Alexander Holmgren Nicholas Kirkpatrick Nicholas McDylan Nicholas Racz Nicholas Richardson Nick Pilon & Sasha Dillman Nicole Porter Nicos Sphaeridian Nikela Hartman Norngremlin Omer Ahmed Orren Locke


Kickstarter Backers 675 Outlander Owen Wesley Kerschner Oz Sozen Patrick Fagan Patrick Harron Patrick Knowles Patrick O’Leary>Fianchetto Patrick Sullivan Patrick, Order of the Dawning Truth Paul “The Voice” Boudreau Paul Davis Paul J. Banyai Paul Reed Peter Engebos Peter H Krulder II Peter Nielsen Peter Vescera Philip Weston Phill Calle Pieter Spealman Pina’s, Matthew “Mongol” & Ashley “Renegade” Pip Padden PJ Frack PJ Saad Posey pr0xy Pratigya Mehta Preston Lee Bobo Prospero qazinus Qu33qu3g, Proprietor of the Pequod Cafe Rachel Cardul bani Tytalus Raefex Ralph C. Lacy IV Rand Brittain Randi Condrey-Babino Ray C. Spees Rebecca Smythe Reuben Israel Beattie Rev. Malcus Dorroga Rhea Shelley Rhian Slane Rich Warren Richard Chilton Richard Gault Richard Pruiett Richard Taylor Ritin Black Rob Carlos Robert L. Flowers Jr. Robert MacNinch Robert T. Sagris Roberto Hoyle Roland Phoenix and Morgan Greywolf ROS - Gabriel Rhys ROS - Leviticus Mason ROS - Unit Nine Rosetta Ross Thomas Rowena de Galliarde Roxane Sabourin Roy Berman Ruben Catinchi Rurik Dimanevsky Ryan Evans Ryan Gracey Ryan Owens S L Koch S. Snyder Saleem Halabi Sam Feipel Sam Spencer Sanzuwu Sara Stewart Sarah Perry-Shipp Schatzie! Scott Kendrick Scott Michael Coutcher bani Tytalus Scott Shapiro Scott Sytten Sean Dial Sean M. Dunstan Sean Mattox Sean Schbley Sean Silva-Miramon Sean W SeanPatrick Zeitler Senji Sassinak Shane Phillips Shannon Patrick Shaun McRae Shauna Forrister Shawn Becker Shawn “Tezbak” Warren Shelby Shelton Windham Shoshana Kessock Simon Kelly Hale Sir Gor Skarsol Skeleton Jack Skye “skyknyt” Knighton SOLtien Star Eagle Stephen Beck Fey Stephen Lea Sheppard Stephen M. Pomeroy Stephen Post Sterling Hitchcock Sterling R. Gustin Steve “Hedgehog39” Rubio Steve & Katherine Magana Steve Darnell Steve Hinck Steve Musal, US2002126981 Steven Thesken Tam and Danks Tathel Ted Ludemann Ted Pertzborn Tentaclese McTentacles Teresa Oswald Terrance Colligan The Crazy Player The Feingolds TheAIY Thomas Blackstone Thomas Devine Thomas H. Elsom Thomas McGee Thomas Slaughter Tiffany Pusatello and Stacie Bullough Tim Boser Tim Darr Tim Rich Tim Warman Timothy A. Gurno II Timothy Flanders Timothy Jay TJ Wilson Todd Thomas Tom Bither Tommie Boatwright Tommy “all worlds are open to me” G. Tony Adkins Tracy Pinkelton Travis Foster Treesong Trevor Stamper Tristan Vann Tronoth Sarum Tucker Brown Tyler Dion Tym Keeney Ululi Val Wikblad Veros Victor “Sylvan” Allen Victor Fiszer Vijay Kiran Challa Vincent Longobardi Violet R. Hargreaves, Cogsmith, Society of Ether Vitamancer Voltarin Ravenstorm Wayne Seeger Wayne Welgush Wei-min Fong Wesley Norman Weston Harper WH1P[VA] William Franks William Rodrigue Wolfgar Amadeus Malcolm Lyles Working Artist Xander Yamaguchi Shimeiko (山口死命子) Yatziri Rodriguez Yener Balci Zachary Holman Zakkary Ahern Zhimar Zoey Starr Zombie Orpheus Entertainment “Doc” Tomas Sparks “Rabbi” Rueben Schwartz “Thothmes” Mathew Rush A. “Doc Wonder” Walker A. Leslie A. Quentin Murlin Aariea Aaron “Siphon” Woodside Aaron C. McLaughlin Aaron J Lowry Aaron J. Schrader Aaron McKay Aaron Riutta Abraham Garcia Adam Debus Adam L Adam Mock Agent Fountainpen Aiden Finney Aishlynn L’blanc Alberto Arias S Alec McClain Alex Barth Alex Flagg Alex Putnam Alexandra Petra Cadia Lleras Alexis & Jeremy Alexis Michailidou Alison Gill Allan Jenkinson Alonso O. Rubio Alyssia Ashkevron Amelia “Sid” Weston - Verbena Disciple Ancellius Ander Rabann Andrés Lazcano Andrés Montañez Andrés Rodríguez Andrew “Roll Damage” Ulrich Andrew Cermak Andrew Goodman Andrew Graham aka Kain the Seeker Andrew Heston Andrew Jay Cardinal Andrew Laliberte Andrew Lenk, Virtual Adept and survivor of Bloody Mary Andrew P Gibson Andrew R Nagel Andrew Stephen Coombs Andrew Weston Andy Blanchard Andy Colson Angelborn Anonymous Anthony ‘Islefox’ Blea Anthony Jennings Antoine Mistral Ariketh Arthur “Torakhan” Dreese Ashwyn Faust Austin Goodnight babelMatrix Babylon Sanctum bastsbreath Baxter Johann Flynn Beachfox Bekkua Ben Loukota


676 Mage: The Ascension 20th Anniversary Edition Benjamin “eSca” Reed Benjamin R. Terry Benjamin Yamada Bia Paige Big L Bill James Bill Shaffer Blake Thomas Bob Harrison Bob Jones Bob Ooton Boomer H. Brad Bazor Brad D. Kane Bradley Yesko Brandon Duarte Brendan Sullivan Brendan Thomas Brent Erdman Brian Leist Brian Quinn Brianne M. Sifert Bridget Bishop Brion M. Bruno Durivage Bulgroth Kral Bulshock C. Martin Coulter C.J. Short C.W.Richeson Caitlin Eckert Caitlin O’Brien Caity Grace Cale Hawthorne Caleb “Mahto” Schuller Calum Russel Calvin D. Jim Cameron Loewen Cameron Wright cantrip Capt. O’Malley Captain Cyril Thunder, RES, Sky Calvary Carrie Scott Cecoyotl Cedryck Mimault Cesar Cesarotti Chad “Tecrogue” Long Chad Griffith Chance Thorton Charlie “PookaKnight” Cantrell Chasym Chris “Diablerist” Hitchcock Chris “Vengeance” Green Chris Aronen Chris Bell Chris Briley Chris Carpinello Chris Collins Chris Czerniak Chris Dyer Chris Lavin Chris Mancuso Chris Taylor Chris Tulach Chris Tyk; A friend of John Courage Chris White Chris Woodruff Christina “Moira Angela Darling” Backus Christoph Schulz Christopher “Dragon” Sloan Christopher Avery Christopher Campione Christopher Skeen Chuck and Rebecca Rozakis CLAN PLOEGER Clémence Dufresne Clete D. Collum Cliff Winnig Collin “Maleclypse” Smith Connor Hallisey Conor Tuohy Constantine Thomas Corey Alambar Corin James Cory Williamsen Craig Bonnes Craig Nuckels Crystal Amara Corrigan Cydrake D Sonderling D.J. Trindle Dace Daggothus Dak F Powers Damien Starlurker Dan & Chaney Edwards Dan and Lindsey Brounstein Dan Charland Dan Keller Dan Luxenberg Dan Williams Dana Bayer Dane “Kota” Allington Daniel “Dukal” Bell Daniel “Hunting Moon” Weber Daniel “The Nameless1” Gaghan Daniel and Jessica Daubenspeck Daniel Balderas Daniel C. Barton Daniel H. Spain Daniel Ingraham Daniel Stack Daniel Suzzi Daniel Yauger darksfallen Dashekita N. Brooks Dave Ferguson Dave Glasser David “Freerun” Bryan David “JustDave” Talboy David Barasch David Bresson David Doucey David Futterrer David H. Clements David Harrison David Huston David K Uspal David M Sylvia David McFall David Viars David Weidendorf David Yellope Dean Steward Del Dennis V. Stanley Derek Guder Derek the Bard Desdemona Pumpernickel Devoid-Q Devon Troy Diaz Del Fuego Dick Willmeth Diego “Juanca” Ubago Dione Rameses DJ V0ltage Doc Saturn Doctor Stephen Vincent Strange, Sorcerer Supreme Don Don Cleary Don Enzo Benetti Don Tucker Donnie “Lord Aludian” Roos, Jr. Doug Atkinson Doug Grayson, Steven Evans, Obediah “Ark” Jackson Doug Seipel Dr. Mina “Impossible” Steponavitch Drew and Tia McLeroy Drew Littell Drew Tattrie Dylan Guerrero Dylan Muttram Dyne Atol E. C. Saulness E. G. J. Weston Ed Shannon Edward Thane, Nethermancer Eifion Jones Elisia Ragaller Elizabeth Leggett Emily Brumfield & Susann Hessen Emily McCabe Enedino Fernandez Enigma EnnuiStreet Enoch “Dancing Bat” Ulmer Eric Casey Eric Danz Eric France Erin Ruston Ernie “pookie” LaFountain ErusUmbros Etienne Lapointe-Blackburn Evan “JabberWokky” and Sarah Edwards Evan Manchester Evan Myers Evan Odensky Evo Shandor (aka Scott R) Fawn Galbraith, Dreamspeaker François Labaye Frank Marcelli Fred Herman Frequency G. Allen Johnson Gabe Moreno Gabe Palkert Gabriel Vogt Garon Niehaus Gary R Smith II George Redson German Andres Naranjo Faccini goeticgeek Gordon “Eldagusto” G. Gordon Grady McEwen Grant “Richard Prescott” Parsons Grant G. Gruenbaum Greg Foster Greg Meyer Greg Tipton Greg Walters Gregory Bullard Grynner Guillaume Tremblay Gunther Pendercoste Guy Seggev guyblade Håkon Odinson Haroon Alsaif Heathbrook Rowan Badhwar Heather Shannon Helical Scorn Henry F. Bruckman Vargas Herbert Nowell Holden ‘Abhaya’ Kormos Hugo Richard Ian A. A. Watson Ian Hamilton Ian Roberson Ian S. Frazier Ikalios Invasor Odin Isaac Carr J Desaulniers - Alberta J. Brad Hicks J. James Craig J. Romero J.P. Anderson Jack Armstrong Jackson Page James “Speaks-with-Pups” Wagner James & JP Sugarbroad James ChaoticCore Roberts James L. Bell James May James Morr James T. Janessa Tjara Portner Jared Shaver Jarys “Helios” Maragopoulos Jason and Kai Wodicka Jason Brannen


Kickstarter Backers 677 Jason Dickerson Jason Freston Jason Geis Jason Levine Jason Ludwig Jason Parker Jason T. DeForge Javier “Maren” Morante Javier Palenzuela Jayna Pavlin JAYSON “the14thguest” TURNER JC Spears Jean-François Burroughs Jean-François Dufresne Jean-Francois Ethier Jeff “Shadow” Fowler Jeff ‘Boo Boo’ Jones Jeff Zitomer Jeffrey Pittman Jeffrey S. James Jeffrey Taylor Jenni Marion Foggo Jeremy “JDazzle” Marshall Jeremy Danielson Jeremy Marshall Jerrin Strongblade Jesse “Octavo” Webster Jesse Butler Jesse J. Burnette Jessica “Sp00ky” Smith Jessica Gains Jessica Tabbard Jessy Tremblay-Bigras Jim Burdo Jim Flood Jim Groves Jim H. Henderson Jimmy ‘Kestrel’ Acevedo Jinriksha JLL J-M DeFoggi Jody Bowman Joe Page Joe Dunham Joe McGinnis Joe Parrino Joe Ragsdale Joel “Pika” Keeney John “Wolfe” Kelley John Arthur Bartley III John C Spainhour John Henley John J Kaufman John P. Baggett John R. Trapasso Johnathon “Icarus” Foulk Johnny Gutwound Jonathan D. Head Jonathan Whyte Jonathon Blade Jonci Aguillard Jordan Manis Joseph Andrew Hill Joseph Cottin Joseph Lonergan Joseph Oliveira Josh “dalarpguy” Parrish Joshua Ramsey Jude Vais Julian Krause Justin Caletges Justin Deneke Justin Haruo Sawai Justin Jones Justin Melton Justin Tack Kacie Shelton Karen Yurek Karl Fournier Karl Latrémouille bani Rien Karl Pamona Kat Tyler Kat: The long suffering, purpledaisied, omni-dimensional tea pot Kate Gryn Kathryn McKay Katt T Awesome Kaze Velara Ken Burling Kenny Beale Kerry Birmingham Kevin “Norus” Boisvert Kevin & Sarah Williams Kevin Andrew Murphy Kevin C. Wong Kevin Caldwell Kevin Lewis Khaos Nitemare Kimberly Morris Kirk Foote Kneedles Kody W. Stinson Komplx Korusef Kraig Blackwelder Krys Rose Kurt McMahon Kyle Krebs Kyle McCarty Kyle Niedzwiecki Kyle Patrick Brennan L. David Napier II Lachrymite Lars Haymaker Lawrence Stranges Leonard Helding Leoza Ranza Levin Serra Liang Hei Lilliandrei Sohor LiQUiD Logan Ratica Lostinplace Luke Brewer Luke Van Buren Lynn L262 Ryers M Arendt M. Publius Warsop Maggie “Neon” Keller Magister Arthington Magister Guigui bani Awesome Magus Magus Vox Anteron Malcolm John Brown Mansa Dorhej Marc Kuczborski “Londonmarc” Marc Larouche Marc-André Laurence Marcel G. Paler Jr. Marcus “Eagle” Landry Marcus Maniakes Marcus Xavier Figuerola Mario Baumann Mark A Moore Mark Adair Mark Austin Fleming Mark Cockerham Mark Hobson Mark Kung Mark Roemer Matt and Miranda Gnepper Matt Hufstetler Matthew “Frater Ramadan” Boren Matthew “Proffel” Proehl Matthew (Elnaur) Smith Matthew C Snyder Matthew Casella Matthew Dames Matthew Dashner Matthew Finco Matthew Gorsky Matthew Horoszowski Matthew Koelling Matthew Laine Matthew Pauze Matthew Smithwick bani Tytalus Matthew York Maverick & Veronica 5ever Max Nevill Max Peters Meaghan Bullock Megan “Nezumi” Greathouse Methandrela Michael Michael “Benji” Hall Michael Greaney Michael Homola Jr. Michael J. Chernicoff Michael Jacobson Michael Kiesling Michael M Kelly Michael Martinus Michael Matthews Michael Nightingale Michael P. Buono Michael Patrick Benedictus Foight Michael Pietrelli Michael Rhodd AkA Sir Noir Michael S. Follis Michael Tousignant Michael W. Robins Michelle Golz Micro Mikaleon Mike & Brian Goubeaux Mike Macary Mike Montgomery Mike Todd Mitchell Roggeveen Morgan Weeks Morpheus Constantine Morrvainum Bani Ex Miscellanea Mortain Mranth Kumpf Mrs. René A. Vandros N8 V. Nathan Andrew John Laskey Nathaneal Vogeding Neal MacIntyre Neale Carter Nicholas Davis Nick Keyuravong Nick wingedferret Brown Nicodemus Locke Nicolas Chrétien bani Tremere Nik Caruso Nikika Giovanni Nikki Koulouris Noble Thayer Graves, Former Euthanatos, now Clan Tremere Nolan White Noqoilpi (the Gambler) Norma Lyons Noskavian Octavio Arango Odanuki Oliver Reed Olivier Jobin Olotie Lothwen Orin Spiess Orion Orphan Jim Oukan Koshiro O’ulana Mhasi Owen Milton PABB Pat Bedua Pat Doherty Patrick “Scarabus” Hanna Patrick and Michelle Cunningham Patrick Dunn Patrick E. Bright Patrick Hutchison Patrick Walters Paul (Farwalker) Smith Paul A Timm Paul I Bever Jr Paul Stefko Pete Woodworth Peter “Nekose” Rucker Phil Brown Philip “Pip!” Martinez Philip Grassie Phillip Gleason Preston Davis, Hermes bani Xaos Prof. Abel Redstone, bani Shaea Professeur K Professor Absinthe Professor Skye Moonbeam PsyberOwl


