LAST
UPDATED:
3/23/05
OVERVIEW
- Traditions Mages
- Technocracy
- Sorcerers & Other
RESTRICTIONS
- Traditions Mages
- Technocracy
- Sorcerers & Other
CREATING
A M:tA CHARACTER
- Traditions Mages
- Technocracy
- Sorcerers & Other
BOOKS
IN USE
- Traditions Mages
- Technocracy
- Sorcerers & Other
MAGE THEMED
MEDIA
LINKS TO
MAGE RELATED WEB SITES
|
|
Mage: the Ascension
Marty McFly: Wait a minute, Doc. Ah... Are you telling me you built a time machine... out of a DeLorean?
Dr. Emmett Brown: The way I see it, if you're gonna build a time machine into a car, why not do it with some style?
-- Back To The Future I (1985)
OVERVIEW:
Traditions Mages:
There is no formal
hierarchy or structure to Mage Society in general, and whatever does
exist, there is definitely not one in DC for Traditions Mages. You will
not assume to know even who is whom without finding out IC.
You are free
to try and form a Cabal IC if you wish. There
are players looking for Cabal members but you must find them in RP.
There
are nine Traditions which one may belong to. Akashic
Brotherhood, Celestial
Chorus, Cult
of Ecstasy, Dreamspeakers,
Euthanatos,
Order
of Hermes, Sons
of Ether, Verbena,
or Virtual
Adepts. Those who are outside the Traditions are either the Hollow
Ones, Orphans or Disparates
Technocracy:
There is a structure to the Technocracy in DC. More information will be
given to your PC by the Crat ST upon character creation.
See
Also: http://www.white-wolf.com/Games/Pages/MagePreview/technocracy.html
Percepts of Damian:
The Articles of the Technocracy
-
Article
One: Bring order to the universe. Predictability
brings safety. Once all is discovered and all is known, Unity will
be won.
-
Article
Two: Convince the Masses of the benevolence of science,
commerce and politics, and the power of rationality. Conflict and
suffering will be eliminated in our Utopia.
-
Article
Three: Preserve the Gauntlet and the Horizon. Chaotic
individuals who open gateways with impunity threaten the stability
of our world. Uncontrolled portals also allow outside forces, such
as Nephandi, access to our world. This must never happen.
-
Article
Four: Define the nature of the universe. Knowledge must
be absolute or chaos will envelop all. The elemental forces of the
universe must not be left to the caprices of the unknown.
-
Article
Five: Destroy Reality Deviants. Their recklessness
threatens our security and our progress toward Unity.
-
Article
Six: Shepherd the Masses; protect them from themselves
and others.
NOTE:
Article Five can be defined several ways. Reality deviants can be
physically destroyed or they can be converted. The N.W.O, for example,
favors the second method. If a reality deviant has been converted to
the cause, then he is not only destroyed, but harnessed to strengthen
the Union.
[Thanks
to The
Dark Citadel for many of the Technocracy notes herein.]
Sorcerer
/ "Hedge Mages":
There is no formal hierarchy or structure to
Sorcerers (Hedge Mages) either, even less so than Traditions Mages.
Characters should not assume to know even who is whom without finding
out IC.
"We need more input. We gotta fill this thing up with data. We gotta make her as real as possible, Wyatt. I want her to live. I want her to breathe. I want her to aerobicize. "
- Garry Wallace in "Weird Science" by John Hughes (1985)
RESTRICTIONS:
THE TECHNOCRACY IS
CLOSED AS OF MAY 2005.
NO MAGI OF ANY OTHER
TYPES WILL BE ACCEPTED
AFTER JUNE 4th, 2005.
Restricted
Characters are legal, but may only be run at ST's discretion:
-
Traditions Mage
players may not run a Nephandi or a Maurauder as a PC. Celestial Chorus,
while not restricted, will tend to be very adversarial to other
supernaturals so please bear this in mind if choosing to run one in a
crossover game with 9 other genres active
- All Mage PC's may start out with an
Arete of up to, but no more than, 3.
-
The
Technocracy ST has no current restrictions on character creation.
-
The
Sorcerer ST has no current restrictions on character creation.
PLEASE NOTE: What
was once known as Hedge Magic or Numina, is now called Static
or Linear Magic, in 3rd Edition.
NOTE March 2005:
We will accept Mage
characters, including Crats, only if they are designed to fit into the
current storyline without a lot of bother and handholding from the ST's.
You are responsible to design a compatible character. See your ST for
help if you are stuck.
*NOTE:
MORATORIUM EFFECTIVE 7/11/04 --
We
will no longer be accepting new Technocracy PC's in this chronicle,
unless the ST's lift this restriction prior to the completion of "Time
of Judgment." We may consider NPC's on a case by case
basis but it is highly unlikely.
