Council of Dreams (LGBTQ friendly) - Freeform Mage based game - Still Recruiting

Started by Caehlim, September 28, 2014, 02:39:18 PM

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Caehlim



Still Recruiting




Council of Dreams: A Freeform Mage The Awakening Based Game

This game is open to players of all sexes, genders and sexualities, playing characters of all sexes, genders and sexualities with no obligation to play your own.
It is based on the new World of Darkness game Mage: The Awakening but prior knowledge of this game is not assumed and this will be a freeform rather than a system game.

Modern Day Magic

The world appears the same as ours, but magic and the supernatural are hidden behind the regular facts of everyday life unable to be seen by most. A few people, otherwise ordinary everyday folk manage that strange shift of perspective it takes to notice the magic and see that it's everywhere. Once you've discovered magic and become a mage it's hard to go back to ordinary life, knowing that there are secrets, dangers and power out there waiting to be found. Some mages live a double life, one foot in the real world and the other in the strange world of the supernatural. Others give up on the ordinary completely and focus their entire lives on magic.

Regardless of the approach they pick, mages have secrets that they can't share with the ordinary world and to stay sane they need to talk to other people who can understand why you don't want to walk past that strange alleyway at 13 minutes past the hour or why you avoid that neighbour who stays in the house all day and people only see at night. That's where the Consillium comes in, a meeting place for the mages of a city to talk to one another, trade their strange mystical secrets, date someone who doesn't think you're crazy or just play group politics with the other people of real power.

What's the game about?

Your character is a mage, an otherwise ordinary human being who has learned that magic exists and started learning how to use it to cast spells and change the world around them.

The game focuses on your interactions with the other mages living in the city of San Francisco, particularly through the Consillium a regular meeting place for all mages.

There will be player based storylines where you interact with the other mages, including the possibility for hookups and adult interaction but also the politics of power and wrangling for a position on the high council, perhaps even becoming the Hierophant who is considered in some ways the ruler of all the mages in the city.

There will also be GM based storylines where you interact with events going on in the city, having the possibility of investigating supernatural occurrences and working to defend your fellow mages from the threats that are out there hunting for you.

How do we play it as a freeform game?

Assuming there is sufficient interest for this game to be run I will be writing up a vastly simplified explanation of how magic works and it will be played much more loosely, trying to capture the feel of the original game but without worrying too much about the nitty-gritty details. For action scenes or times when the players can't decide between themselves how to resolve an event, any conflicts will be decided by GM adjudication.

What if I don't know anything about mage?

That's perfectly fine. This setting will be based on mage, but again playing much more loosely so that people can interact with it without needing to read a whole bunch of books. I will be posting a lot of world details in a simplified form that people can work with and available to answer any questions. People are free to make up their own minor details as well, without needing to strictly worry if it adheres to cannon.

What's the plan?

First of all, seeing if there's enough interest to run this game. If there is, I will post enough information for people to start making characters and start accepting applications for particular character concepts. Once that's done the game will be played on the forums, it will be posted within the extreme small groups to arrange for a wide range of acceptable content and players will use posting tags and warnings to let people know about more extreme content within the individual posts.

Originally players will not be able to play the Hierophant, as they will be an NPC character. However the early events of the game will focus on the death of the Hierophant, allowing the players to attempt to gain this position in game. This will be one of the earliest major plotlines of the game.

How frequently do I need to post?

Action based scenes (which will be optional to get involved in) will require more frequent posting and will need to be able to be posted in within 2 days, otherwise your action will be assumed by the GM.

Roleplaying based scenes will be handled freeform and not require any specific posting schedule, however please consider the fellow players involved in the scene.

People will be able to be in multiple scenes, so long as their character isn't in two places at once (unless they use magic to do this), with each scene being tagged with the time and location that it's happening at.
My home is not a place, it is people.
View my Ons and Offs page.

View my (new)Apologies and Absences thread or my Ideas thread.

Caehlim


Character Sheet

-- Insert a character image -- (This should be using a photograph, rather than a drawing. Please avoid explicit photos showing genitals, naked photos can be shared later if required.)
True Name : The name the character was given at birth.
Shadow Name : An alias or nickname that the character gives other mages to keep their identity secret.
Age : Character age. (Must fit within Elliquiy's rules for any sexual content).
Sex : Physical anatomy.
Gender: Mental image of their own sex.
Classification : Mage, Sleepwalker
Relationship Status : A discussion of the characters current relationship status, whether they're married, single, dating, etc.