678 Mage: The Ascension 20th Anniversary Edition Quark O’Doom Quinn Marlowe R. Harmon Smith R.R. Callaway Rea Raak Raevyn ‘Vinyl Frog’ Fletcher Randall Crawford Randall Wald ravenskana Ravnicor Regina “Onyx” O’Reilly Reno Marino Rev. Phillip Malerich Rhett Greenfield Rich “HardwareJedi” Frost Richard and Lori Varner Richard deMorris Richard ‘EllwynX’ Ayars Richard Forest Richard Pundurs Riley Glaser Rob Belkowski Rob Buck Rob Gatlin Rob Skipper Rob Trimarco Rob Wieland Robb & Mike Robert “Jefepato” Dall Robert “Rev. Bob” Hood Robert E Kemp Robert Hahn Robert Jazo Robert Jordan Robert L Robert Lundgren III Robert Majes Robert Thomas Roberto Flores Robin Scott Rogan “Etheric Librarian” Hamby Roger Poellot-- Cult of Ecstasy, Master of Entropy ron beck Ron Plunket Ronald Conner bani Hermes Ronan Garvedian bani Order of Hermes, House Shaea Roo Wetzel ROS - Father Fredrick Melanchthon Rowdy Ferret Russ Trippett Ryan Hinson Ryan Porter Ryan Reynolds Sam Conway Sameer Yalamanchi Samuel (Canada) Mitson Samuel D’Amours-Fortier Samuel L. Van Buskirk Samuel Sampson Savan Gupta, Steam-Funk Studios Scott “Duck” Bryant Scott “The Hanged Man” McNabb Corpany Scott Cohen Scott Ephriam Vigil Scott Forward Scott Mann Scott McIntosh Scott Rogers Mitchell Sean A. Ashcraft Sean J. M. O’Connor Sean K.I.W. Steele/Arcane Sean Littlepage Sebastien “Bash Bizznet” Bissonnette Selene Dawn Sethreich Ardestahdt Shadowstep6 Shan “Shanathan” Morris Shaun D. Burton Shawn “Sutekh” Glass Shawn Kehoe Shawn Marier Shawn Roberts Shimon Klein Shrapnel Siguardson Baylorson SilentSlade Snowyrat Someonelse (SLC=) Soren Haurberg Spencer Quinn Spyke Alexander & Majack Stark Standa Panda Bear Stefanie Googe Stephen Cheney Stephen Gawrit Steve “Korbeau” Bouchard Steve Brule Steve Burnett Steve Farmer Steve Huntsberry Steven A. Torres-Roman Steven Johnson Steven McIntosh Steven P. Alfer Jr. Steven ‘Ryudo’ LaFollette Steven Sauer Stray Lung Streamjumper Sudama Summer Breeze Tabletop Audio Tad Duncan Taylor Dale Wright Thaddeus Ryker Thaine Hepler III The Acarya “Matches” The Bard The High Lord Mhoram The Lords of Chance The Misfits The Tate Fitzgerald Foundation Thierry De Gagne Thomas “Doc Epsilon” Young Thomas Jason Davies Thor “Nathaniel Greene” Thorson Jr Tiffany MacLean Tim “Bear” Forster Tim “Faileas” Dahlia Tim Flannigan Tim Ryan Tobias Nufruten Tobias Tolarian Tom Hicks Tommy Newcomer Tonja Davis Tony Bellegante Torin Tracy Cook Travis Carpenter Trevor Curtis Trevor Gere Tristan Marriner Boyd Tristan T. Andersen Troy Baker Tute Ty Tran Tyler U2mad (David Wild) Varden Fhaling Vaughn E Allen Versel Leveux Vincent “digiconda” Arebalo Vincent Lavigne Vincenza Romano Walter F. Croft Warren P Nelson Wesley Joaquín Botham Whitney Lee William “The Dresden” Barnes William bloodworth William Halverton William Kokolis William Lockwood Wolfgang “Bezalel” Xylander Wyatt Cerilli Xavier Gaston - Order of Hermes, House Ex Miscellanea Xelinor Yuyue. Sun Zach Davis Zachary J. Walton Zander Zane Graves Zero Ishida Zethar Zin Ziv Ragowsky 2nirwana 42! Abner Rodrigues Adrià “#942” Seguer Vicente Aidan Menzies Alex R Alexander Burnett Alexander Nikandros Alexandre “Magnamagister” Joly Almoni Anastenazontas Andara Shadowfang Anders Westerkam Andre Braghini Andreas G Schramm, Speaker in Dreams, warden of the Esesfeldburg and Guest-inCaern in Itzehoe Andrew Roberts Andrew Skelton Andrzej Lepper Andy Finnan Angel Spiliopoulos Anja Kraus Anthony Ferguson, Elias Coldwood, Gh05t Antón “Agua que Fluye” Arman Kia Arthur Van den Bulke Ashiko Avani Deo Valentine Axel Nitsch Baptiste ‘Krazilec’ Moulinier Bashir Marlowe - House Tremere Bastiaan Smit Ben Johnson Billy-Ray Gara Persephone Bjorn, The fell handed Boris “Borinel” Ulyanskiy Brett SinDex Whittaker Bruno Pereira Butch2k C.James Blukacz Cameron Murtagh Carlos Vergara Carolius Animis Cauê Guimarães Ceira Cesar da Mota Charles Crowe Charles Strange Chris “Eva_Fan” Trace Chris Reay Christopher Williams Claus Larsen Cobalt Colin Anderson Colm O’Labhradha Craig “Renfield286” Crowe Craig Bishell Craig Chapman Craig ‘VI’ Slee Dacar Arunsone Daniel “Morthar” Wernered Daniel dos Santos Esteves Daniel Krongaard Daniel Rickmann Daniele Cappelletti David “Davegotsu” Mann David Bigg David Duerschlag David Ramsden David Rego David Short Davide Orlandi Dawidis Dinel


Kickstarter Backers 679 Dmitry Avramenko Doc Syonide Dominic Ellis Dominic Robertson Donizeti da Silva Nunes Dr Marc Brown Dr. Enrique Montaño Torres El Sombrero Diablo Elias Ebert Elsanor the Sage Eoin Burke Eol (Krzysztof Zawieja) Erik ‘Pasty White’ Gärtner Ernesto F. Montemayor a.k.a. Professor John McDougal Esben Mølgaard Esserhaden Felipe Recka de Almeida Fernando Küpper Filip Danielsson Fingerbone Bill firesock Flávio Moreira Vieira Florent ‘killerklown’ Didier Franco Frare Ganesh Subramaniam George Taher Gervasio da Silva Filho Gilmar Pozo Giuliano “Kiusugi” Gianfriglia Glenn Clifford Grand Maester W Guillaume “Nocker” Guillaume Boutigny HAL Harry Richardson Hecate_Aletheia Helder Lavigne Helen Orosco bani Bonisagus Henri Henrik Augustsson Hermes Trismegistus Hikaru Sumeragi I wouldn’t. Ignacio Granados Jiménez Ivan Orlov Jacob “Jack” Guldbrandsen Jakov Jakub “Behalior” Roczniak James Alexander Mellor James David Robertson James Dyer James Walker Jason Coleman (BinaryX) Javier “He-who-walks-betweenworlds” Montegrís Jester Minute Joe Arnaud Johan Johannes Jörgensen Johannes Paavola John “FearMeForIAmPink” Franglen John K Morris John Malan John Yngve Fredrik Lundgren Johnny Peng Jonatan Wikström Jonathan Romulo Geronimo Jonne Arjoranta Jose M Iglesias Josema “Yrdin” Romeo Juan Pablo Reyes Gómez Jukka Koskelin Kasper Blomdell Kay Hoddy Keiran Sparksman Kevin Paul Warmerdam Kevin Turner Kilian Exares Kirke Rafael Kristensen, K. Krzysztof Zajkowski Lachlan Smith Lady Margot Láquesis Larrondo Lau Bannenberg Lee Rimmer Leonard “Nik” Petit-Breuilh Leslie Weathetstone Lewis Davies LHSimon Liam Maguire Lloyd Pledger lobachevsky Lord Boserup Luca “Lukos” Carnevale Lucas the Great Luke Parsons M. Cunningham MADCAP Magick Nickel Magnus Eriksson Magnus Lundberg Magnus Ostergärd Malte Schultz Marc Collins Marc van Wanrooij Marcin “Forseti” Pazdziora Marcus R. Gilman Marino Santirso Ruiz Mark Hunter Marko Vojnovic Markus Bedenk Martin Brown Martin Taylor Masilmani Singh Matthew “Random_Interrupt” Keevil Matthew Barker Matthew Dive Matthew Ledgerwood Melusine of the Roses Merrox Michael “Curtis” Daley Michael Burnett Michael D Stein Michael Ehrhardt Michał Januszewski Mikael “Krank” Bergström Mike Nudd Mike Tidman Mikko Leho Mikko Parviainen Monty “I was right about the butterfly!” Nash Morani Muiris Daniels Nathaniel “Verbanotos” O’Neil Nibbio Nic Matuzic Nicholas Fabergé Niclas Holmqvist Nihilio Nikica Puksic Nilson Valdevino Soares Nimrod Jones Ninnanuam nirvanaheim (SHIMIZU Toshiki) Noelor Oliver Griffin Oliver Hambsch Oliver Hoffmann Oliver Peltier Ols Jonas Petter Olsson Ondřej Böhm Paaj Pablo “Hersho” Domínguez Pablo Andres “Charly” Bullotta Pablo Pérez Gómez Panagiotis ‘Ginomai Mecha’ Perrakis Pantognost Paolla Luchetti (Destiny) Pascal Alexander Pascal Caillaud Patrício Carlos Júnior Patrick Sandoval Patrik Nordebo Paul “Athanase” Rollier Paulo Marcelo Soares Brito Paweł “nimdil” Matysiak Peter De Kinder Peter Gates PhallicBoy Phil Wheatley Pierre E. Besedovsky Pierre-Jean Cottalorda Praktfulle Halvor Sehested Groenaas Prof. Haffar, Harim ProfessionalNihilist Racheet Rainer Voswinkel Raphael Bourdot Rasmus Nicolaj West Raven DeBorgia Reece Howe Renn Ascari Rich Harrison Richard “Spyder” Partridge Richard Litzkow Robert Roig Robert Watson Robin Low Rodrigo “Ezequiel Stone” D’ Alecio Rodrigo Carvalho Silva Rui AVELINO Rune Printzlau Sara “Ennoia” de Lindt SaxMan the Woolly Saykin Ryoni Scaut Schlumpf Sean Riley Sergio Delgado sev Seven Tan Shaman Loves Tania (1996) Shaman Spiritchaser (Alexandre Dias) Skafte Solfi Sondre Øverås Sophie Islington Søren Berthelsen Holm Sparks Special Agent Jack Brubeck Spellforger Stalks-the-Reef Stefan Breuker Stefano Miorelli Stelio Passaris Steve Symons Stew Wilson Stuart ‘Badger’ Quinton Stuart Moreton Suviko Korhonen Sven Bothe Synapse T.R.L Ta2’ “The Eye” Tamsyn ‘Destroyer of Worlds’ Kennedy Ted A. Sanne terminal1 Thaleia Flessa Thalles de Mello Théa Čapek Theo Evans Thomas Schindler Thomas Trifon Giokas Tiago Barão Tim Everson Tina “Tinzel” Parker Todd Hill Tommy Svensson Tomsdad Tyrellus The Mad Víctor Jiménez Merino Ville Ojanperä Vincent Verhoeven Vistani Radanavic waelcyrge Wajanai Snidvongs Weltwandler Westmark Gajhede William Dovan Xavier Carlier Yoo, Seung Hyun Yves Sprinke Z3R0 Zeven