As
of August 2004, we know of no plans for White Wolf to provide for Crat
PC's in the new WOD 2.0, and so we currently anticipate phasing this
genre out in the course of the TOJ Chronicle. If this changes, you will
be notified here as we learn more. There is to be a Mage game of
some sort eventually, however.
Those
players who already had Technocrat PC's approved by July 2004 may
continue to play them, move them to someone else's game, or withdraw
them entirely.
"Anyone who falls flat on their face is at least moving in the right direction -- forward." - Professor Ned Brainard in "Son of Flubber" by Disney (1963)
MAKING A M:tA
CHARACTER:
There
are slight differences in the making of a Traditions Mage, a Technocrat,
or a Sorcerer, but they will be blended together into one set of
instructions when possible.
GYPSIES: WOD Gypsies WW2223 (Has not
been superceded as of 2004). Use only for reference; powers will be
converted to Sorcerer equivalents for Crossover compatibility.
1. Name:
Put the name of your character
2.
Player Name: Put your name (and preferably also your
email
address).
3.
Chronicle: Put "Washington, DC By Night" or just "DC
By Night" or "11th Hour"
4. Nature:
Choose from the list
HERE
(Link Under Construction) .
This is your true
Nature, not the face the world sees. This aspect is vital, as you must act
in the spirit of your True Nature to regain lost or spent
Willpower.
Some temporary sites for help
on Nature & Demeanor
(These are incomplete but decent enough to help):
http://www.geocities.com/nsc_obt/overviewN_D.html
http://d.dominodeveloper.net/members/thespiralarms/clubd.nsf/nd?OpenPage
http://www.homestead.com/autarkis/Archetypes.html
5. Demeanor: Choose from the
same list as #4. Your Demeanor is the face you put on to the world, how
you act. Nature and Demeanor must not be the same type.
6.
Essence (TRADITIONS): Each
character has an "Essence,"
an inner self that often manifests itself through the character's
Avatar. There are four basic essences:
- Dynamic
,
a person driven to change who often flits from one task to the next
- Pattern
,
people who try to build something lasting from chaos, often seen as
the opposite of Dynamic
- Primordial
,
old souls that draw their essence from the beginning and end of the
universe
- Questing
,
eternal "Galahads" that strive for balance and purpose
[6]
TECHNOCRACY
-- Eidolon: (Equivalent to Essence)
[6]
SORCERER
-- Residence: (As in "Haven." Not related to Essence; it
just happens to be #6 on the sheet in that slot, for whatever reason.)
7.
Cabal (Traditions): Most PC's will not start out part of a Cabal. You
may add it later.
--
Iteration X -
Biomechanics, Time-Motion Managers, Statisticians, Macrotechnicians
--
New World Order -
Ivory Tower, Operatives, Watchers, (Q-Division)
--
Progenitors -
FACADE engineers, Genengineers, Pharmacopeists
--
Syndicate - Financiers,
Disbursements, Enforcers, Media Control, Special Projects Division
--
Void Engineers -
Border Corps Division, DSEATC, Earth Frontier Division, Neutralization
Specialist Corps, Pan Dimensional Corps, Research & Execution
8.
Tradition: Akashic
Brotherhood, Celestial
Chorus, Cult of Ecstasy,
Dreamspeakers, Euthanatos,
Order of Hermes, Sons
of Ether, Verbena,
Virtual Adepts, or The
Hollow Ones
Joshua's
Mage Resource Page, listing each Tradition and an explanation of it: http://members.tripod.com/~mage_resource/tradition.html
9.
Faction (Traditions):
-
[9]
Amalgam
(Technocracy): A
group or team of Technocrats who share a common mission or goal for
the betterment and/or forward movement of the goals set by the
Technocracy as a whole or a specific Convention, depending on the
makeup of the Amalgam. Traditionalists would use the term "Cabal".
-
[9]
Concept
(Sorcerer): There is an actual
list of concepts HERE
(link under construction).
We do realize that
some of them may not fit exactly but do the best you can. Concepts are
usually a 1-2 word root-level label for who your character is at the core (not
in a supernatural sense). Examples might be: Drifter, Intellectual, Party
Animal, Politician, Misguided Prophet, Socialite. These are stereotypes and
needn't be literal; details would be covered in your background.
Temp Link containing examples of
Concepts:
http://www.virtualsolarsystem.com/venus/ladynightspirit/Concept.htm
10.
Concept (see above #9 Sorcerer):
Same as above. Technocrat CS's apparently do not have
Concept on them.
11. Attributes: You will have
7/5/3 (Mage/Crat) or 6/4/3 (Sorcerer) starting dots, to spend in three categories (Physical/Social/Mental)
in whatever order most suits your PC (Primary/Secondary/Tertiary). Give
thought to spending them according to the kind of person your character
is, not what looks neat or what you think you have to have to keep from
being killed.