Path : The character's natural gift with magic (details provided below).
Order : The social group of mages that the character associates with (details provided below).

Mundane Occupation/Life : What the character does when they're not involved in the supernatural, you should specify if they're a full-time mage and doesn't deal with such concerns.
Mage Occupation/Life : What the character does within mage society. Rather than specifying your exact rank or position within the Consillium society, it's better to describe roughly what sort of thing they do within the mage community. We can discuss positions once we have more characters available so that it can be selected who ends up in what roles so that it's not a first-come first-served approach to leadership positions.

Height : Normal physical height, possible including their usual stance.
Weight / Body type : Description of their body-type.
Hair : Colour, style and cut of their normal presentation.
Skin : This can include colour, texture and markings.
Eyes : Description of their colour or any other aspect of their appearance.
Distinguishing Features : Any tattoos, piercings, scars, etc.
Standard Clothing : While this may vary, just a quick discussion of their usual manner of dress can help people where it's not specified in a scene.
Face Claim : What model are you using?

Likes : Non-Sexual.
Dislikes : Non-Sexual.

About : Information about your character's history, personality and beliefs. Anything in here should be considered private knowledge IC and only known if it has been shared with you.

Reputation : The information that is known about your character within the Consillium. If this would be different for different groups please specify. Information in here is allowed to be known by others IC.

Sexuality : This is the character's sexuality. Feel free to include comments here about what sort of people they would choose.
Player Sexual On's and Offs : Your personal ons and offs, these need to be respected by anyone roleplaying a scene with you. A link to your O/O page is acceptable.
Character Ons : What your character enjoys, by default these don't need to be followed by others unlike your own personal ones. Please note if anything requires OOC discussion or permission however and this must be respected.
Character Offs : What your character doesn't enjoy, by default these don't need to be followed by others unlike your own personal ones. Please note if anything requires OOC discussion or permission however and this must be respected.

Player : Your Elliquiy username for record keeping ease.

Magical knowledge An experienced character can have up to 9 levels in the different types of magic. Younger or more inexperienced characters can be made with less. Sleepwalkers do not possess any magical knowledge at all.

Time : Apprentice/Initiate/Disciple/Adept/Master
Fate : Apprentice/Initiate/Disciple/Adept/Master
Space : Apprentice/Initiate/Disciple/Adept/Master
Mind : Apprentice/Initiate/Disciple/Adept/Master
Life : Apprentice/Initiate/Disciple/Adept/Master
Spirit : Apprentice/Initiate/Disciple/Adept/Master
Matter : Apprentice/Initiate/Disciple/Adept/Master
Death : Apprentice/Initiate/Disciple/Adept/Master
Forces : Apprentice/Initiate/Disciple/Adept/Master
Prime : Apprentice/Initiate/Disciple/Adept/Master


[float=right][img height=350]Insert your image link here[/img][/float]
[b]True Name :[/b]
[b]Shadow Name :[/b]
[b]Age :[/b]
[b]Sex :[/b]
[b]Gender:[/b]
[b]Classification :[/b]
[b]Relationship Status :[/b]

[b]Path :[/b]
[b]Order :[/b]

[b]Height :[/b]
[b]Weight / Body type :[/b]
[b]Hair :[/b]
[b]Skin :[/b]
[b]Eyes :[/b]
[b]Distinguishing Features :[/b]
[b]Standard Clothing :[/b]
[b]Face Claim :[/b]

[b]Likes :[/b]
[b]Dislikes :[/b]

[b]About :[/b]

[b]Reputation :[/b]

[b]Sexuality :[/b]
[b]Player Sexual On's and Offs :[/b]
[b]Character Ons :[/b]
[b]Character Offs :[/b]

[b]Player :[/b]

[u]Magical knowledge[/u] [i]An experienced character can have up to 9 levels in the different types of magic. Younger or more inexperienced characters can be made with less. Sleepwalkers do not possess any magical knowledge at all.[/i]

[b]Time :[/b]
[b]Fate :[/b]
[b]Space :[/b]
[b]Mind :[/b]
[b]Life :[/b]
[b]Spirit :[/b]
[b]Matter :[/b]
[b]Death :[/b]
[b]Forces :[/b]
[b]Prime :[/b]



Paths


Each mage experiences their own personal vision of the magical world that shapes what kind of magic they can do. There are five different paths which mages can walk. This is not a choice the mage makes themselves, but something decided by their own inner nature.