680 Mage: The Ascension 20th Anniversary Edition “Danger” Will Robinson “Jumping” Johnny Cunningham (un)reason A. Vesseur Aaron Hays Abhsalonikas Benaeliz Adam “Shadowfox” Tullett Adam Nathanson Adrian Calasahan Leegaard Jensen Adrian Reynolds Aecio Borba Alan “DjinnJah” Watson Alan Douglas Alan McNevin Alan Orr Alasdair Watson Aldrema Alessandro Bruschi Alessandro Rossi Alex A. Biral Alex Moran Alexandru Tsernenku-Kennedy Alexis Hodieux Allan Lawrence Alvaro Saavedra Ammad Javaid Anastasios “Cipher” Barbisis Anders Hole Anders Holmström Andrea Buratta Andrea Migone Andreas “Sockis” Spovfelt Andreas “Zanity” Bengtsson Andrei Antonio Gonzalez Reyes Andres Villavicencio Andrew Cain Andrew ‘Whitenoise’ Rogers Andy “Andreas Rayne” Dodd Ángel Martínez Murillo Angela van Willhem and the Dark Souls Cabal Angelithus Berseik Angus MacThunder Maitre du Force Anhell change ANIMAfelis Anja Rebekka Schultze Aquarios Victor Arcade Lancelot de Isengard Arjun Nagaphui Arkyn Arnaud “Khentar” Martin Arthur Boff Ashley Williams Austin Balfour Azrael von Braunschweig Balancer Bardo de valfenda Barthélemy ‘Skender’ Alezandaru Basil “The Q” Kioustelidis Bekir Cihangir Buyukataman Ben “Aritei” Bandelow Ben Liddell Ben Neilsen Ben Treeby Benjamin David Hardy Bidule Björn S bondetamp Boris Barkovic Borja García de los Ríos Brendon ‘Ipsisimus’ Dare Brian Nisbet Bruno “Potato” Oliveira Bruno Jack Bruno Pavani Bertolino Bruno Soares Jardim Brynjar Sigurðsson burningcrow Cabiere Cael Winters Calianthe Cammeron Manski Candy Oldcar Guadalupe Canto Mac Carlo Ledezma Casidhe Nebulosa, bani Merinita Cel. Andrew “Folha do Outono” Bates Che “UbiquitousRat” Webster Chris “Colin Riley” Schetzle Chris “The Dragon” Domakinis Chris & Brooke Haba Chris Hall Chris K. Cook Chris Lupton Chris Oldgeorge Christian A.Nord Christophe Larralde Christopher Smith Christopher W Mercer Cintain Cirdan Fang Conrado Foelker Corenthian Dan L. Nielsen Dane Winton Daniel “Deaddy” Bogdanosi Daniel “DM” Martins Daniel “Illuminos” Persson Daniel Esquizo Daniel Fernández Rubio Daniel Lundsby Daniel Reis Santos Daniel Tyson Danni Feveile Börm Danny James Walsh Dasyrch David B. “Capricorne” David Bergkvist David ‘Doibs’ Koch David Jannati David PETIOT David Pírez David Rose Fraser David van Nederveen Meerkerk Decai Virano Delano “Tagmar” DEN BITTRA MANNEN Dhaunae De Vir Dirk Vanleeuw Dominick Fazolari Meyer Dragaz Drigo De Eraba, The Mind Sculptor Duke Bobby dumdrak Duna Duncan “Uncle Dunkle” Harris Durro-Dhun Edd Glasper Eddie Berrios Eder “Lael Oliveira da Cabala Quimera” Barbosa Edouard Contesse Eduardo Oliveira Ribeiro de Souza Edwin Ab’Enion Egor Borkovskiy Elisabeth Elldaryck Elzo Tovani Benzaquen Emerson Gois Êmili “PixelDust” Lemanski Emiliano Marchetti Emmanuel “ketzol” LANDAIS Emmanuelle “Claudia Vonïgner” Nadin Erik Dörrschuck Erin Cooke Esmeralda - The Immortal Empress (Destiny) Eva Morrissey, Hermes bani Shaea EviL JoN Fabiano Silva (Kane X) Fabio Agripino Fernandes “LoboHunter” Felipe “Ann” Braga de Oliveira Felipe Shimabukuro Kai Felix Hartung Ferdinand von Schenk Fernando Autran Ferret Filipe e Ana Rosa Cristino Frank Malcher Fredrik “Dremacon” Oskarsson G J O’Neill G. van der Vegt Gabriel B P Costa Gaia King Galdor Varamir Gavin Burke Genesteal Gert Schepens Gevaert Gregory Gregório Tkotz Guardián de las Sombras Aurora Yangtse, Eutánatos Guido Gerritzen Guillaume “Lenny” Asset Guillaume Paci Gustavo Soares Pinto Hachas Haggai Elkayam Hal Storey Hampus Åström Harma Lever Hastein le French Heimi Henning “The Lieutenant” Hauser Houston Laredo Forster Howard Wong Hyades Luine Ian Asha Ibai Saracho Ideganshaman Igor Coura de Mendonça Igor López de Munain Iker Eginoa ‘BatOutOfHell’ In Memory of Olwen Ferrie Ingo Beyer ipsi Ivo de Mooij J. Zweers Jackdaw master of shadow Jackson Blakeney, bani Bonisagus Jacob Hand Jair Vianna James Allen James Doherty James Jahn James Klement James Wax-Edwards Jan Heitger Jared Neveling Jaroen Kuijper Jason Lund Jassin Nasr Jaustin Sminker Jay “AkashicJunkie” Lawrence Jay Steven Anyong Jean-Baptiste Vlassoff Jean-Luc DERMINOT Jennifer Fuss Jens “Spacejens” Rydholm Jens Thorup Jensen Jens Thorup Rasmussen Jeremy Brown Jeremy Forsyth Jez Green Job Nicolau Travaini Jody Wood Joe McNamara Johan Qvist Johan Staaf Johan Utstrand John Doe John Lambert John The Bear Horler Jokin II the Barbarian bani Euthanatos Jon McAdoo Jonas Hansson Jonathan Marshall Jordan “MILLANDSON” Millward Jörg Diener Jorge Idarraga


Kickstarter Backers 681 Joris Van den Bergh Jose Luis Perez Zapata José Manuel Viegas Joshua Stone Josue Insua Juanma Palacios Juliano de Miranda Kai Schiefer Kaisa Vitikainen Kaltesh Karl Hagen Mann Kathandras Kazz the Voidbringer Ken Finlayson Kent Soerenrar Kernel Kevin Groeschler Kevin Guerrero bani Tremere Kevin Satra Schwarz Kieran Carder Kiith Kim Dong-Ryul Kithain85 Kokiteno Konstantinos Bakas Lachlan Jones Lars Bengtsson Lars Berenger Lars Holgaard Lars Lauridsen Lauro Melo dos Santos Leath Sheales Lee ‘JC Denton’ Arthur Leonard Blyx Leonardo Lifestealer Livia von Sucro Lorena de Medeiros Loriana “Elendae” Giuliani Louis Lucas Danez Lucas Salim Sanches Luis Antonio Avalos Luiz Carlos Sant’Ana Junior Luiz Paulo Vieira Luiz Sócrate Lunus Flambeau (Sophia Heredia) Luzbhel Magister Scholae Burak Türköz bani Janissary, bani Hermes, Keeper of the Sacred Sun and Grand Seer of the Seven Hills (on behalf of Anadolu Hikaye Anlatıcıları) magus Bernardo Cortizo (PhDto-be) Maicon Luiz de Souza Maja Zaccara Mandavar der Suchende Manel Canós Gardener of the Tree Manfred Krause Manuel Hora Mara Cardozo Marc Bevan Marc de Diego Marc-Andre Schick Marcelão Eugênio Amaral de Faria Marcelo Andere Marco Andre Mezzasalma Marcos “Vrykos” Pereira Marius B Mark ‘McGig’ Berry Mark S Markus Wagner Martin Christensen Massimiliano “Max” Lorenzin Mathew Bryan Mathias Vestergaard Thomsen Mathieu Guittard Matt C. & Sabrina R. Matthaeus Schumacher Matthew Cramsie Matthew Wasiak Matthias Pettersson Matthias TT Svensson o Sara Törnström Maus Michael “Eric Vogue” Brosens Michael Buchheim Michael Kelly Michael Längauer Michael Murr Michael Robson Michael T Rowlands Michele “MKI” Beltramini Miguel Esteban Carrero Torres Mikael Bakkely Mikael Björk Monsieur Meuble Mr.Poke Murilo “Calech” Sarno Nadia Cerezo Nathan “doc” Pasieczny Nathan North Nibodhika Nicholas “Antinomian” Kassavetis Nicholas Watkins Nick Ball Nick Clements Nick Garfield Nick Lennon Nicklas Larsson Nicolas “Aramis” Castagnet Nicolás Croce Nicolas Schiller Niels Weller Nighson Nikolai Steen The Arcane Master Noam Yanai Ola Johnsson Oliver “Ahrimanius” Summers Oliver Steckmeier Olman o’Sanctum Orlando “Billy Tombstone” Borges Botelho Orpheus Saint-André Panu Laukkanen Patrick Mulder Patrick O’Donnell Pau Aragonés Illanas Paul “Zichity-Zach” Stephenson Paul Ryan Pawel Daruk Paweł Paradowski Pelesit Per Nyrud Kaas PERROT Claude-Arnaud Peter Endean Peter Malmo Lange Peter Merkel Petri Wessman Phil Burge Phil Masters Philip K. Creswell Philipp Hinderer Philipp Simon Kausch Pierre ‘Victor’ Brun Pitpipo Printkithbookboggan Prof Mordecai Prof. PhD. MSc. Electrical Engineer Erol Mazhar Aksoy, member of the Utopians group and The Society of Ether University Research Fellow (on behalf of Anadolu Hikaye Anlatıcıları) Prometheus Hermeticus Pyros Vivere Flambonis Pyxis Corvus Quentin Besnehard Rafael “Kaichkull” Mastromauro Rafael Brasilio Grotti da Silva Rafael Cruz Rafael e Luciana Devera Rafael Marques de Albuquerque Rafael Miney Rafael Rodrigues Ralf Schienhammer Rasmus Lyngkjær Rémi DESSY Rene Reinhold Schallegger Rex Walker of the Breakfast Cabal Rhodry Castle Ricardo “Sardonis” Penteado Richard ‘Vidiian’ Greene Ricky Veale Rivina “The Laughing Inferno” Heartwood Robert Bushell Robert C. Allen Roberto Hiroshi Kina Filho Roberto Trinkel Robin “Jarval” Farndon Rod “Lokison” Mendes Roger Meier RPG - Passas Salem Pulsifer Sarah T. Carter Scott Mullock Sean Winship Seth Hartley Shane Mclean Shasta Shenzoar Shosuro Silvio Herrera Gea Simon Simon Andrews Simon Chadwick Simon York Sireyi Valyenya So Happy I Could Die Somalucard Spi Stefan Lundsby Stefano Monachesi Steffen Schwertfeger Steffen Thorbjørnson Steffie de Vaan Stephen Birks Stephen Briggs Stephen Joseph Ellis Stephen McElvaney Stephen Nurse Steve (Erekosë) Edwards Stuart “Pattern Spider” Adam Sylvain “OgGy” Tanguy Sylvio S Maia conde Tácito “Tremere” Reis Tahd Inskepp Talita “Setheus” Amaral Tamara Fendez Teemu Lehmusmies The First and Forsaken Lon-Lon The Mordak Theo Milliner Thiago Gonçalves Thomas DELICOURT Thomas Maund Tiago Marinho Tiffany Korta Timothy Mushel Tito G. S. de Aguiar Toine Tom “Sagacious Paunch” Webster Tom Coleman Tommy Midttveit Torben Lindqvist Tor-Eilif Hargaut Totenrand Trajan Hagen Kober Trickster Tristan Lhomme Valerio Paladino Varvara Kromiko Vegard Kivle Vicious Whisper Vincent “Victorien LOYOLA” Mora Vincent Lhote-Hatakeyama Virgule “Mafalda” Gaspard Vitor Gabriel “Viktorius” Etcheverry Vladimir “Devereaux” Dzundza Whitt Will Inskip William Huntingdon


682 Mage: The Ascension 20th Anniversary Edition William Lamming William Rullenraad Willy kaceres Wong Lok Yau, Yoana Wyld Yann Krehl Yasmijn Jagtenberg yes yugo4k Yzabel Ginsberg Zander Catta Preta Ataru Alyna Moroboshi of LoMarin’s Irregulars Starshia- Verbana Keeper to the key of the Library of Alexandria Adam Caverly and David Ghosh Alexey Rybak, Oleg Krapilsky Alone Dillon , Emily Scott Andrew Bailey, James Surano Angelo Frost, Arthur Drake Anna Bradley, Berek Marcus Ashton & Lancer Austr Ball, Enadiate Bryan J. Dolan & Blake Mclean Chris & JoAnn Alexander Chris B, Greg M Christopher C. Basoco and Mikel Smothermon Clayton Thereaux, Eli Arel Damien Allen and Isabella “Sorri” Sensi Daniel Peterson and Melissa Goodyer Danielle Oremus and Zachariah Lint Deanna Rossi, Pat Gibson Dippy Conner McKay Dr Gideon Pyro, and The Shaper of Flesh Dr. Mark Kellett Darker Days Radio Drew “Schwimmwagen” Dietz, Shuniqua “MadLyric” Dietz Elizabeth Vargo, Jack Daw Shawn “Tezbak” Warren, Working Arist Fox Circe, metaphorge François Labelle, Ghislain Hivon Fyrestorm and Silicone Reboot Guy-Samuel F. Dussault, Daniel Giguere Iain ‘Hanrahan’ McStuart, Gilles ‘Red Hand’ Dubois Ignacio J. Gallegos J. B. Altepeter & A. C. Elliott Jarrod of Usher, Jareth Mercury Desidario Thorn Jason “Jadasc” Schneiderman, Galen & Esther Brownsmith Jason Van Pelt, Ho-yin Ko Jeffrey S. Leger and Thad Green Jesse James Grice Jr. and “Chance” Gawain Lancelot Du Lac Jean LaFitte Jonathan Weber, Michael Crary Joseph M. Jankowski Michael T. Prokop Kainus Galbani, Capt. 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Osthoff The Doctor [412/724/301/703/415] bani Virtual Adepts; Eric the Poet Timothy Gousie, Mitzi Gousie Twitcher Bears, Bryan O’Gillan Martijn “Malas the Shield” Haan; Ivo “Gregorius the Sword” Goudzwaard Ádamo and Mariana Barth Alexander Kratochwill, Heike Vollnberg AXEL GOTTELAND and CASSANDRE Ben May, Panagiotis “Old Man” Papakos Charley Gustavsson, Henrik Lindén Damian O’Dea, Emma O’Dea Daniel Connors, Lucas Swanson Diego Sousa and Alesson Moura Eleanor Mae Kelly & Aaron Jacob Kelly Harold Bambridge Sr. and Harold Bambridge III Iván “El Can” de Neymet; Federico “Mr Fancy Pants” Eriksen Jakob Kiilerich and Magister Thomas of the LTG Roleplaying Club Jürgen Mayer, Ingmar Juhnke Lars Pedersen Legr Locke Bendeckar Luciana Nogueira Soares, Carolina Voigt Magus Ernesto Gonzales de Navarre, Adept Major bani Quaesitor bani Ordo Hermeticum; Elias (Karl Klyvansikte) Savetun Martin Insaurralde, Nicolas Briozzo and Sebastian Costas Matías Veny Coca, Iñaki Iglesias Cancio Matt Lyons; Kayt Armstrong Matthew Sanderson & Jamie Jordan Lee Mikkel Lund & Andreas “ESSO” Jensen Milosz Nawrat; Midian Nikolas Koumoundouros, Stathis Karapanos Paige Oakley, Kenneth Lemieux peter peretti, Katharina Krovat Rappeler Orosháza, Asoka Chendraikhar Rémi “Batronoban” Teulière and David Santiago Saray Lorenzo Nieves/ Mikel Montero Matellanes; Yes. 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Kickstarter Backers 683 Initiate Balyrion Ben Brandon H Capt. Phil Broughton of the Sidereal Strike Force Captain Button Christopher “Walks A Beat” Greer Daedalus Tychus Dave Thommas David Merrifield Dean Rogers Dylan Spencer Ethan Zimmerman Gorham Jacob “Flock of” Segal James Cory Fudge Alston Jim Tetrick Kent Frazier Kurt DeBellis Lee Sims Malak Arioch Lanfear Matt “aRJay” Reynolds Matthew Walker Maya Novak Michael T.J. Pippin Notivago Patrick R Venable Peter Dean Raul Urbina Remi Letourneau Rob Hall Robert Montgomery Ryan Michael McBawn Saif Ansari th’ buni The Mouse Zax the Divine Zurotzu 0xDEADBEA7 5p3ctor Adam Brown Adam Lichter Alex Danley Alexandre Simard Alexi Kadanov Alisha Walton Altrus Torfellen Anthony E. Harbo Anthony J. Pirri Arius Hephaestus Aetnaeus, bani Verditius Arthur McMahon Benjamin Holt Benjamin Houchard Benoit Attinost Bill Patino Billie Loves Brian Brahm Dorst Brian Davis Bryan Pearson Charan DuFrançois Chase Bacetich Chris ‘Errant’ Harper Chris Landmark Chris Stewart Christian Lacroix Christopher Adragna Christopher Alan Slater Christopher R. Wain CJ Roberts Colin R. Jones Colin Urbina Connor Fraser Corvis Munin Corwin Barrington Crusher-of-Cities Daniel Anctil Daniel Deschenes Dave Arcs David “Rook” Broussard David Connell Olsher David Mortensen David Starner David Sycamore Donald R. Clarke Donovan Mays Dr. Alexander Bustos Dylan Cockell Eric Aubey Eric Castle III Erik Daguerre Erin Meyers Erin Riggsmith Gary “Tank” Masters, Sidai of the Akashayana Galen Garron Lewis Gordon Alexander Grace Evans He-Zin Kwon J. Quincy Sperber James Vacca James VanderHaeghe Jared “OniKage” WeberSpencer Jared Van Meter bani Hermeticum Jason Ramboz Jay A Miller JeFF Croft Jeremy “Undead Scottsman” Dunn Jessica & Christopher Jim Urquhart Joe Giammarco John Endicott John ‘Enigma’ Foster John Lord Joseph Soloway Josh Fohrman Joshua Wilson Justin Buckley Keith W. Davis Kelly J Clark Kevin Lawrence Leo Starwind Lucas Fitzgerald Luis Gomez Malk Coord Mark E Elsinger Martin “Grizzly” Lagace Mason Maxwell Matt Rock Matt Schmidt, Order of Hermes - House Ex Miscellania Matthew Mitchell Matthew Webb Matthias Lamonte bani Flambeau MaxMahem Michael J. Hehn bani Sons of Ether “ The Hehnious One” Mike “DaiTengu” Miller Mike Solomon Nancy Calvert-Warren Nate Miller Nick Burtner Nick Edwardsen Nick Fury Nikhil Daniel Majumdar Nixelleborus Noah J. Nelson Owen Thomas Wright Patrick Ley Paul Thorgrimson, Akashic Brotherhood, Old Buddhist Crab Porthos Richard Andre Dagenais Rob Bessey Robert Gilson Rocco Scary Day Selene O’Rourke Seth Johnson Shado Shane Rose Shiara Chow Sodocam Solly Ross Stephen Asbell Stephen Shulusky Steve S T.R. Fullhart T2 Tetsuo The Chained Crescent Thomas Langenbach Timothy Cook Vincent Marrow Wes Gideon William “The Midgar Demon” Smith Wolfdawg X& yes Zalabar Alart Heihael Aleksi Airaksinen Bokshik Kim Christine Jones Fang Tzu-Ping Gando Han Shan Helio Rodrigues Jeppe Nybo Kim Wincen Lucas Bonsignore-Boisset Matt Wood Nikodemus Siivola Richard Drysdale Stefan Schasse AKEZ Zwol Alexander Morozov Allessandro Peres André Reis Sakaya Andy Jackson Anthony “Selketh” Dennetiere Bastien Daugas Belinda Kelly Bénédict Louis Stanislas de Montmorency-Laval Chris Santos Christopher ‘eChryxius’ Wai Demian Dr. Andine Paradox Dr. Dorian Graywood Dr. med. Elaine Barreaux Eric Sorg Fabián Álvarez / (Club Mecatol Rex / Green Dog Studio, Madrid, Spain) Francesco Tarasconi Gareth T. Roberts Gobbos Graeme Foote Gunnar Olai Dahle Sivertsen Hugh O’Connor Johannes von Stein José C. Delgado R. Juan José López-Ayerbe Julio Rodrigues Lee Dong-youn Luna Lepus Marcia Keglevich Mario S Camillo Mark Pryce Martin C. Howard Mathias Bøgehøj Møller Matt Timm Matteo Cesari Matthew Gollschewski Mattia “Ebrithil” Pellin Michael Eringsmark Michael Fellows


