Character Creation G: Mage: the Awakening
Jan. 18th, 2009 02:28 pmI wrote this one up a while ago, right before my computer stopped scanning altogether. Now that that problem is finally solved, it seems appropriate to throw it up. After all, Mage: the Awakening is one of my favorite games, up there with Mage: the Ascension, Changeling: the Dreaming, and Exalted.
The Game: Mage: the Awakening
Publisher: White Wolf
Familiarity: High. It sure as hell better be.
Mage: the Awakening is a very straightforward and tight modern occult horror game. You play someone who has awakened to the secret of the Supernal Realms, the higher world whose themes and patterns influence this, Fallen World.
How did the World Fall? Funny story, that. You see, back in the day, a bunch of mages decided it would be nifty to reach the Supernal Realms bodily, rather than just through vision quests. So they built a spiritual tower. Other mages tried to stop them, believing that it was wrong and mistrusting what their fellows would do once they had the power to stick their hands into the workings of reality and mess with things.
Well, the good guys lost. The Celestial Ladder broke, trapping the arrogant mages and the humble ones who chased them up the Ladder on the far side. Now the world is separated from its soul by an Abyss of madness and ruled by the Exarchs, the now-godlike arrogant mages who remain in the Supernal Realms. Fortunately, the other mages became the equally godlike Oracles and created five watchtowers in five of the Supernal Realms. Following the light of those Watchtowers, humans can still awaken to magic.
Mage: the Awakening is about being a person with power in a world full of madness and conspiracies. It’s part Mage: the Ascension, part Changeling: the Dreaming, part The Matrix, and part… well, it’s part a lot of things. I think you get the point.
( My Will Be Done )
In retrospect, there is one thing I'd change about this character (well, two actually, only the other was so dumb I fixed it already). The rotes Ephemeral Armor and Second Sight are both a little too easy for him to cast off the top of his head. It isn't worth it for him to have rotes for them, and the points would be better spent elsewhere. The other thing was that I originally had two points in Mind, not Matter, so David could "convince" recalcitrant spirits, but I have since realized that you don't need Mind to mind control spirits, Spirit does it just fine. One of the quirks of Awakening - like Ascension before it - is that humans and other animals are made of multiple Arcana Mind for the mind, Life for the Body, and Death for the soul (for humans), but most other things - spirits, ghosts - are made of only one Arcana. Weird, but there you have it.
And that’s it. Mage: the Awakening. I’m very fond of this character, possibly the most fond of any so far. I’d like to play him one day.
The Game: Mage: the Awakening
Publisher: White Wolf
Familiarity: High. It sure as hell better be.
Mage: the Awakening is a very straightforward and tight modern occult horror game. You play someone who has awakened to the secret of the Supernal Realms, the higher world whose themes and patterns influence this, Fallen World.
How did the World Fall? Funny story, that. You see, back in the day, a bunch of mages decided it would be nifty to reach the Supernal Realms bodily, rather than just through vision quests. So they built a spiritual tower. Other mages tried to stop them, believing that it was wrong and mistrusting what their fellows would do once they had the power to stick their hands into the workings of reality and mess with things.
Well, the good guys lost. The Celestial Ladder broke, trapping the arrogant mages and the humble ones who chased them up the Ladder on the far side. Now the world is separated from its soul by an Abyss of madness and ruled by the Exarchs, the now-godlike arrogant mages who remain in the Supernal Realms. Fortunately, the other mages became the equally godlike Oracles and created five watchtowers in five of the Supernal Realms. Following the light of those Watchtowers, humans can still awaken to magic.
Mage: the Awakening is about being a person with power in a world full of madness and conspiracies. It’s part Mage: the Ascension, part Changeling: the Dreaming, part The Matrix, and part… well, it’s part a lot of things. I think you get the point.
( My Will Be Done )
In retrospect, there is one thing I'd change about this character (well, two actually, only the other was so dumb I fixed it already). The rotes Ephemeral Armor and Second Sight are both a little too easy for him to cast off the top of his head. It isn't worth it for him to have rotes for them, and the points would be better spent elsewhere. The other thing was that I originally had two points in Mind, not Matter, so David could "convince" recalcitrant spirits, but I have since realized that you don't need Mind to mind control spirits, Spirit does it just fine. One of the quirks of Awakening - like Ascension before it - is that humans and other animals are made of multiple Arcana Mind for the mind, Life for the Body, and Death for the soul (for humans), but most other things - spirits, ghosts - are made of only one Arcana. Weird, but there you have it.
And that’s it. Mage: the Awakening. I’m very fond of this character, possibly the most fond of any so far. I’d like to play him one day.