AcanthusMastigosThyrsusMorosOubrimos
Mages who see a vision of Arcadia, the faerie world built of stories and outside of time.Mages who see a vision of Pandemonium, a strange hellish world where torment is used but in order to heal broken souls.Mages who see a vision of The Primal Wilds, a shamanistic world of spirits and pure life energy.Mages who see a vision of Stygia, the underworld of death and wealth.Mages who see a vision of The Aether, a seemingly heavenly world of raw energy and magical power.
Fate Magic
The power over luck and probability allows an Acanthus to make events work out well for their friends, while placing curses upon their enemies. It also allows them to perceive the mysterious forces of destiny at work within the world.
Time Magic
The power over time itself allows the Acanthus to see the future and the past, while true time-travel is impossible the flow of time can be altered to fit days of work into a single hour, or to make an entire day pass in the blink of an eye.
Mind Magic
The power over the mind of humans and other intelligent beings allows a Mastigos to be charming or terrifying, manipulating memories, thoughts and emotions magically.
Space Magic
The power over space allows a Mastigos to see distant events, move objects or people from one place to another and to see the invisible links between people and the things they most care about.
Spirit Magic
The power over the spirit world allows a Thyrsus to see spirits that move about in the world, exorcise them from those who are possessed or even cross the boundary between worlds into their own separate realm
Life Magic
The power of life allows a Thyrsus to both heal and harm living creatures but also to change them or make them faster or stronger.
Death Magic
The power over death allows a Moros to control decay, crumbling objects to ash or manipulating shadows. They can also perceive ghosts that still linger in the world and can communicate with them eventually controlling or shaping them.
Matter Magic
The power over solid matter allows a Moros to transform objects like the alchemists of old, reshaping physical matter however they wish and strengthening or repairing objects.
Prime Magic
The power over the energy of magic itself allows an Oubrimos to counter and destroy the magic of others, to save up magical energy to enhance spells and to manipulate the workings of existing magics.
Forces Magic
The power over all types of energy allows an Oubrimos to bend light, movement and heat to their will using lightning to strike down their enemies or shaping the weather itself.


Orders


Mages have cliques just like everybody else, and while it may not have anything to do with their powers or magic, it's an important part of mage society to know what group you hang out with.


Silver Ladder
The power players and politicians of the magical world. They try to keep principles of law and order intact so that you don't just have hundreds of powerful mages all running about doing their own thing. Sometimes people find them overbearing or controlling but without them the Consillium probably would have fallen into complete chaos a long time ago.
Mysterium
Some people value magic for its own sake, rather than what it can be used for and they tend to collect together within the Mysterium. They practice secret rituals and initiations to celebrate magic itself and gather whatever knowledge they can find. Sometimes seen as the geeks and nerds of the magical world, their knowledge is often the most extensive however.
Guardians of the Veil
A group dedicated to keeping magic secret and safe, they try to police responsible use of magic amongst other mages. While sometimes people see them as taking away the fun of magic they do it working for the benefit of all mages.
Adamantine Arrows
Some people like a good challenge and a fight. The adamantine arrows take up the fight to defend mages against their enemies and sometimes to protect the regular humans from the dangers of the supernatural world. While sometimes people see them as violent thugs, they devote themselves to the safety of others.
Free Council
Not everyone is a joiner and there have always been independent mages out there just trying to get by. With how dangerous the world is though, they've started to come together and work as a group of individuals. They're often the most innovative of mages and challenge the old traditions, however they're barely even recognized as a group at times.


Magical Knowledge


It takes time, practice and discovering secrets to increase your power with magic. Your character will begin with a certain level of knowledge and power that you choose. This applies across all types of magic that your path gives you.

Apprentice: An apprentice mage is only just beginning to learn. They know three types of spells they can cast:

Compelling
Compelling magics, which are almost always covert in their Aspect, can actually be a bit tricky to categorize at times. In general, if a given effect subtly influences a simple phenomenon without harming it, granting it the ability to directly cause harm, or fundamentally altering its nature, then the effect is quite probably a Compelling effect. Such spells can almost always be written off as natural or probable by a Sleeper, even if the spells’ effects are directly witnessed: the room seems darker and spookier than it should, but (probably) not unnaturally so, or the guy behind the desk just seems to have a natural knack for multitasking and so on. Overall, spells of the Practice of Compelling are the most surreptitious of the magics used to directly affect the world, interacting with its people, places and things through the use of the Arcana alone.
Knowing
Knowing magics reveal subtler information than those found within the Practice of Unveiling. While Unveiling imparts sensory knowledge, Knowing allows a willworker to delve into the lore of the Mysteries. By casting magics of the Practice of Knowing, a willworker can discern the health of a human soul, detect the presence of conscious thought or even learn the qualities of an unknown relic of sorcerous power. Such spells not only answer questions for the Awakened, but also help them to discover the right questions to ask. Such magics are equally useful to spies, investigators, socialites and warriors, bestowing awareness beyond the ken of ordinary thought. An important detail to note is that Knowing magics specifically do not bestow sensory information upon the mage. The Practice of Knowing deals in facts, not the senses. A mage who casts a Knowing spell simply acquires knowledge thereby, rather than perceiving phenomena that must then be analyzed. A mage doesn’t always understand what Knowing spells help her to learn, but she receives the information directly, without the need for interpretation. What she makes of that knowledge, however, is up to her.
Unveiling
Unveiling, almost always of covert Aspect, is one of the simplest classifications for new spells. If a mystic effect imparts sensory perception of the phenomenon in question to the mage, then it is an Unveiling effect. These magics include the revelation of Resonance, the ability to communicate directly with otherworldly beings and the like. Some Unveiling effects can be scaled up to Initiate level, allowing them to be cast upon others.
Given the fact that Unveiling magics reveal Resonance to mages, the spells of this Practice are probably some of the most useful in any mage’s repertoire. The importance of being able to perceive Resonance cannot be overstated. Such a sense enables a mage to detect the passing of other willworkers, to learn the specific “signature” of a spell and to otherwise discern the presence of otherworldly phenomena (or even just exceptional occurrences of mundane ones). And, as each Arcanum’s Mage Sight imparts a different sense for Resonance, there is a reason to learn each of them.

Initiate: An initiate mage has started to be able to cast spells of more power. They learn three more types of spells they can cast.

Ruling
Ruling magics are typically elementary manipulations that do not necessarily stray into the realm of obvious magic. Even the vulgar effects within the Practice of Ruling can usually be readily concealed from Sleepers, even when cast in their presence. (Provided, of course, that the casting willworker is able to exercise a bit of forethought and restraint.) With Ruling spells, a mage can accomplish basic feats that fall under the purview of an Arcanum: subtly sculpting basic forms of energy, imparting a few quick telepathic words of warning, nudging probability a few degrees in a desired direction. While a few Ruling spells create somewhat grander effects, these are the exception, rather than the rule.
Shielding
The Practice of Shielding, which is almost always covert in its Aspect, is also quite simple and straightforward. If a magical effect protects the character, then the spell belongs to the Practice of Shielding. As a Disciple spell, a Shielding effect can be cast upon another target. Any mage who engages in combat on a regular basis (or who, because of position or even just paranoia, fears being attacked) has a use for Shielding spells. In fact, it’s doubtful that the Adamantine Arrow as an order could have survived to the modern day without the existence of the Practice of Shielding. Some of the most treasured of Artifacts and Imbued Items are enchanted with Shielding magics. Quite simply, no willworker with an ounce of good sense turns up her nose at the idea of a little extra protection.
Veiling
Veiling effects conceal the phenomena encompassed by a given Arcanum, or use such phenomena to grant camouflage or concealment. At this level, the mage’s scope of effect is small and/or otherwise limited. In general, the larger or more complex the creature, place or thing to be affected, the more knowledge the mage needs in the appropriate Arcanum. In other words, it’s usually harder to cast Veiling spells on a moving car than on a stationary chair, and easier to cast them on a houseplant than on a human being.

Disciple: A disciple mage has started to learn dangerous magic. Another three types of spell become available.

Fraying
The Practice of Fraying is where the offensive magics truly begin. While some lesser hurts can be caused by magic before this point, Fraying is the least refined Practice almost wholly dedicated to the art of destruction. When used to directly inflict harm, Fraying spells more easily inflict minor injuries and are more likely to overwhelm and hurt than kill. (Indirect harm, however, can come in other forms; a mage using a Fraying effect to erode the welds holding part of a large jagged metal sculpture together, dropping it into the head of an attacker, will likely cause lethal damage, instead.) Of course, Fraying magics need not directly hurt anyone or anything. They can also be used to damage less tangible things (such as by hindering a subject’s chances of success at an endeavor or dissolving magical energy).
Perfecting
Perfecting effects are used in the process of refinement and, often, of mending. Essentially, spells intended to make a thing better (whether in terms of improving functionality or in terms of repair)usually belong to the Practice of Perfecting. While some Perfecting spells restore health (whether to corporeal entities or those of a more ephemeral nature), others mend broken objects, and still others expand upon the natural capabilities of creatures or things. In some respects, Perfecting magic is the opposite of that learned within the Practice of Fraying.
Weaving
The Practice of Weaving tends to be the catchall for third-dot effects that don’t fit into either Fraying or Perfecting, or a more advanced application of a lower-dot Practice. In terms of mechanics, spells that alter capabilities or somehow otherwise change the function of a thing without fundamentally transforming the nature of that thing are Weaving spells. This is a broad definition, and can be a bit hard to adequately categorize, since there are so many things that Weaving effects can conceivably do.