684 Mage: The Ascension 20th Anniversary Edition Michel Foisy Mike Francis Mikko Rautalahti Neil Glassford Noita Joikura Pål Wilhelmsen Paul “Vesta” Williams Paul Shawley Pedro Augusto Rodrigues PESSIOT ROMAIN Rhys Fisher Robbie Eberhardt Robert “Cryn” Schlesier Rodrigo Fontana Sidewinder Stephane “FRLinux” Dudzinski The Horsemen Thiago Fazolari Meyer Thomas Ollier Tillan Torben van Hees Trilly Chatterjee Ville Takanen William Wagner Moraes Artero Disciple Adept Major Michael Kently bani Merinita, Deacon of the Cabal of Black Roses & Sunblessed Heir to the Blood of Dreaming Feathers Alun Powell Graftina Hadna Haada Hyeonseung “Devil Giraffe” Lee Jason Place Kairam b. Ahmed Hamdan Michael V. Roberts Pedro Santos Professor Utopia Ryan Summers Victoria Ashley-Croft Bruno “Jamie McCallister, bani Verditius” Filipe Desmond Woolston Eric Smailys George Matzen Khaos Farbauti Ibn Oblivion Matthew Whitt Nik ‘Tungus Grumph’ May Rel Zhirah Ryan “The Peregrine” Hefley Xavier Durand Charles Siegel and Celia Rae Felipe “Ditrian” Novaes Michael Fitzpatrick Adept Bentley W. Chism Cassie Collins Drew “Industrial Scribe” Scarr Emilio J. “Krusmir” SánchezSierra Eryk Gustavson Frédéri “Volk Kommissar Friedrich” POCHARD Iain MacPhee Lawjick Mike Ruch Robert Biskin Silvia Solange Mantilla Anton A. Adam Ben Birk DocEZ Dr Simon Exton Fox Henry Kay Henry R. Moore III James:Eidolon Joshua McKenna Karl “Aedh” Lerman Karl Manheim Kendrick Hough Lindsey R Douglas IV Mario Meo Matthew McGuire Michael “Xero” Ilott Mizuho Shiraishi Nicolas Szakacs Nikolaus Poenisch Parzival Paulo Daniel Salles Ramos Spike, and his Avatar Rajamal Q-Prime (O°-°)O Konta O(°-°O) --==5T4T1C==-- A. Treamayne Adam Doochin Adam Whitcomb Adrian Dopazo Adrian Marangoni Agent Max “Stoney” Stilwell Alain MORANGE alcethenecromancer Alec Humphrey Alexander Probst Alexandre Kerscher Souza Andefious Oldenson Anders Silverplats András Babós ‘Babszem’ Andreas Reck Andrés Higua. “Endymion d’Lume”, Magi Tremere. Andrew Augstine DiNovo Andrew J Gordon Andrew MacLennan Andrew W. Jones Andrew Waterfall Andrew Wilson Ariel Kaiser Az’zametry Bael the Cruel Baughb the Bard Ben Baccaert Ben Kesner Benedict Shek Benjamin Loy Benn Grant Bernd Linke, Michael Gebhard Blake Deakins Blake Elder Bob Stauffer Boris CHOTEAU Brett Easterbrook Bryce Undy Bryn Celyn Cameron “Corax” Harrell Caroline Hammer Cedar Blake Charles Sherwood Morrill Chris Daher Chris Eggers Chris Sutton Christoph Meiselbach Christopher Gunning Christopher Pallante Cody Risberg Conrad Julian White Corinna Vigier Coyotekin D L HECTOR Daniel “Sir Whiteout” Guariento Daniel “Hears-The-Wind” Fishman Daniel Gochnauer Daniel Haddon Daniel Ley Daniel Niekerk Dantae Black Dave Brookshaw Dave Meigs David ‘dj’ Coleman (Time Bomb) David Lucardie David William Kaufman II Dawid “Dievas” Wojcieszynski Débora “Tia Deb” Brellenthin Dee Taylor Derek “Pineapple Steak” Swoyer Derek Grimm Dimitrios ‘Archmage’ Xanthakis Diogenes “Lycaen” Silva Doctor Alfons Von Grawitz Ph.D. Dolan Ross Scherfel Donald M. Dillon Donny Mason Dr. Paul Hauser bani Quaesitor DreamingLilliane Drew Clowery Dreyus Nox Eduardo A. Magdalena Aguin Emerrin Whitefoot Emma McAllister Erasculio Eric Baker Eric Lee Thurston Eric Manschot Eric Mersmann Eric Vogel (Joe Edwards) Erik Bergesen Erik E. Mederos Ernie Sawyer Evan Hughes Evelyne Schreiner Father Eric Pensman Feian Filip Van Huffel Footnotegirl Frank “Anaximander” McCormick Frédéri “Volk Kommissar Friedrich” POCHARD GH Trace Webster III Graham Starfelt Greg Phillips Gregory Faber Harald Hellerud Heinrich Krebs Ian Dominey Ian Ellis Ian Hamon


Kickstarter Backers 685 Ian MacRae Ian Price In memory of John Depp Integra van Hellsing Ironnick Isaac “Stack Trace” Linkletter J. W. Bennett Jacob Gann Jacques Barcia James Heche James Vogel Jan-Willem Kaagman Jared Slupsky Jared Wadsworth Jason “Doc” Haddix Jason ‘Prospero’ Pennel Jay Page Jaye Barnhart Jeff Jeremiah L Schwennen Jeremy “Vaydyn” Cue Jeremy Thomas, Bani Ecstasy Jessica Lilith Darke - Widderslainte Adsinistrani Jimi Hendricks John “Dade” Morris John “Why do I always get covered in Ick?” Murphy John A W Phillips John Doe Johnny Bibz Jon B. Gopegi Jonathan “flymolo” Grimm Jonathon Stout Joseph Bowman & Lindsay Fairbairn Julián Navarro Julie shamas and Greg Tait Kaoleth Ken-loves-Princess-Sandy Kevin Chauncey Kieran Hughes Kougen Nakahito (Kai) Kyle Henderson Lace Laughing Magi Laurent Gruchet Leo Knøsgaard Heby Lin Wyeth Loki63 Lord Shaidin of the Three-fold Path Luke K. Johnson Luke Smith Manuel Cadiz Marc Blinn Marcos Almeida Leite Bomfim Marcus and Leslie Arena Mark “Merlin Mitnick” Roy Mark Hope Mark Lazure Mark P. Redford Mark Pavlou Mark Smith Martin Goodson Martine Loncan Matthew “The Gentleman Gamer” Dawkins Matthew G Payton Matthew Palsson Mehmet “Rakshasa” Ortaç on behalf of the Anadolu Storytellers Merick the Blue aka “Dark_ Jedi70” Michael Brewer Michael Scholz Miguel Reyes Morgan Nichols Morten Schei aka Dracono Twilightwalker Nate Kelly Nathan & April Matz Nelson Candanedo Nicholas A. Tan Nicholas ‘Doomcarver’ Lelos Nicholas Huntington Nik “Miranda Forrest” May Nikolas Faust Patrick Pocher Paul ‘Five Eyes’ Harries Paul Marshall Perrin “Quillion Fuller” Rynning Piere Le Chuck Polly Parker Prof. Nicholas Atreides Randy L Jeffries Jr Redfuji6 Renan Cesar Palomino Richard Forster Richard Libera Richard Z. Troester Rob Collins Rob Sharp Robert “Grendelki” Beasley Robert “Voudoun” Lewis Robert B. LeMoyne Robert Flinchum Roberto Pedro Antón Roberto Salles Rodolfo Schmauk Rodolphe Duhil Rory “Muggle” McIntosh Rory ‘TrippyHippy’ Hughes Rose Bailey Russell Pancoast SaintOn Sam Myatt Samuel Hoskins Sarek Scott A. Peters Seana McGuinness Sebastian N. Behrndtz Sebastian Pusch Shad Scarboro Shawn P Sicill Col Sifu Dustin Rahn Sigurd Gunnvaldr (Dragos) Spyder na Talesin Steven Hykes Steven Lau Syal Talamond Majibon Thibaut Gaillard Thomas Scott Thomas Webb - “My name is Thomas, dreamer of dreams: Look on my stories, ye Mighty, and despair!” Thrice Great Guilherme Pinto Tim “Noisecode” Blackstone Tobias Schulte-Krumpen Tony Elaluf Tony Patterson Torgeir Johansen Trista and Daniel Robichaud, A.R. Nakama and Shannon “Haz” Harrower-Nakama Troy Lenze Troy Wiersma vincent furstenberger Vladislav Lazarov Whismerhill Will “scifantasy” Frank William F Scrimsher III William McBane Wyrdrune Xane the Black Xiu Tong Yann Abaziou Zachary Thomas Tyler, Primordial Dreamspeaker Baruti/Taftâni Kahin Zero Ninja Master Bellona Wingvane Martin A. McDowell Robert Stephen “Fitzgerald” Fulkerson Roxxah Teel Timur Hahn - Magister Mundi Matthias von Eisenberg bani Flambeau


686 Mage: the Ascension 20th Anniversary Edition Indexes Purple page numbers denote important and/ or defining entries. For rules and Traits, see Rules Index. For an overview of the subjects, see the Table of Contents at the beginning of this book. Given the immense size of this book, only important entries have been indexed. If we tried to reference every appearance of, say, magick or mage, each page in the book would need a citation. Rules Index see also Table of Contents (pp. 5-7) Charts are marked in ALL CAPS BOLD PURPLE at the top of their appropriate sections. Character Creation Pages 246-339 see also Optional Rules: Body Control, Differential Background, Minimum Abilities, Professional Skills and Expert Knowledges, Resonance, Merits and Flaws, and Well-Skilled Craftsman CHARACTER CREATION CHARTS 250-253 Affiliation 248, 254 Character Traits and Terms 248 Character Sheet Sample 249 Concepts 250, 254 Experience (Points) 253, 335-336, 642, 646 Freebie Points 250, 253, 255, 257 Focus: Paradigm, Practice, and Instruments 256, 259, 339 see also General Index (appropriate terms), and Rules Index: Magick Systems (Focus and the Arts) Prelude, the 262-265 Sample Character Creation 260-262 Specialties 274, 284,288 Spheres 248, 250, 253, 328-329 during character creation 257 raising and learning 336-337 Traits 266-335 Raising and Learning Traits 336-337 Abilities 275-300 see also General Index: Abilities Talents (Primary) 275-279 Alertness 275 Art 275-276 Athletics 276 Awareness 276 Brawl 276 Empathy 277 Expression 278 Hobby Talent 277 Intimidation 278 Leadership 278-279 Streetwise 279 Subterfuge 279 Talents (Secondary) 289-293 Animal Kinship 289-290 Blatancy 291-292 Carousing 292 Do 292-293 Flying 293 High Ritual 293-294 Lucid Dreaming 294 Search 294-295 Seduction 295 Skills (Primary) 279-283 Crafts 279-280 Drive 280 Firearms 280 Martial Arts 280-281 Meditation 281 Melee 281-282 Professional Skill 277 Stealth 282 Survival 282 Technology 282-283 Skills (Secondary) 295-298 Archery 205 Biotech 295 Energy Weapons 296 Hypertech 296-297 Jetpack 297 Riding 297 Torture 298 Knowledges (Primary) 283-289 Academics 283 Computer 283-284 Cosmology/ Subdimensions 284 Enigmas 284 Esoterica 284-286 Expert Knowledge 277 Investigation 286 Law 286 Medicine 286 Occult 286-287 Politics 287-288 Science 288-289 Knowledges (Secondary) 298-300 Area Knowledge 298 Belief Systems 298-299 Cryptography 299 Demolitions 299 Finance 299 Lore/ RD Data 299-300 Media 300 Pharmacopoeia 300-301 Archetypes (Nature and Demeanor) 248, 250, 267-273 see also General Index: Archetypes Arete 248, 250, 257, 328-330 see also General Index: Arete/ Excellence Attributes 225, 248, 252, 255, 274-275 see also General Index: Attributes Appearance 274 Charisma 274 Dexterity 273 Intelligence 275 Manipulation 274 Perception 274 Stamina 273 Strength 273 Wits 275 Backgrounds 301-328 see also General Index: Backgrounds Background Ratings Over Five 301 Pooling Backgrounds 301-302 Technocratic Backgrounds 302-303 Allies 303-304 Alternate Identity 304-305 Arcane/ Cloaking 305 Avatar/ Genius 259, 305-306, 338 see also General Index: Avatar Backup 306-307 Blessing 307-308 Certification 308 Chantry/ Construct 308-309 Contacts 309-310 Cult 310 Demesne 310-311 Destiny 311-312 Dream/ Hypercram 312 Enhancement 312-313 Fame 313-314 Familiar/ Companion 314-316 Influence 316-317 Legend 317 Library 318 Mentor 318-319 Node 319-320 Past Lives 320 Patron 320-321 Rank 312 Requisitions 321-322 Resources 322-323 Retainers 323 Sanctum/ Library 323-324 Secret Weapon 325 Spies 325 Status 325-326 Totem 326-328 Wonder 328 Essences (Dynamic, Pattern, Primordial, Questing) 248, 250, 266-267 see also General Index: Essence Health 248, 330, 334-335, 406-409 see also Rules Index: Dramatic Systems (Combat, Health and Injury) Merits and Flaws 642-651