Adept: An adept mage has an almost complete understanding of a type of magic. They learn two more types of spells.


Patterning
Patterning is probably the most versatile of all of the 13 Practices. The effects of Patterning span a broad scope of possibilities. Patterning magics run the gamut: if a spell doesn’t create, destroy
or influence a phenomenon, then the spell is probably a Patterning effect. Patterning spells can alter phenomena between roughly related types, or redefine the parameters of said phenomena, sometime even into configurations not normally found within the Fallen World. Memories can be altered, inert materials changed in shape or quality or the flow of time itself made to skip forward suddenly or to cling to an individual, causing her to temporarily “lag” behind its normal flow. Such spells represent the greatest possible degree of facility in manipulating objects, entities or other phenomena without actually being able to create such things out of nothingness, or to reduce them to the same.
Unraveling
Unraveling magic is more than merely destructive — that is the province of the Practice of Fraying. What Fraying does with a blunt instrument, Unraveling does with a scalpel. Unraveling can work on a finer scale, creating nuanced forms of harm that don’t necessarily rely purely upon pure stopping power. Unraveling spells can hurt the knowledge or ability of others, or the capacity of a phenomenon, as well as simply inflict damage.

Master: A master mage has complete knowledge of a type of magic. They learn the final two types of spells.


Making
Spells from the Practice of Making give a willworker nearly godlike power. Such mages can craft phenomena out of nothing, and can generate things that otherwise cannot exist within the
rude confines of the Fallen World. Few Awakened in this age manage to attain this degree of knowledge and comprehension for any Arcanum.
Unmaking
Spells from the Practice of Unmaking are terrifying to behold. They eradicate matter, dissolve flesh and rend asunder the very threads of space and time. More destructive in a way than even the most powerful nuclear bomb, Unmaking effects cause things to completely cease to exist.

Note to people who have played the original game: Don't worry too much about the exact ratings for spells from the original game, we'll just go with the simplified ideas from above.
My home is not a place, it is people.
View my Ons and Offs page.

View my (new)Apologies and Absences thread or my Ideas thread.

Caehlim

A short history of the setting

Mages have always been around, those people who know a little more than they should and seem to be able to do things that no one else can. However a long while back (no one really knows the exact details, doesn't stop them arguing though), a lot of mages all gathered together in the city of Atlantis and worked together sharing and swapping their information. With the combined magical knowledge they figured something out, there was a way to make mages into gods. They decided "what could possibly go wrong" and built something called the celestial ladder to make this happen. Unfortunately the first people to use it said "wait, why should we share this with everyone else" and blew the island of Atlantis up, trying to hoard all the magic of the world to themselves. The survivors scattered across the world and taught their secrets of magic down through the generations, creating a common background to all magic practiced everywhere in the world.

At least that's what the legends say.

How magic works
Most of the time, you'll be expected to just describe your own magic and choose what sort of consequences and effects are appropriate. If you're using magic against another player's character try to agree with them OOC on what sort of result should occur. If you're ever unsure or unable to reach a decision with the other player just contact me and I can approve any effect. This isn't a game about god-modding, and you should use magic as appropriate to add to everyone's experience of the story.

Magic doesn't work well in front of normals: Having magic lets you do some awesome things, but unfortunately it only works well in secret. When mortals are watching you, you can usually only do subtle magic that they won't notice or will just pass off as a weird coincidence. This is called disbelief. You can use more obvious magic in front of ordinary people, however the effect will be much weaker and require everything you can muster to make it work. It also gives you much nastier consequences. Finally most people have a natural subconscious tendency to explain way what they can and forget everything else. Active spells slowly begin to fail if they're witnessed by an ordinary person.
Powerful magic has bad consequences: When you push magic too far and try to change things too much, reality pushes back and inflicts bad consequences on you. This might range from a nasty headache for something small all the way to summoning a demon to torment you for much more powerful magics. This is called paradox. Fortunately there's a way around this, if you cast spells in a place of magical power there's no limit to how much magic you can use and you won't suffer from any paradox. If you construct a tool of some sort to help wield your magic (wands, coins, cups and blades are very common, but it can be anything appropriate to your character) then the effect of paradox is slightly less.
There are magic words: Mages who join one of the five orders get taught Atlantean, the old magical language used on Atlantis. No one speaks enough of it to hold a conversation anymore, but a few words of power can make spells stronger. Normal people can't learn Atlantean but they always recognize it as sounding strange and mystical.
Magic works at a distance: You can even cast spells on people or objects that are in distant places, however you need a magical link between you to do this. Knowing a person's true name (what they were named by their parents at birth) or having something that comes from their body (such as hair, blood, fingernails) is always enough unless they're behind a magical ward. If you don't have either of the above you need any two of: An accurate picture, An object that's important to them, Strong shared emotions between you or knowing where they are currently. This is called Sympathetic Magic. It's always harder to cast and is more likely to cause paradox, even if the effect is relatively subtle.

A simple guide to the enemies of mages

Seers of the Throne: This group of people try to follow in the footsteps of those first Atlantean mages who became gods and tried to control all magic themselves. Some say they worship those gods. They try to make sure there are no other mages in the world. Very organized and there are perhaps as many of them out there as there are of the five orders of mages.
The Scelesti: A cult of mages who worship strange and dark beings from beyond reality.
Banishers: Mages who can't handle the existence of magic, they believe that all magic is evil and try to hunt down other mages.
The Mad: Individual mages whose minds have snapped so badly that they don't even recognize reality anymore. Unfortunately their magic lets their insanity leak out into the world twisting and corrupting it to support their delusions.
Reapers: Mages who are so desperate for immortality that they gain it by eating people's souls. The problem is that they need to keep doing it just to stay alive, and normal people's souls just aren't as nourishing as another mage's soul.
My home is not a place, it is people.
View my Ons and Offs page.

View my (new)Apologies and Absences thread or my Ideas thread.

Kythia

242037

CShades

I don't know where I'll find the time, but...

*Reserved for some sort of a Thyrsus GotV person with a thousand faces*

"The next time I kill you, I promise you the labyrinth that consists of a single straight line that is both invisible and endless" ~Jorge Luis Borges.

AndyZ

It's all good, and it's all in fun.  Now get in the pit and try to love someone.

Ons/Offs   -  My schedule and A/As   -    My Avatars

If I've owed you a post for at least a week, poke me.

Caehlim

Awesome, thankyou for your interest so far.

I've put a bit more information up above in the worldbuilding/character creation section as well which should show how I'm working with simplifying the rules and setting a bit.
My home is not a place, it is people.
View my Ons and Offs page.

View my (new)Apologies and Absences thread or my Ideas thread.

Rajah

Quote from: Caehlim on September 28, 2014, 04:25:17 PM
Awesome, thankyou for your interest so far.

I've put a bit more information up above in the worldbuilding/character creation section as well which should show how I'm working with simplifying the rules and setting a bit.

Is it a hard rule that vulgar magic cannot risk disbelief at all? IE, no just eating the Paradox and accepting damage to your Pattern?

Interest in a third-Arcanum-is-Mind Acanthus of the Silver Ladder.

As a possible resource for folks with an interest, here's the game's complete list of spells in referential form - the short descriptions give you a somewhat better idea of what kind of things fall where in terms of Arcanum and rating. Note that the rote pools are optional even in the system game; they represent particular ways mages commonly think about their magic (IE, damaging the mind being related to aggressive social interaction or working with magical constructs being similar to working with every day tools) rather than absolute cases. Having a frame like that in the system game makes your magic more precise and effective, but most people only have a handful of spells at that level of practice and cast all the rest "improvised."
"They say even the proudest spirits can be broken...with love."

-The Beldame (CORALINE by Neil Gaiman)

Interdiction of words

Posts are currently: Medium
Darn work and school is getting in the way. I will get posts out as fast as I can but it is going to be hard on me as for you.

Oh my, I haven't posted on our thread? PM me or check out my A&A


Divine Tenacity

I must say, I am quite interested.

Placing a coin down to express my interest. :P
Group Games: 0 (pending) | Solo Games: 2  | Post(s) Owed: 2

Check out my Request Thread!

Etherealgirl

This looks interesting. I only have experience with Vampire: The Masquerade and Werewolf: The Apocalypse, but I love World Of Darkness settings.