Index 687 see also General Index: Merits and Flaws Merits 642-646 Acute Senses 642-643 Berserker 644 Dark Triad 643 Language 643 Stormwarden/ Quantum Voyager 643 Ties 643-644 Too Tough to Die 644 True Faith 644-646 Umbral Affinity 644 Flaws 646-648 Addiction 646 Construct 647 Cursed 646 Deranged/ Derangements 648-650 Echoes 646-647 Enemy 647 PTSD 647-648 Stress Atavism 644 Genetic Flaws 650-651 Physical Flaws 650-651 Mental and Social Flaws 651 Quintessence and Paradox (Wheel) 248, 250, 331-333 Willpower 248, 250, 257, 329-331 see also Archetypes, above Dramatic Systems Pages 398-495 see also Optional Rules (many) INDEX TOPICS ARE ALPHABETICAL Combat 409-435, 445-457 COMBAT CHARTS 445-457 Armor/ Shields 447 Attack/ Defense rolls 445 Circumstances 446 Cover/ Concealment 446 Dirty Fighting 447 Do Techniques 448 Hand-to-Hand 448 Hazards 454-457 see Environmental Hazards Health/ Injury/ Healing 446 Magickal Violence 445 Martial Arts 449 Ranged Combat 447 Spirit Combat 445 Targeting 446 Weapons 450-454 see Weapons Battle, Order of 410-413 Phase One: Attack 410-411 Attack Rolls 410-411 Phase Two: Defense 411-412 Blocking 411 Countermagick 412, 417-418, 538, 545-546 Desperate Defense 411 Dodging 411 Parrying and Rebound Attacks 411 Phase Three: Damage 412-413 Adding Damage Up 412 Soaking Damage 406, 412-413, 545 Types of Damage 406-407, 412 Armor and Shields 416, 438-439, 447, 453-454 Combat Maneuvers 418-420 Purple text indicates combat chart location Hand-to-Hand 420-422, 448 Bite 420 Claw 420 Disarm 420 Flank/ Rear 421 Grapple 421 Kick 421 Punch 421 Ready Opponent 421-422 Sweep 422 Tackle 422 Thunder Punch 422 Dirty Fighting 422-423, 426, 447 Blinding 423 Body Slam 423 Curbstomp 423 Haymaker 423 Head Butt 423 Jab Pistol 423 Low Blow 423 Pistol Whip 423 Do 424, 426-430, 448 see also General Index: Do committed training 426-427 eight limbs of Do 427-428 The Peaceful Way 428 Arrow Cutting 428 Bullet Catch 429 Hurricane Throw Iron Shirt 429 Kiaijutsu 429 Plum Flower 429 Soft Fist 429 10,000 Weapons 429 Typhoon Kick 430 Weapon Art 430 Martial Arts 423-427, 449 as a focus 424 soft/ hard techniques 424 Counter Throw 424 Death Strike 424-425 Deflecting Block 425 Dragon Tail Sweep 425 Drunken Style 424 Elbow/ Knee Strike 425 Flying Kick 425 Hard/ Soft Strike 425 Joint Lock 425 Kuei Lung Chuan 427 Nerve/ Pressure Point 425 Snake Step 425 Snap Kick 425 Spinning Kick 426 Throw 426 Thunder Kick 426 Vital Strike 426 Withering Grasp 426 Ranged 418-420, 446-447 Aiming 418 Autofire 418 Bows 419 Cover 419 Movement 419 Range 419 Reloading 419 Scopes 418 Strafing 419 Three-Round Burst 419-420 Thrown Weapons 420 Two Guns 420 Environmental Hazards 435-444, 454-457 see also General Index: Environmental Hazards Bustin’ Stuff 413, 437, 439-440, 456-457 Drowning/ Suffocation 440-441, 456 Drugs/ Poisons/ Disease 441-444, 456 Electrocution 438-439, 454 Explosions 437-438, 455 Falls/ Impact 439 Fire 436, 454 Harsh Weather/ Environment 435 Starvation/ Thirst 435-436 Magick and Violence 413-415 Examples: Magickal Violence 415-416 Fast-Casting in a Fight 415, 535-536 Magick Enhances Violence 414-415 Violence as a Focus 413-414, 417 Violence Enhances Magick 414 Magickal Duels 430-434 Certámen 432-434 Contests 430 Flame/ Core Wars 431-432 Ordeals 430 Reality Challenge 432 Optional Combat Rules see also Rules Index: Optional Rules General Action Rolls 141 Cinematic Damage 412 Weapon Length 420 Drunken Style 424 Dodging the Blast 438 Bustin’ Stuff 439-440, 457 Tactics and Circumstances 416-418 Aborting Action 416 Ambush 416 Armor/ Shields 416 Blinded 416 Immobilized 416 Knocked Down 416 Magickal Tactics 417 Multiple Opponents 417 Rough Weather/ Terrain 417 Spirit Combatants 417-418 Stunned 417 Targeting Location 418 Weapons 450-456 Ammunition 454 Melee Weapons 450-451 Military Hardware 453 Ranged Weapons 452 Scopes/ Sights 454 Thrown Weapons 453 Digital Web Systems 465-473 see also General Index: Digital Web, Internet DIGITAL WEB CHARTS 472 Access 466-467 Constraints 467, 469 Data Sphere (in Web) 467 Digital Damage 470-473 Icons 467-468 Magick in the Web 469-470 Physics/ Travel 468-469 Restriction Protocols 469 Web Traits 467 Whiteout (Paradox) 470 Dramatic Feats 402-405 see also Rules Indexes: Game Systems (for rolls) and Character Creation (for Traits)


688 Mage: the Ascension 20th Anniversary Edition DRAMATIC FEATS CHARTS 403-405 Feat Descriptions 402 Feats of Strength 405 Health and Injury 406-409 see also Rules Indexes: Combat and Charac- ter Creation (Health Trait) HEALTH CHARTS 406 Healing Damage 408-409 Magickal Healing 409 Recovery Time 408-409 Patch ‘Em Up 409 Psychic Trauma 407-408 Things Man Was Not Meant to Know 407 Types of Injury Aggravated 334-335, 407, 412 Bashing 334, 406, 412 Lethal 334, 407, 412 Initiative and Movement 399-401 MOVE CHARTS 401 Automatic Feats 400 Doing Several Things at Once 400 Initiative and Ratings 399-400, 410, 416 Metric Conversations 398 Movement 400-401 Otherworlds 474-485 OTHERWORLDS CHARTS 484 Access 474-481 Agama Sojourn 478-481 Agama Traits 478 Harrowing 478, 480 Travel Beyond Underworld 480 Astral Travel 476-478 Astral Traits 477 Body of Light 477, 510, 520 Going Adrift 477-478 Silver Cord 477 Gauntlet 475 Periphery 474 Stepping Sideways 475-476 Becoming Ephemera 475-476 Avatar Storm Optional Rules 479-480 Example of Umbral Travel 485 Magick in the Otherworlds 483-485 Difficulties 483-484 Coincidental Magick 484 Shining 484 Spheres 484-485 Travel Between Layers 481-483 Acclimation 482-483 Disconnection/ Disembodiment 483 Finding Way 481 Old Roads 481-482 Spirit Entities 485-495 Meeting Spirits 486 Feats 489 Roleplaying/ Storytelling 356-357, 495 Spirit Types 486-488 Greater/ Lesser Entities 487 Traits Charms 489-495 Essence 489 Gnosis 489 Rage 488-489 Willpower 488 Technology 282, 458-464 Vehicles 280, 402, 440, 458-462 V CHARTS 460-462 Collisions 459 Combat 459 Driving Skill 459 Stunts 459 Traits 458-459 Inventing, Modifying, Improving 463-464 T CHARTS 463 Inventing 464 Repair/ Modification 463-464 Unconventional Enhancement 464 Game Systems Pages 384-395 see also all other Rules Index sections Action Types 388-391 ACTIONS CHART 391 Extended 389-390 Extended and Resisted 390-391 Multiple 388-389, 414 Reflexive 388 Resisted 390 Simple 388 Teamwork 391 Dice Pools/ Traits 246, 385-386, 401 Die Rolls 385-388 Complimentary Rolls (optional) 389 Thresholds (optional) 387, 393, 438, 503, 536 Difficulties 386-387, 392, 401 DIFFICULTY/ SUCCESS CHART 387 Failure 386, 392-393 Botching 330, 333, 387, 389-391, 393 Botches and Magick 393, 501-502 Trying Again 391-392 Golden Rule, the 384, 498 Modifiers 386-387 Success 386, 386, 394-395 Automatic Success 330, 386, 394-395 Spending Willpower 388, 395, 411 Turns, Scenes, and Stories 384-385 Action Turn 384, 399, 410 Downtime 337, 384-385 Magick Systems Pages 498-617 CASTING CHARTS 502-510 Auras 507 Base Casting Roll 502 Base Damage/ Duration 504 Casting Effects 501 Common Magickal Effects 508-510 Body Magick 508 Crafting Wonders 508 Fate & Fortune 508 Illusions 508 Objects & Elements 509 Perception/ Psychic 509 Quintessence Energy 510 Spirit Powers 508 Time & Distance 509 Correspondence Sphere Ranges 504 Degrees of Success 503 Difficulty Modifiers 503 Dividing Success Rule (optional) 504 Gauntlet Ratings 505 Illusions 504-505 Magickal Damage 504 Magickal Feats 502 Paradox and Quiet 506-507 Paradox Generated 502 Quintessence 507 Teleportation Locations 504 Time Magick 505 Basics (of magick rules) 500 Casting Step by Step 528-547 Allies/ Acting in Concert 532, 542-543 Coincidental/ Vulgar 530-532, 533-535 Countermagick 545-546 Damage/ Duration 543-544 Difficulties 535-536 Dodging/ Resistance 544-545 Effects/ Spheres 528-529 Failure 546-547 Botching 540, 547 Focus 529-530 Modifiers 536-537 Mundane Skills/ Magickal Effects 532-535 Mythic Threads 530 Range 543 Rituals 529, 538-542 Rotes 529 Sphere-Specific Effects 544 Successes 537-538 Using Quintessence 537 Using Willpower 536-537 Examples 561-565 Focus and the Arts 565-600 see also General Index: Focus, Paradigm, Practice, Instruments LIST OF PARADIGMS, PRACTICES, INSTRUMENTS 566 Working, Changing, and Growing 565-567 Instruments 586-600 Common Instruments see List Personalized 587-588 Significant 588 Standard 587 Symbolic Power 586 Tools/ Time 586-587 Unique 588 Paradigms 567-572 Common Paradigms see List Creating Other Paradigms 571-572 Focus, Belief, Punch 568 Practices 572-586 see also entries in General Index Alchemy 573 Art of Desire/ Hypereconomics 573 Chaos Magick 574 Craftwork 574-576 Crazy Wisdom 576 Cybernetics 576-577 Dominion 577 Faith 577 Gutter Magick 578 High Ritual Magick 578 Hypertech 579 Maleficia 579-580 Martial Arts 580-581 Medicine Work 581 Reality Hacking 581-582 Shamanism 582 Voudoun 583 Weird Science 584 Witchcraft 584-585 Yoga 585-586


Index 689 Optional Magick Rules 538-539 Automatic Success 539 Dividing Successes 504, 538, 564 Domino Effect 539 Paradox Effect 547-553 PARADOX CHARTS 549 Acquiring Paradox 547 Backlash 548-549 Delaying 549 Effects 548-549 Nullifying 549 Paradox in Mage Revised (option) 550 Permanent Paradox 547-548 Rolling for 548 Shedding 549 Types (of Backlash) 547-553 Burn 551-552 Disbelief 553 Flaw 550-551 Quiet 550 see also below Realms 552-553 Spirits 552 Quiet 554-561 QUIET CHARTS 556-557 Baseline Reality 554 Cure? 556-557 Effects 555-557 Manifestations 559-561 Alteration 559 Hobgoblins 559 Mindscapes 557-559 Storytelling 554-555 Types Denial 557 Madness 558 Morbidity 558-559 Reality Zones 611-617 Rotes/ Adjustments 512, 601-611 Awaken Inanimate 607 Black Card/ Little Black Box 601 Chain/ Whispers 608 Dimension Bomb 605 Golden Gunman 605 Hands of Death 601 Hot-Shotting 601 Hypernarrative Influence 603 Penny Dreadful’s Bright Penny 608 Psychic Interface 608 Right-Click 602 Sanitize Evidence 603 Secure Scene 604 Social Programming 605-607 Talons 609 Vampire Lawn Chair 610 Witch’s Vengeance 610 Spheres 511-528 Conjunctional Effects 511 Locking Effect 511-512 Pattern Spheres 511 Sphere Entries see General Index (by Sphere Name) Sphere Specialties 512 Technocrat Spheres (optional) 512, 524-527 Wild Talent 527-528 Optional Rules Page numbers give rule entries only, not associated references. Advantages 658 Archmastery of Spheres 68 Avatar Storm 479-480 Body Control 285 Bustin’ Stuff 439-440, 457 Cinematic Damage 412 Complimentary Rolls 389 Data Sphere 467 Differential Background 302 Do: The Peaceful Way 428 Dodging the Blast 438 Drunken Style 424 General Action Rolls 141 Magickal Options 538-539 Merits and Flaws 642-651 Minimum Abilities 276 Minimum Driving Skill 459 Patch ‘Em Up 409 Paradox in Mage Revised 550 Professional Skills and Expert Knowledges 277 Raising and Buying Backgrounds with Experience Points 336 Resonance (as a Trait) 333 Resonance and Synergy 560-561 Resonance, Merits and Flaws 256 Sanity Sinks 242 Shedding Paradox 549 Shifting the Zone 615-616 Social Conditioning/ Reprogramming 605-607 Things Man Was Not Meant to Know 407 Thresholds 387 Umbrood Magick 490 Verbenae and the Old Roads 481-482 Weapon Length 420 Well-Skilled Craftsman 279 Storytelling Pages 342-379 Storyteller, Chronicle, and Troupe 342 Gaming as Ritual 343 Improvisation 342-344 Rules and Problems 343-345 Triggers, Limits, and Boundaries 335 Preparation 346-349 Music for Mages 348 Notes 346-347 Building the Chronicle 349-354 Common Ground 349-353 Concept Q & A 353-354 Epic and Intimate 350 Telling Your Story 354-366 Characters 355-357 Conflict 359-362 Memorable Set Piece 361 Resolution 362-363 Setting 357-359 Storyteller Resources 363 Structure 354-355 Theme, Mood, Symbolism, Tone 363-366 Mage-Specific Elements 366-374 Arete and Ascension 369-371 Avatars and Seekings 366-369 Avatars, Rules, and Reality 367 Storytelling Magick 371-374 Coincidence? 371-372 Example of Play 373 Focus 371-373 Simple Method/ Character Method 371 Storytelling Paradox Chronicle Types 374-379 Disparate 377 Genres 375 Mixed/ Crossover 378-379 Orphan 377-378 Technocracy 376-377 Traditions 374-376 Wonders Pages 651-663 Rules 651-653 Background Costs 653 Crafting 652-653 Paradox 651-652 Types 652 Use 652 Biotech 657-661 Cybernetics 657-660 Biomods/ Genemods 660-661 Mystic Wonders 653-655 Bafflejack 653 Bulletproof Hoodie 654 Trushades 653 Technocrat Hardware 655-656 Alanson Hardsuit 656-656 Falconi Attire 655 VDAS 655-656 Weird Science 661-663 Kimoda’s Thundergloves 661-662 Madness Grenade 662 Rebooter 662-663 General Index see also the Lexicons, pp. 23-32 For specific rules and Traits, see specific entries in the Rules Indexes. 9/11/2001 75, 77, 99, 135, 582 Absolute, the 44-45, 224, 226, 232-233, 577 Abilities 248, 250, 255-256, 275-300, 318, 336, 427-428, 532-533, 560, 573, 652, 663 associated with practices 573-586 associated with totems 634-636 see also Rules Index: Character Creation acolyte 141, 532, 542-543, 620 see also consor, extraordinary citizen Aelder Bole, the 92, 102, 480 Aetherial Reaches, the 92, 98-99, 103 Affinity Sphere(s) 65-66, 147, 250-251, 257, 339, 587 see also two-page spreads for each group, and Rules Index: Character Creation