MrAlanNH

Expressing interest.  Very tentatively; Moros (matter) of the Free Council.

AndyZ

Maybe I better lay a claim to an Obrimos Mysterium while people are still deciding.

If we want to give simplify the system, I would personally recommend giving everyone two or three arcana, with no more than one arcanum being outside the path forte.
It's all good, and it's all in fun.  Now get in the pit and try to love someone.

Ons/Offs   -  My schedule and A/As   -    My Avatars

If I've owed you a post for at least a week, poke me.

Interdiction of words

Posts are currently: Medium
Darn work and school is getting in the way. I will get posts out as fast as I can but it is going to be hard on me as for you.

Oh my, I haven't posted on our thread? PM me or check out my A&A


Divine Tenacity

I was thinking much of the same thing as Andy or Mr. Alan.

Tentatively thinking of maybe going down the path of Moros or Oubrimo, but under the Order of the Adamantine Arrows.
Group Games: 0 (pending) | Solo Games: 2  | Post(s) Owed: 2

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Caehlim

Looks like this is attracting enough interest to start organizing it. I'm going to get some character creation guidelines all set together, finalize some of the rules and allow people to start creating their characters. I'll also write up some of the NPCs.

I'm also going to allow people to play sleepwalkers as well (for those of you not familiar with mage, they're ordinary people who know magic exists but can't use it. I'll write up more of a description in the character creation stuff). They're usually hired as assistants to mages since they can watch them doing magic without causing any problems and are allowed to know the secret.

People are going to be able to have multiple characters, although for power balance I think I'll limit it to one 'powerful mage' (Adept or Master) and then the others should be less experienced mages or sleepwalkers.

Quote from: Rajah on September 28, 2014, 06:40:12 PMIs it a hard rule that vulgar magic cannot risk disbelief at all? IE, no just eating the Paradox and accepting damage to your Pattern?

If you don't know mage the following spoiler isn't necessary to read and will just look confusing. Anything you need to know will be explained in much simpler terms

I'll need to consider this. Mages being able to use vulgar with witnesses magic is part of what makes it an effort to maintain secrecy. However for a freeform game with no rules or dice, it's difficult to come up with a simple way of duplicating: [roll gnosis+sphere, roll paradox at +2, determine paradox effect, roll composure+resolve for sleeper witnesses for disbelief, etc.] and make that into a simple on the fly system. I'll try to find a way of duplicating this without requiring all those rules.

QuoteInterest in a third-Arcanum-is-Mind Acanthus of the Silver Ladder.

In the interests of keeping things simple, I might just be restricting people to the magic of their path as having ratings in individual arcanum would vastly complicate this beyond an easy entry-level. However people could have a legacy power that does different things if they need more options.

QuoteAs a possible resource for folks with an interest, here's the game's complete list of spells in referential form - the short descriptions give you a somewhat better idea of what kind of things fall where in terms of Arcanum and rating.

Yeah, this level of detail is way too high. It's fine for inspiring ideas, but people are going to be able to be a lot more freeform in their magic and it's fine if they "get it wrong" by official guidelines. I'm going to write out the 13 practices instead and people are fine as long as they stick to Arcanum+Practice when deciding the spells they cast. Also not bothering with the differences between rote+improvised.
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AndyZ

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VonDoom

Hmm. I loved Ascension, but never really looked into Awakening. Since this is a simplified freeform, I might make a character for it anyway. How established are those Paths and are there any alternate ones? I used to have a character who was big into Matter-sphere magic, but I'm not sure I like death-themes along with that.
Now this is the Law of the Jungle-
as old and as true as the sky;
And the Wolf that shall keep it may  prosper,
but the Wolf that shall break it must die.

-Rudyard Kipling, "The Law of the Jungle"
O&O

AndyZ

Spheres and Arcana are exceptionally similar (other than Death, Fate and Spirit instead of just Entropy and Spirit), and there's Paradox, but that's where the simiarities end.  Traditions were always a more voluntary thing and way to express yourself and find like-minded people, but Paths are hardwired into the magic.  In many senses, you're drawing power from another dimension instead of playing with consensual reality.
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Caehlim

Quote from: VonDoom on September 29, 2014, 10:57:23 AMHmm. I loved Ascension, but never really looked into Awakening.

I was a big fan of Ascension and to be perfectly honest, hated Awakening at first glance because on the surface it looked very different. It wasn't until I played in a game of Awakening that I started to appreciate it and it does have a lot of the same enjoyment that Ascension had.