690 Mage: the Ascension 20th Anniversary Edition agama sojourn 88, 99, 478-481, 484 see also Rules Index: Dramatic Systems (Otherworlds) Ahl-i-Batin/ Batini, the 104, 122-136, 197- 200, 202-203, 577 at character creation 252 Akashayana/ Akashic Brotherhood 2, 122-123, 145, 148-149, 197, 202, 222-223, 307, 423, 426-430, 580, 607 at character creation 251 Alanson Hardsuit 169, 361, 447, 476, 656-657 alchemy 124, 206-207, 288, 593, 599 as a practice 573 amalgam (Technocratic) 173, 177, 179, 301- 303, 322 animals 289, 291, 297, 306-307, 314-316, 402, 404 as Background characters 306-307, 314-316 character templates 618-620 kinship 289, 291 riding 297, 402, 404 spirits/ totems 632-635 Anthropic Principle, the 93, 168-169, 525 see also Enlightened Anthropic Principle apprentice/ apprenticeship 141, 337-338 archery 295, 429, 452 as a Skill 295, 453 in combat 429, 452-453 Archetypes (Nature and Demeanor) 248, 250, 255, 267-273, 330-331, 339 520, 561 see also Rules Index: Character Creation (Traits) Archspheres, the 68, 511 Arete/ Excellence (state of) 44-45, 59, 137, 173-174, 663 as a character Trait 248, 250, 254, 257, 259, 262-265, 305-307, 328-330, 334, 338-339, 367-371, 412, 483, 498, 500-617, 567 as a Wonder Trait 652-654, 661-662 casting magick roll 498, 501-502, 535 see also Genius, and Rules Indexes: Character Creation (Traits) and Magick Systems armor 334, 411-413, 416, 418, 436, 438-439, 453-454 Armor and Shields chart 447 as an instrument 588, 591 see also Rules Index: Combat Art of Desire, the 62, 193, 232, 288, 299-300, 322 as a practice 573, 582 Ascension (goal/ ideal/ state of) 19, 39, 42-43, 52-53, 65, 100-101, 140, 142, 173, 183, 187, 202, 236, 243, 335, 338-339, 356, 466, 473, 480, 570, 645, 664 Storytelling Ascension 369-371 Ascension War, the 18-23, 41-43, 47-53, 59- 60, 105, 112-113, 120, 126-243, 246, 259, 266, 319, 379, 498 astral travel 87-88, 94-95, 101, 103-104, 106, 289, 311, 484, 520, 559 see also Rules Indexes: Dramatic Systems (Otherworlds) and Magick Rules (Spheres) Astral Umbra 94-97, 311, 474-485 see also High Umbra Attributes 225, 248, 252, 255, 274-275, 313, 336 see also Rules Index: Character Creation (Traits) auras 81, 276, 316, 484, 507, 509, 519-520, 560, 646 chart 507 Autocthonia 169, 178, 186, 615, 636 Avalon 125, 176, 185, 569, 590 see also Harbingers, King Arthur, Navalon Avatar 43-44, 52, 60-61, 66, 86, 112, 143, 184, 238, 254-255, 262-265, 281, 303, 305, 338-339, 366-371, 478, 488, 503, 509, 527, 641, 650 as a Background Trait 250, 259, 317, 320, 331-332, 338, 417, 520, 528, 537 see also Genius, Essence, and Rules Index: Character Creation Avatar Storm, the 22, 50, 78, 82-83, 86, 91, 99, 135, 156, 169, 172, 178, 195, 205, 236, 375- 376, 399, 418, 466, 473-485, 613, 641, 643 rule systems 479-480, 505 see also Dimensional Anomaly Awakened history 60, 120-135 Awakening/ Enlightenment 39, 46-47, 53, 56-57, 60-61, 66, 74-75, 81, 138, 167, 173, 176-177, 236, 254, 262-265, 305, 335, 554, 624, 630, 668 awakening substances 353, 443, 508, 607- 608 Awareness (state of being aware) 46, 81-82, 474 as a character Trait 276, 418, 474, 645 see also Rules Index: Character Creation Axis of Coincidence 371, 533-534, 595, 603, 608 Backgrounds 180, 182, 248, 250, 256, 301- 328, 336, 560, 595, 618, 620-621, 632-634, 647 Background Ratings Over Five 301 costs for Wonders 653-663 pooling Backgrounds 301-302 Technocratic Backgrounds 302-303 see also Rules Index: Character Creation (Traits) barabbi 49, 170, 226-227, 233 baseline reality 235-236, 554 see also Derangements (Trait), Marauders, Quiet Bata’a, the 130-135, 197, 204-205, 303 at character creation 252 Batman (because fucking BATMAN!) 73, 78, 282, 286, 317, 323, 598, 616 belief (force of) 62-64, 67, 112, 122-123, 138, 227, 264, 285, 298, 310, 329, 335, 356, 529, 532-534, 539-540, 553, 565, 588 see also focus, Mythic Threads, paradigm biomod 175, 180-181, 183, 190-191, 295-296, 312-314, 623-624 as Devices/ Enhancements 660-661 biotech 190-191, 295-296, 312-314, 579 as a Knowledge 295-296 Black Suit/ Man (Men) in Black/ MiB 19, 119, 172, 174, 180-181, 188-189, 193, 233, 315, 324, 558, 614, 616, 635 character template 627-628 bodhisattva 43, 53, 226, 243, 370, 597 Burning Man (festival) 73, 79, 207, 215, 318, 615 Burning Times, the 48, 59, 127, 129, 150, 162- 163, 584 Bygones 126, 240-242, 379, 553 Cauls, the 227, 229, 231-232, 559, 630-631 Celestial Chorus 2, 127-135, 145, 150-151, 221, 329, 577, 646 at character creation 251 certámen 143 rule systems 432-434 Chakravanti see Euthanatos Changelingssee faeries Chantry 77-78, 86, 140-142, 308-309, 325, 485, 531, 539, 590, 614, 663 as a Background Trait 301-303, 308-309 see also Construct character creation see Rules Index: Character Creation chi/ ch’i 149, 285, 293, 581, 591 see also martial arts, Prime Sphere, Quintessence Children of Knowledge, the 2, 130, 198, 206- 207 at character creation 252 see also Solificati Christ/ Jesus 123, 145, 150-151, 193, 220-221, 227, 229, 231, 236, 317, 370, 531, 531, 597 chronicle (as in Mage game) 20, 23, 260, 263, 335, 339, 342-379 see also Rules Index: Storytelling clone(s) 167, 174, 180-181, 186-191, 296, 304-305, 315, 324, 553, 579, 590, 593, 624, 627, 663 see also Black Suit, construct, Progenitors, Victors coincidental magick 63-64, 122, 178, 290- 291, 293, 324, 371-374, 413-416, 498, 500-501, 561-562, 572, 611-617, 651, 664 coincidental vs vulgar 530-535, 547, 572 see also Axis of Coincidence, vulgar magick, witness, and Rules Index: Magick Systems conjunctional/ combined Spheres Effect 69, 498, 511 Consensus, the/ consensual reality 48, 61-63, 71, 78, 92-93, 110, 112, 122-123, 168-170, 178, 185, 194, 227, 235-237, 239, 242, 324, 525-526, 531-534, 549, 554, 588, 595, 603, 645 consor 141, 651 see also acolyte, extraordinary citizen Control 169, 72, 179, 184-185, 376 Construct (Technocratic Realm) 77-78, 169, 174, 177-178, 301, 303, 308-309, 324, 656, 659 as a Background Trait 301, 303, 308-309 see also Chantry construct (artificially constructed person) 174, 180-181, 189-191, 323, 546, 623-624, 627, 650 as a Flaw 647 Convention(s) (Technocracy) 132, 172-173, 186-195, 303, 337, 582, 623 see also Iteration X, NWO, Progenitors, Syndicate, Void Engineers, Technocracy, Tech- nocratic Union Convention of the White Tower, the 125-126, 158 cops (conflicts with) 48, 75, 106, 143, 185, 196, 231, 352, 384, 440, 621, 656, 661 character templates 620-622 Correspondence Sphere, the 64-65, 68, 75, 114, 400, 417, 444, 469, 485, 504, 524, 544, 601, 608 Sphere entry 512-513 Council of Nine Mystic Traditions/ Council, the 127, 136-165, 197, 200-202, 209, 210, 218, 254, 432-433, 482, 585, 663 see also Traditions countermagick 313, 332, 490, 624-626, 645- 645, 647, 652 see also Rules Index: Magick Systems Coyote shaman 2, 153, 326-328, 634, 667 Crafts/ Disparates 41, 120, 127, 130, 135, 138- 139, 171, 233, 251-252


Index 691 see also Disparate Alliance, Disparates crazy wisdom 153, 561, 665 as a practice 574, 576 Crowley, Aleister 41-42, 46, 55-56, 58, 143, 159, 284, 617 Cult of Ecstasy, the/ Ecstatics 71, 100, 131-135, 152-153, 200, 209, 576, 598, 600 at character creation 251 cybernetics 57, 175, 180-183, 186-187, 288, 295-296, 312-314, 416, 447, 519, 521, 551, 589, 593, 602, 609, 623-627 as Devices/ Enhancements 657-660 as a practice 576-577, 582, 608, 623 cyborg 19, 61, 167, 180-181, 186-187, 228, 295-296, 306, 312-313, 315, 317, 366, 409, 421-422, 440, 453, 546, 576, 600, 609, 614, 623, 648, 657-660 character template 623-624 see also cybernetics, Enhancement Daedaleans 126-132 see also Order of Reason Data Sphere, the 65-66, 189, 467, 485, 512- 513, 582, 602, 608-609, 609 Sphere entry 524-525 datacrawl, the see VDAS Damiana Silverwitch 2, 56, 665 Dalou-Laoshi, the 123, 126, 132 see also Five Metal/ Elemental Dragons Deep Umbra/ Deep Universe, the 92-94, 103, 114-115, 194-195, 225-226, 239, 522, 656 see also Etherspace, Void Demesne 101, 294, 507 as a Background 310-311, 492, 559 Derangements 648-650 Descent 100, 224, 338, 367, 570 see also Ascension, Nephandi Device (technological Wonder) 175, 177, 290, 296, 312-313, 321-322, 325, 328, 461, 464, 476, 521, 592, 623-626, 651-653 see also Wonder(s), and Rules Index: Wonders Digital Web, the 87, 92-93, 102-109, 147, 155, 175, 198, 229, 289, 315, 374, 399, 431-432, 481, 485, 490, 492, 494, 570, 590, 602, 609, 615, 629, 638, 659 rules systems 465-473 spirits (memophores) 638-639 see also Rules Index: Dramatic Systems (Digi- tal Web) Dimensional Anomaly, the 135, 169-170, 172- 173, 178-179, 186, 473, 525-526, 605 see also Avatar Storm Dimensional Science 65-66, 71, 88, 90, 92- 94, 187, 289, 319, 324, 417-417, 484, 505, 512, 602, 605, 602, 605 Sphere entry 525-526 Disconnection/ Disembodiment 88-89, 93, 112-113, 475, 483, 526, 643-644 Disparate Alliance, the 2, 9, 120, 176, 196- 223, 251-252 see also Ahl-i-Batin, Bata’a, Children of Knowledge, Crafts, Disparates, Hollow Ones, Kopa Loei, Orphan, Ngoma, Sisters of Hyppolyta, Taftani, Templars, Wu Lung overview of 196-223 Disparate, Disparates, the 19, 38, 41, 45, 120, 127, 130, 135, 138-139, 141, 196-223, 226- 227, 377 see also Crafts, Disparate Alliance, et al Do (Akashic Art of) 148-149, 281, 292-293, 580, 607 as a practice 415, 580 as a Talent 292-293 as combat techniques 424, 426-430 see also Rules Index: Combat Doissetep 19, 49-52, 105, 110, 112, 122, 125, 127, 135-137, 139-140, 142, 147, 158-159, 227, 466, 528, 561, 615 see also Future Fates Dream Realms 92, 101, 239, 243, 311, 553 see also Demesne, Maya Dreamspeakers/ Kha’vadi, the 88, 127-136, 154-155, 199, 212, 233 at character creation 251 drugs/ entheogens (metaphysical uses of) 88- 89, 152-153, 206-207, 215, 258, 264, 300, 306, 441-444, 573-574, 576, 600, 626, 646 as an instrument 591 see also Rules Index: Dramatic Systems (Com- bat) Dynamism 21, 44-45, 183, 235, 491-492, 628 see also Essence, Metaphysic Trinity echoes (of Resonance) 276, 333, 561, 646- 647 see also Merits and Flaws, Resonance, and Rules Index: Character Creation (Traits) EDE/ Extra-Dimensional Entity 89, 171, 486, 525 see also spirit(s), Umbrood Effect (magickal) 57, 62, 66-67, 257, 281, 286, 290-291, 293, 307, 328-329, 333, 427, 498, 508-510, 528-617, 601-602 see also Rules Index: Magick Systems egregores/ thought-forms 574, 548-500 Eidolon 45, 183-184, 266 see also Avatar, Essence eight limbs of Do 292, 294, 427-428 see also Do elemental spirits 315, 356, 439, 636-638, 486, 495 578 character templates 636-638 Enhancement/ enhancement 169, 175, 180, 187, 331, 447 as a Background Trait 312-313, 324, 327, 331, 333, 548, 623, 642, 648-651, 652 as biotech/ Devices 657-661 see also Rules Index: Character Creation (Traits) Enlightenment 45, 173, 175-179, 183-185, 236 as a character Trait 328-329, 415-416, 498, 501, 627 as a Devices Trait 652, 655-659 see also Arete Enlightened Anthropic Principle, the 93, 185, 526 see also Anthropic Principle Enlightened Science 168-171, 174-176, 179, 183-185, 303, 324, 328, 376, 531, 596, 601-607 Entropy (principle) 21, 44-45, 91, 235, 480, 491, 614 see also Metaphysic Trinity Entropy Sphere, the 65, 68-69, 407, 417-418, 430, 478-480, 485, 491, 601, 603 Sphere entry 514-515 Environmental Hazards 282, 285, 359, 413- 414, 417, 431, 435-444, 454-457 see also Rules Index: Dramatic Systems (Combat) ephemera 88, 418, 475, 488-495, 511, 518, 521-522, 608 Epiphany, the 44, 183-184, 368 Essence (Avatar) 44-45, 366-367 as a character Trait 248, 250, 254-255, 266-267, 338 Etherspace 93, 113, 552, 615 see also Deep Umbra Euthanatos/ Euthanatoi/ Chakravanti/ Thana- toics, the 2, 88, 100, 112, 122-123, 127-135, 139, 146, 156-157, 227, 478-481, 558, 586, 600 at character creation 251 Everdeen, Katniss 295, 352, 419, 616 extraordinary citizen 76, 133, 172, 175-176, 178, 447, 462, 532-533, 623, 651 character templates 623-624 explosives 299, 437-438, 455 Demolitions Trait 299 faeries/ fae, the 40, 47, 57, 92, 101, 120, 236, 300, 379, 442, 507-508 Fallen, the see Nephandi familiar 302, 314-316, 323, 331, 356 as a Background Trait 302, 314-316, 323, 331, 355, 477, 479, 618 see also Rules Index: Character Creation Fetish 328, 489, 508, 522, 651-652, 662 see also Wonder(s), and Rules Indexes: Character Creation and Wonders First Cabal, the 127, 130, 135 Five Metal/ Elemental Dragons, the 126-132, 607 see also Dalou-Laoshi focus (magickal) 61-64, 147, 232-233, 256, 259, 261, 264, 281, 283-285, 287, 307, 312, 329, 335, 337, 339, 413-417, 427, 498, 500 examples of 627-631 for Marauders 256, 259, 261 for Nephandi 242-243 rules systems 503, 529-530, 535-536, 565-600 in character creation 256, 259, 261 Storytelling 371-375 see also the two-page spreads for each group, and Rules Index: Magick Systems (Focus and the Arts) Forces Sphere, the 65, 69, 413-414, 422, 456, 485, 601-605, 607 Sphere entry 515-516 Fragile Path, The 34, 38, 50, 116, 380 see also Path Frankenstein/ Frankensteinian 190, 243, 265, 319, 589, 647 Friends of Courage, the 176, 185, 362, 377, 607 Future Fates 22 The Ascension War 41 A Technocratic Upgrade? 185 Cell Phones and the Internet 106 Chantries and Horizon Realms 78 The Dimensional Anomaly and a “Kinder, Gentler Technocracy” 169 Doissetep and The Great Betrayer 50 Hollow Treachery? 201 The Horizon War, Doissetep, and the Storm 110 In Secrecy, This Infection… 170 Nephandic Victory…? 233 The New Millennium 77 The Reckoning and Sixth Age 135 The Reckoning, the Gauntlet, and the Avatar Storm 82 The Sphinx 144 The Spirit-Nuke 99, 110, 135, 169, The Technocratic Paradigm 63


692 Mage: the Ascension 20th Anniversary Edition The Traditions 137 Galatis, Antonios Rave-N 2, 389, 668 gate/ gateway 358, 508-509, 542, 545 see also portal Gauntlet, the 82-83, 86-89, 91-93, 103, 109, 113, 123, 171, 194-195, 236, 319, 324, 418, 474-495, 521-522, 525-526, 544, 551, 605, 608, 613, 639, 641 crossing rules 475 Gauntlet Ratings 484, 505 see also Rules Indexes: Dramatic Systems (Otherworlds) and Magick Systems genegineering 190-191, 295-296, 313, 623- 624, 657-660 Genius, the 43, 45, 60-61, 183-184, 266, 305, 338-339 as a character Trait 250, 254, 257, 259, 262-265, 305-306 see also Avatar, and Rules Index: Character Creation ghosts/ wraiths 47, 88, 94, 96, 99-100, 102, 300, 418, 454, 476, 478, 480, 507-508, 553, 641 Ghost Realms 88, 110 Gilgul 50, 52, 142-143, 522, 546 Golden Rule, the (in WoD terms) see Rules Index: Game Systems Goth (it had to be in here, after all…) 208-209, 258, 319, 558, 578, 667 Gnosticism 39, 105, 243, 466, 569-570 Grand Convocation, the 127, 158, 212 Great Whiteout of 1997, the 105, 466-473 Harbingers of Avalon, the 176, 185, 607 see also Navalon Harry Potter 46, 78, 159, 318-319, 351, 353, 534, 588-589, 594, 600 hedge magician/ hedge wizard 40, 57, 120, 532 High Ritual Magick 62, 125, 159, 213, 256 as a practice 578, 583 High/ Astral Umbra, the 87-88, 91-92, 94, 101, 474-485 Hippolytoi see Sisters of Hippolyta HIT Mark 167, 169, 175, 180-181, 193, 259, 356, 361-362, 421, 452-453, 546, 548, 614, 616, 624, 657, 661-662 character templates 624-626 hobgoblins 51, 506, 554, 556, 559 see also Paradox, and Rules Index: Magick Systems (Quiet) holidays (metaphysical significance of) 86, 590-591, 614 Hollow Earth, the 92, 103, 112 Hollow Ones/ Hollowers, the 133, 139, 197- 199, 201, 208-209, 377, 558, 568, 578, 655 at character creation 252 hope (importance of) 19-20, 76, 246, 365, 379, 668 Horizon (seat of the Traditions) 110, 127, 135, 137, 139-140, 143, 145, 147, 198, 201, 227, 377 Horizon(s), the 92-93, 103, 109-114, 171, 178, 225, 228, 522, 552, 615 Horizon Realm/ Horizon Construct 48, 78, 93, 110-112, 129, 135, 140, 168-169, 177-179, 194-195, 483, 546, 615, 663 Horizon War, the 22, 110, 135, 198 hubris 43, 59, 120, 313 hypereconomics 192-193, 299, 322, 526, 595 as a practice 322, 526, 573, 596 hypernarrative 61, 503, 603 see also Mythic Threads hypertech 167-195, 296-297, 312-313, 495, 586, 606, 623-626 as a Knowledge 296-297 as a practice 579 as Devices 655-663 icons (Digital Web) 107, 109, 467-468 I must be out of my mind 287, 387, 600, 665 Initiate/ initiate/ initiation 46, 141, 175-176, 319, 328 see also the two-page spreads for each group initiative (game system) 399-400, 410, 416 see also Rules Index: Combat Inner Circle, the 134-135, 168-169, 171-172, 178-179, 180, 185, 229, 233 instrument (magickal) 61-62, 256, 259, 264, 281, 287, 324, 329, 335, 339, 503, 529- 530, 565-600, 657 common instruments 588-600 see also focus, paradigm, practice, and Rules Index: Magick Systems Internet, the 75-77, 81, 87, 92, 103-109, 155, 164-165, 175, 184, 197, 205, 228-229, 231, 283, 287, 291, 315, 318, 349, 356-357, 368, 379, 399, 431, 465-473, 575, 584, 589, 594, 602-603, 608, 617, 638, 659 see also Digital Web Iteration X/ Iterators 105-109, 132, 169, 172, 186-187, 295, 465-473, 576, 596, 623-626, 636, 656 at character creation 251 Ivory Tower, the 130-132, 172-173, 184, 188- 189 Jhor 88, 478, 480, 514, 558, 560-561 “k” (that fucking pretentious) 3, 41, 57, 500, 664 Kha’vadi, the 146, 154-155 see also Dreamspeakers King Arthur 125, 176, 200, 317 see also Avalon, Navalon Kitab al-Alacir, the 122, 160-161 Kopa Loei, the 198-199, 210-211 at character creation 252 Kuei Lung Chuan/ Dragon Spirit Kung Fu 223, 427 Left-Hand Path 100, 127, 153, 292, 574, 598 see also Right-Hand Path Life Sphere, the 52, 64-65, 69, 313, 334-336, 407-409, 416, 418, 420, 440-443, 456, 485, 551, 601-602, 609-610, 618, 648, 658, 660 Sphere entry 516-517 Loa, the 204-205, 303, 486-487, 574, 583, 597 Low/ Dark Umbra, the 88, 91, 99-100, 474- 485, 514 see also Underworld lucid dreaming 101, 294, 311 as a Talent 294, 492 see also Demesne Mad, the see Marauders Madzimbabwe, the 127, 130 mage/ magus (what is a…?) 18-19, 21, 38-53, 122-123, 233, 305, 498 magick (what is…?) 18, 42, 56-71, 114, 135, 139, 168, 234, 329-330, 498, 565, 587 664 magick rules 498-617 in the Digital Web 469-470 in the Otherworlds 483-484 see Rules Index: Magick Systems maleficia 232-233, 612 as a practice 579-580 Man/ Men in Black see Black Suit Marauders, the 15, 18-19, 38, 41, 45, 51, 60, 101, 110-111, 120, 123, 130-135, 147, 171, 194, 226, 254, 315, 367, 376-379, 407, 491, 506-507, 555-561, 599, 616, 648, 650, 662 as player characters 234, 239-240 characters 628-629 clown-shoes Marauder syndrome 234, 240 Marauder magick 241-242 overview of 234-243 martial arts 62, 280-281, 292, 591, 601-602 as combat maneuvers 423-426 as a practice 415, 580 as a Skill 280-281 see also Rules Indexes: Character Creation and Combat Masses, the 45, 138, 151, 166, 169, 171,176, 184-185, 296, 356, 432, 553, 582, 590, 603, 613, 615-617 character templates 620-623 see also Sleeper(s) Matter Sphere, the 65, 69, 407, 440, 443, 447, 464, 485, 603, 608-610 Sphere entry 517-519 Maya 92, 101, 243, 311 see also Dreaming, Dream Realms Meatspace 105, 107-109, 229, 466-473 medicine work/ medicine people 154-155, 286, 327, 408-409, 441-443 as a practice 581 meditation 281, 312, 320, 369 as an instrument 594-596, 608 as a Skill 281, 596, 609 meme 515, 594, 598-599, 617 Mercurial Elite 146, 165, 466 see also Virtual Adepts Merits and Flaws 242, 248, 307, 313, 317, 327, 387, 407-409, 412, 480, 482-483, 494, 545, 561, 642-651 see also Rules Index: Character Creation Metaphysic Trinity, the 44-45, 266-277 see also Avatar Dynamism, Entropy, Stasis metaplot (that damned elusive) 19, 21-22, 87, 137, 143, 172, 178, 195, 374, 376, 474, 482- 484, 571 see also Future Fates Methodology/ Methodologies (Technocratic) 172-173, 623 Middle Umbra, the 88, 91-92, 94, 97-99, 466, 474-485, 631 microcosm and macrocosm 90, 114-115 Mind Sphere, the 57, 65, 69-70, 277, 287, 310-311, 330, 408, 417-418, 424, 444, 476- 478, 485, 602-608 Sphere entry 519-520 Mirror Zone, the 92, 102 Mokteshaf Al-Hour, the 124-125, 128-129 Moon Paths 90-93, 98, 493 Morrison, Jim 26, 317, 576, 597 Mount Qaf 92, 102, 104, 202, 481 mutual (Technocratic ethic) see unmutual mystics vs technomancers 39, 59-60, 75, 256, 303, 587 Mythic Age(s)/ High Mythic Age 63-64, 123-133, 136, 266-267, 308, 374-375, 575, 582, 613 Mythic Threads 61, 503, 530, 553, 586-588 Navalon 176, 185, 200 see also Avalon, Harbingers of Avalon, King Arthur neotribalist/ neotribalism 146, 258, 306, 600