However playing Ascension will give you a huge advantage to understanding the magic in Awakening.

Key differences:
Paradox happens straight away, rather than building up over time.
You don't have individual paradigms for your magic, everyone's magic works the same way.
Entropy is split up into Death and Fate rather than being just one sphere.

QuoteSince this is a simplified freeform, I might make a character for it anyway. How established are those Paths and are there any alternate ones? I used to have a character who was big into Matter-sphere magic, but I'm not sure I like death-themes along with that.

In the system game, they just have a lower XP cost and you don't need to spend a point of mana (quintessence) to cast improvised spells in them. You can still learn any sort of magic the ones from your path are just the easiest. The orders are more like the traditions from Ascension, whereas the paths are more like vampire clans in masquerade. I'm not worrying about the difference between rotes and improvised spells, since it's a bit too complicated for a simpler freeform game so this won't be relevant.

What I'm thinking of doing, to open options up to people a little more is to allow characters to choose one of three options.

1) Your character is a more experienced mage but split their training into a lot of different fields. They know both styles of magic from their path and a third style as well. However they have to start at Disciple level or lower since they've focused on broad training rather than a specific field.
2) Your character remained focused on their path. They know both styles of magic from their path and no others. Can start at any level of power.
3) Your character split their focus between their path and something else. They know one of the styles of magic from their path and one style from any other path. Can start at any level of power.
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Caehlim

Quote from: Etherealgirl on September 29, 2014, 07:48:48 AM
This looks interesting. I only have experience with Vampire: The Masquerade and Werewolf: The Apocalypse, but I love World Of Darkness settings.

You should be fine. Some of the specifics of how vampires and werewolves work is a little bit different in the new World of Darkness settings, but since it's focusing on mages it would be an outside view of them anyway.

Quote from: AndyZ on September 29, 2014, 10:52:05 AMI should also probly ask just how strict our GoV is going to be.

Partly depends on the players who are Guardians of the Veil of course, generally I prefer them to not be too fanatical myself and that's likely to be the attitude of the NPC Hierophant (until he dies) about keeping magic secret, but it'll be partly down to whoever chooses to play them how strict their characters are.
My home is not a place, it is people.
View my Ons and Offs page.

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AndyZ

The question was really directed to the player ^_^ An Obrimos can be pretty flashy, and I've been in games where the GoV get upset if you use vulgar magic even in secret and even if you soak all the backlash.


Another thing to deal with for Awakening (for those new) is that your birth name is your real life name, kinda like in Dresden except that people can just read it off a driver's license or such.  As such, you have to live completely off-grid and use a nickname for daily interaction with people.
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VonDoom

Or get a legal rename. You can even be fancy and have a mononym, like Sting!
Now this is the Law of the Jungle-
as old and as true as the sky;
And the Wolf that shall keep it may  prosper,
but the Wolf that shall break it must die.

-Rudyard Kipling, "The Law of the Jungle"
O&O

AndyZ

I've never had a ST let me do that unless the character was married.  If we are allowed, then everybody will, and it'll be less annoying.
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CShades

Quote from: AndyZ on September 29, 2014, 01:48:52 PM
The question was really directed to the player ^_^ An Obrimos can be pretty flashy, and I've been in games where the GoV get upset if you use vulgar magic even in secret and even if you soak all the backlash.

This player is pretty laid back on that end. Vulgar on your own with safeguards, nobody cares. Vulgar in a sanctum (or better, a demesne) nobody cares. Vulgar in the middle of time square without something that could disguise it as something else, well, that WOULD BE A PROBLEM, but by then paradox would have eaten you and we'd more likely be fighting abyssal entities for you already, tyvm.

In my GotV head (that is, the way I like to play it,) it all has to do with how careful people are, and the projection of their future footprint on Reality. If it's something simple for a good reason (mind you, GotV Reasons aren't always the same as most) and you get away with it, then good for you. Like... if you are David Copperfield, you can go ahead and disappear the statue of liberty. Nobody's gonna believe you did /that/ anyway, it's all going to be mirrors and FX.

Now if you went down that Mysterium vault and got out a Grimoyre ouv ye olde Daemon Naymes to practice with; then we might have words (and one less grimoyre in the world, hopefully)

I know much of that is blabber, but really, playing for fun is where it is; protecting our own, sometimes from our own stupidity.

"The next time I kill you, I promise you the labyrinth that consists of a single straight line that is both invisible and endless" ~Jorge Luis Borges.