Index 693 Nephandi/ Nephandus 19, 38, 40-41, 45, 49, 58, 77, 100, 111, 114, 120, 123, 130-135, 139, 142, 147, 169-170, 171, 179, 185, 194- 195, 202-203, 210-211, 219-220, 236, 254, 331, 367, 376-379, 407, 491, 507, 557-558, 570-571, 577, 579, 594, 599, 605-607, 616, 622, 659 as player characters 224 character templates 630-631 overview of 224-233 New Horizon Council, the 137, 144-147, 185 newlife/ oldlife 176-177, 189 New World Order/ NWO, the 129, 132, 150, 169, 172, 188-189, 331, 524, 577, 599, 627, 631 at character creation 251 Ngoma, the 127-135, 159, 197, 212-213, 576 at character creation 252 Night-Folk, the 40, 47, 57, 71, 133, 226, 231, 240, 242, 276, 299, 330, 361, 400, 420, 422, 442, 476, 488, 519, 531-532, 635, 662 counterspelling 546, 610 crossover chronicle 379 Node 78-80, 86, 89, 92, 111-112, 147, 177, 317, 332, 358, 482, 484, 503, 505, 510, 527, 531, 615 as a Background Trait 309, 317, 319-320, 355 see also Rules Index: Character Creation and Magick Systems Null Zone, the 86-87, 92, 101 Old Roads, the see Paths of the Wyck One, the 59, 83, 110, 114, 121, 150-151 Oracle(s) 113, 141-142, 144, 179, 243, 616 Order of Hermes, the/ Hermetics 2, 62, 69, 123-135, 146, 158-159, 197, 206-207, 212, 231, 364, 432-433, 576, 578, 598, 664 at character creation 251 Order of Reason, the 22, 62-63, 113, 125-132, 173, 180, 184, 190, 192, 198, 206, 218, 220, 308, 579, 582, 614 Orphan(s)/ orphan(s) 2, 38, 41, 120-121, 141, 214-215, 254, 578, 655 at character creation 252 Otherworlds, the 22, 71, 78, 81-83, 86-115, 194-195, 226, 239, 259, 284, 289, 399, 470, 602, 605, 608, 644 overview 86-115 rule systems 474-485 travel through 284, 474-483 see also Rules Index: Dramatic Systems (Oth- erworlds Systems) Panopticon (the) 144-145, 169, 175, 624 paradigm 21, 39, 61-64, 76, 147, 184, 232, 243, 285, 324, 329, 339, 361, 367, 372, 432, 524, 529-530, 616-617, 651, 656, 667 common mage paradigms 39, 93, 256, 259, 290, 356, 568-572, and the two-page spreads for each group see also belief, focus, practice, instrument, and Rules Index: Magick Systems Paradox/ Paradox Effect, the 15, 56-59, 62- 64, 114, 134, 171, 174, 177, 179-183, 198, 218-219, 226-228, 234, 238-241, 312-313, 315-316, 323, 331-333, 330, 361, 367, 485, 498-617, 623 as a character Trait 331-333 Digital Web Paradox 467, 470-472 Paradox nullification 315-316, 510, 521, 549 permanent Paradox 312-313, 333, 506, 547-549, 652, 657-661, 663 rule systems 500-501, 506, 547-553 Storytelling Paradox 373-374 Wonders and Paradox , 651-652 see also Rules Indexes: Character Creation (Traits) and Magick Systems (Paradox Effect) paradox of being a mage 42, 53, 56, 58-59, 61, 64, 234-235, 243, 554 paradox of “truth” and “reality” 22, 39, 42, 53, 63, 86, 115, 120, 147, 197, 234-236, 243, 245, 265, 360, 486, 554, 611 see also Rashomon Effect Paradox Flaw 15, 373, 506, 548-551 Paradox Realm 56, 63, 93, 102-103, 227- 228, 331, 485, 506, 549, 552-551, 640 Paradox Spirit/ Paradox Entity 51, 56, 63, 227- 228, 373, 493-494, 506, 549, 552, 635 characters 635, 639-641 Path, the (mage’s journey) 22, 37-53, 183- 184, 214, 232, 235, 237-238, 243, 335-339, 366-371, 566, 666, 668 Paths of the Wyck, the 86-87, 92, 125, 127, 475, 479, 481-482, 615 Pattern (of body, element or substance) 61, 64, 67, 70, 335, 407-409, 436-437, 479, 510, 514-523, 537, 547-552, 551 Pattern Spheres, the 64, 483, 411 see also Rules Index: Magick Systems Pattern Spiders 89-90, 98, 481, 491, 593, 634-636 character template 639 Pattern Web 89-90, 92, 98, 107, 109, 467, 481, 491, 494, 593 Penumbra, the 89-91, 94, 474, 552, 631, 639 Periapt/ Matrix 508, 510, 521, 527, 652, 657 Periphery, the 81-82, 92, 276, 474-475 Pogrom, the 134-135, 168, 171, 197, 202, 376, 661 portal 86, 91, 111-112, 474, 481 see also gate posthuman/ posthumanism 186-187, 465, 589 practice (metaphysical) 61-64, 256, 261, 324, 329, 335, 339, 367, 372, 529-530, 565-586 common practices 573-586 see also belief, focus, instrument, paradigm, and Rules Index: Magick Systems (Focus and the Arts) Precepts of Damian, the 168-173, 183 Primal Utility Sphere 65-66, 70-71, 322, 512, 520, 573, 582, 591, 652 Sphere entry 526-527 Prime Sphere 65, 70-71, 331-333, 407, 418, 420, 440, 464, 484, 545, 549, 591, 597, 601-603, 605, 608-609 Sphere entry 520-521 Primium 313, 420, 545, 625-626, 659 Procedure 166, 168-169, 175, 177, 303, 498, 512, 601-607 see also Rote Progenitors, the 132, 172, 190-191, 233, 295, 569, 623-624, 660-661 at character creation 252 Project Invictus 176, 185, 343, 377, 607 Pure Ones, the 59, 121 Q Division 173, 189, 296, 321-322, 325, 460, 592 Quiet 51, 56, 101, 234, 238-243, 311, 330- 331, 333, 360, 369, 373-374, 444, 471, 480, 550, 560, 565, 614, 649 rule systems 506-507, 554-561 see also Rules Index: Magick Systems (Quiet) Quintessence 61, 70-71, 79-80, 111, 114, 177, 281, 305-306, 316-317, 319-320, 328, 331- 333, 358, 407-409, 436, 476, 478, 507, 591, 597, 598, 609, 615, 652, 668 as character Trait 248, 250, 257, 305-306, 319- 320, 331-333, 507, 510, 543, 545, 549, 557 as a Wonder Trait 652-663 spending/ magick roll 501, 503, 537, 546 see also Node, Primal Utility, Prime Sphere, Tass, Wellspring, and Rules Indexes: Character Creation and Magick Systems Quintessence/ Paradox Wheel 248, 250, 257, 313, 331-333, 548-550, 651-652 see also Paradox Effect (permanent Paradox), and Rules Index: Character Creation (Traits) Rand, Ayn 68, 74, 570-571 Rashomon Effect/ Rashomon Syndrome, the 74 120, 486 Reality (force of/ personification of) 18, 38, 42, 51, 59, 62-64, 79-80, 86, 122-123, 167, 227- 228, 234, 330, 432, 577, 582, 611 reality challenge 356, 432 Reality Deviant/ RD 168, 177, 179, 185, 214, 254, 299-300, 303, 318, 603, 625 reality hacking 164-165, 288, 300, 375, 524-525 as a practice 581-582 reality zones 21, 63, 291, 298, 356, 371, 432, 532, 572, 611-617 see also Rules Index: Magick Systems (Reality Zones) Realm(s) 92-103, 474-485, 522, 539, 615 see also Dream Realm, Horizon Realm, Paradox Realm, et al Reckoning, the 77-78, 82, 134-135, 179, 466, 474, 482-483, 501, 550, 571 Resonance 57-58, 70, 80, 88, 232-233, 243, 305, 307, 319-320, 358, 646-647, 484, 503, 514, 519-521, 549, 535, 554, 555, 558, 560-561, 580, 587-588, 592, 596, 598, 611 as an optional Trait 333, 647 manifesting echoes (Flaw) 484, 561, 646- 647 Storytelling 374 Right-Hand Path 574 see also Left-Hand Path ritual (magickal) 293, 310, 343, 500, 586 rules systems 389, 503, 530, 538-542 see also Rules Index: Magick Systems Rogue Council, the 135, 137, 144-145, 173, 175, 663 Room 101 13, 17, 176, 182, 606, 648 rote 498-499 512, 602 sample list 601-611 see also Procedures, and Rules Index: Magick Systems (Rotes) Rule of Shade, the 140, 142 see also Protocols Sahajiya 127-131, 146, 586 see also Cult of Ecstasy Sanctum/ sanctum 76-77, 323-324, 531, 539, 614, 663 as a Background Trait 323-324, 327, 355, 593 see also Rules Index: Character Creation sanity sinks 236, 238-239, 242, 407, 662 schitzopherenia/ schitzopherenic 41, 234-235, 650 SCIENCE!!! 66, 160-161, 191, 271, 288-290, 464 as practices 574-576, 579, 581-582, 584 Seeking 44, 48, 51, 329, 331, 338-339, 367-369, 407, 444, 477-479, 553, 559-561 see also Rules Index: Storytelling (Seekings) Sending(s) 179, 641 shallowing 86, 92, 474-475, 480 shaman/ shamanism 19, 71, 88, 90, 100, 154, 213, 306, 315-316, 324, 326-328, 576, 600, 633-636, 655


694 Mage: the Ascension 20th Anniversary Edition as a practice 582-583 character template 626-627 Shade Realms 93, 99, 110, 112 Shard Realms 93, 99, 110, 113 Six Degrees of Separation, the 179, 181-183, 302-303, 321-322, 659 Specialties (for character Traits) 274, 284, 288, 453, 461-461 Sphinx, the 137, 143-144 Sleeper(s) 39-40, 60, 62-64, 75, 108, 133, 138-139, 142, 151, 227, 238, 321, 325-326, 328, 356, 370, 432, 465-466, 476, 531- 534, 614-617, 620-623, 656, 668 see also Masses, unAwakened, witness Sleepwalker 40, 81-82, 153, 318, 565 Sisters of Hippolyta 2, 130, 198-199, 216-217, 307, 397-398 at character creation 252 Smith, Pamela Colman 38, 40 Social Conditioning 171, 174, 176-177, 179, 182-184, 187-189, 195, 520, 531, 544, 555, 624 as a Procedure 605-607 Society (Sons) of Ether/ Etherites 66, 103, 125, 132-135, 142, 146, 160-161, 197, 209, 228-229, 289, 296, 313, 582, 596, 615, 636, 659, 661 at character creation 251 Solificati, the 126-129, 159, 197, 206-207 see also Children of Knowledge Sons of Ether see Society of Ether Spheres, the 61, 64-71, 112, 211, 232, 246, 248, 253,283, 303, 307, 318, 328-329, 336- 337, 339, 512-527, 358, 427, 484-485, 500, 567, 601-611, 652, 663 at character creation 253 descriptions of 64-71 in the Otherworlds 484-485, 539 rule systems 512-528 see also affinity Sphere(s), all Sphere entries, Tenth Sphere, and Rules Indexes: Dramatic Systems and Magick Systems Sphere Rank levels 68, 511 spirit(s) 71, 80, 91-92, 94, 96-98, 120, 300, 315, 323-324, 326-328, 417-418, 454, 483, 508 see also Umbrood and Rules Index: Dramatic Systems (Spirit Entities) Spirit Sphere, the 65, 71, 88, 319, 417-418, 443-444, 475, 488-495, 525, 544, 552, 607-609 Sphere entry 521-522 Spirit-Nuke, the 91, 99, 110, 169 Spy’s Demise, the 108, 140 Stasis 20-21, 44-45, 89, 168-169, 235, 491, 639 see also Dynamism, Entropy, Metaphysic Trinity step(ping) sideways 88, 92, 475-476, 484, 521-522, 525 see also Rules Indexes: Dramatic Systems (Otherworlds) and Magick Rules (Spheres) Storyteller, the (what is a…?) 22, 247, 254, 260-261, 265, 335-336, 342, see also Rules Index: Storytelling Storyteller characters 304, 308-309, 315, 318-321, 323, 355-357, 495 storytelling techniques see Rules Index: Storytelling subjective reality 74, 79, 89 Symposium (Technocratic) 177-178, 325 Syndicate, the 128, 132, 170, 172, 192-193, 229-230, 303, 307, 414, 526-527, 595, 599, 660 at character creation 252 Synergy 57-58, 333, 358, 555, 560-561, 615 see also Resonance Taftȃni, the 69, 123, 127-135, 198-199, 218- 219, 575 at character creation 252 Talisman 508, 521, 651-653, 662 see also Wonder(s), and Rules Index: Wonders Tapestry, the 71, 90, 92, 111, 202, 235, 332, 588, 593 Tarot, the 38-53, 61, 137, 215, 267, 286, 533, 588, 590 Tass 79, 316-317, 319-320, 332, 503, 510, 527, 589 techgnosis 39, 105, 466 Technocracy/ Technocrats 18-21, 38-39, 41, 45-46, 51, 65, 75, 77-78, 88, 83, 110, 120-233, 266, 289, 296, 302-303, 313-314, 318-319, 325, 329, 356, 376-377, 447, 452-453, 462, 476-477, 484, 486, 505, 512, 567, 575, 586, 596, 600-607, 609, 612-614, 635-636, 653-661 Background Trait rules 302-303, 321-322, 325 characters 623-626 overview of 166-195 see also Convention, Iteration X, New World Order, Progenitors, Syndicate, Void Engineers Technocratic Spheres 65-66, 512, 524-527 see also Data, Dimensional Science, Primal Utility Technocratic Union, the 132-135, 166-195, 197-201, 210, 222, 229, 251-252, 254, 308, 321, 582, 603-607, 613, 622, 631 see also Technocracy technomagick 57, 310, 312-313, 324, 484, 531-532, 562-563, 582, 601-607, 615, 623 technomancer 39, 57, 63-64, 90, 228-229, 283, 290, 303, 327, 329, 476-477, 567, 580-581, 586, 589, 591, 592, 596, 602, 609 see also hypertech, Society of Ether, Technocracy, Void Engineers, et al Tellurian, the 90, 92 Tempest, the 91-92, 99-100 Templar Knights, the 125, 198-199, 220-221, 229-230 at character creation 252 Tenth Sphere, the 65, 67, 232 Things Man Was Not Meant to Know 331, 369, 402, 493, 555, 607, 648, 662 see also Rules Index: Dramatic Systems (Health and Injury) and Optional Rules Threat Null 169-170, 179, 376 Threefold Return (law of) 80, 550 Three Worlds, the 91-100, 105 rules systems 474-485 see also High Umbra/ Middle Umbra, Low Umbra, Otherworlds Time Sphere, the 65, 71, 358, 389, 399-400, 417, 424, 444, 485, 505, 544, 607-608, 640-641, 665 Sphere entry 522-523 Time Table, the (Technocratic) 130, 168, 173, 179 torture 233, 286, 311, 325, 330-331, 402, 404-405, 580, 606-607, 645, 648 as a Skill 298 Totem (spirits) 94, 308, 326-328, 356, 600, 633-636 as a Background Trait 308, 316, 317, 326- 328, 477, 479, 618, 634-636 characters 633-636 see also Rules Index: Character Creation (Traits) Traditions, the 19-21, 38, 41, 45, 77, 120-233, 251, 337, 374-376 overview of 136-165 see also Akashayana, Celestial Chorus, Council of Nine Mystic Traditions, et al Traits see Rules Index: Character Creation transhumanist/ transhumanism 39, 105, 215, 258, 286, 318, 353, 466, 573, 582 Triangle slave trade, the 128-130, 136, 154- 155, 198, 204-205, 212-230, 583, 616 Trinket 508, 651-652, 653-655 Tucker, SJ/ Sooj 55, 348, 668 Turing, Alan 104, 108, 164, 466 Umbra/ Umbrae, the 87-115, 474-485, 525- 526, 656, 659 see also Otherworlds, Three Worlds, Umbrood, and various Zone and Umbra entries Umbrood 92, 94, 96-97, 399, 477, 485-495, 602 characters 631-641 combat 417-418 rules systems 417-418, 485-495 see also Rules Index: Dramatic Systems (Spirit Entities) unAwakened/ unEnlightened 56, 61, 138, 141, 174-176, 226, 239-242, 304, 306, 310, 318, 323, 632 see also acolyte, consor, extraordinary citizen, Masses, Sleepers Underworld, the 99-100, 110, 112, 157, 478- 481 see also Low Umbra Unity (principle of) 65, 114-115, 129, 131, 171, 185, 197, 202-203, 585-586 Unmutual 181-183, 303, 524 see also mutual vampire(s) 40, 47, 49, 51, 57, 120, 126-127, 135, 139, 156, 159, 168, 226, 299-300, 324, 326, 335, 355-356, 361, 376, 379, 412, 415-416, 438-439, 442, 454, 507-508, 553, 598, 614, 625, 645 Vampiric Lawn Chair (the Notorious) 519, 534, 610-610 Verbena/ Verbenae 19, 79, 127-135, 146, 162-163, 190, 200, 209, 216, 481-482, 585, 598, 667 at character creation 251 VDAS/ Visual Data & Analysis Spectrum 9-10, 173, 182, 602, 623-628, 631 as a Device 655-666 Victoria, Queen 131-133, 160-161, 168, 188, 577, 627 Victors 180-181, 191 character template 624 Vidare 82, 91, 474, 521 Vidare Astral 87, 89, 91, 94 Vidare Mortem 89, 91, 99 Vidare Spiritus 89, 91, 98 Virtual Adepts/ VAs 2, 65-66, 104-109, 134, 137, 142, 164-165, 197, 228, 289, 295-296, 313, 431-432, 465-673, 582, 626-627, 638, 659, 661, 665 at character creation 251 vision quests 316, 574, 576, 600 Void, the 45, 100, 121, 194-195, 225-226, 232-233, 407


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