12. Abilities
(Talents/Skills/Knowledges): You will have
13/9/5 (Mage/Crat) or 11/7/4 (Sorcerer) starting dots. You
may not have anything above 3 dots in Initial Stage here. Please do not
"Min-Max" either (where you have all your dots in just a couple areas, and
nothing anywhere else). Also, remember new characters grew up in the modern
world. That means it is unlikely you don't know at least a LITTLE
Computers and how to Drive. Some may not, but you should be able to justify
this in their background.
Each
Character class has some slightly different Abilities
-
TALENTS:
Sorcerer has
Instruction & Intuition (for a total of 12, not 10)
-
SKILLS:
Crats have Energy
Weapons, Hypertech, & Research (total of 10) instead of Crafts,
Meditation & Performance. Sorcerer has the same Skills as
Traditions + Animal Ken & Research (total of 12, not 10)
-
KNOWLEDGES:
Crats have Finance
& Politics instead of Cosmology & Occult (total of 10).
Sorcerer has the same Knowledges as Traditions + Culture & Lore (for a total of 12)
NB:
Specializations (Attributes and/or Abilities) --
If
you have a 4 or higher, you may take a specialization in something, but
the bonus rerolling ONLY is done when you are using that specific
specialization.
Example,
if you have an Appearance of 4 and your specialization is
"Sexy", you only get the bonus when you are trying to
deliberately be "sexy" in your RP.
13.
SPHERES: Mages have 9 Spheres to work with, one being the specialty of
each Tradition. Sorcerer does not use Spheres.
Traditions
Spheres: Correspondence,
Entropy, Forces,
Life, Matter, Mind,
Prime, Spirit,
and Time.
14.
Advantages --
Backgrounds
- Traditions:
You have 5 starting dots for Backgrounds
(we highly recommend at least Resources 2 in order to be able to afford to
live in DC at all, but you can also buy this up with Freebies later.) You
also start out with WP 5.
Temporary
Link for Backgrounds (Current List only, no "System"):
http://www.pen-paper.net/wod.php?op=backgrounds
Another
temporary Link for BACKGROUNDS (Multi-genre, no System):
http://www.darknexus.com/WhiteWolf/background.html
Backgrounds
represent items, people, or other resources the character can call on in
the course of the story.
Here
is a list of Traditions backgrounds, each of which can go up to five
dots:
- ALLIES:
Friends who can be counted on to help the character out. They probably
know of his magickal abilities. One dot (one ally of moderate power)
to five dots (several high powered allies, or more of a lesser power).
- ARCANE:
The ability to go unnoticed, or avoid attention. One dot (easy to
overlook) to five dots (harder to find than a needle in a haystack).
- AVATAR:
The mystick self of a mage; also determines the amount of quintessence
(magickal essence) a mage may store at any given time. One dot (one
point of quintessence, weak Avatar) to five dots (five points of
quintessence, very potent Avatar).
- DESTINY:
A mystic who has, or is supposed to have, a special part in future
events. One dot (a Mage of merit) to five dots (A revered Mage,
destined to shape worldwide events).
- DREAM:
The ability to tap into the "universal subconscious" to
learn things not yet known. One dot (Hazy bits of information) to five
dots (astounding insights are possible).
- FAME:
The character's renown in the mortal world. One dot (locally known) to
five dots (worldwide renown)
- INFLUENCE:
The character's political or social sway or power in the mortal world.
One dot (always called on when you raise your hand) to five dots (when
you talk, people take notes).
- LIBRARY:
A library of tomes with occult knowledge. One dot (a collection of new
age books) to five dots (a hoard of lost secrets and a sea of common
knowledge).
- MENTOR:
An older mage, a spirit, an Avatar, or other person/creature who
teaches the character. One dot (unimportant or distant master) to five
dots (powerful or influential master).
- NODE:
A place of power to which the character has access. One dot (one
quintessence per week) to five dots (five quintessence per week).
- RESOURCES:
Wealth, belongings, and monthly income. One dot (self-sufficient) to
five dots (fabulously wealthy).
- TALISMAN:
An object of power, imbued with magick that the wielder can use.
Talismans cost TWO background points (or Freebie Points) per dot. One
dot (a "weak" item) to five dots (a powerful magickal
device).
Backgrounds
- Technocracy: Technocratic PC's get 7 starting dots for backgrounds.
Technocracy-Specific Backgrounds include:
- Allies
- Backup
- Cloaking
(Arcane)
- Companion
(Familiar)
- Destiny
- Device
(Talisman)
- Enhancement:
Either Cybernetics or Gen/bio-engineering that make you more than
human...for a price. Handled on a case by case basis and needs to be
monitored carefully for abuse and min/maxing. This background may
only be purchased up to five.
- Genius
(Avatar)
- Hypercram
(Dream)
- Influence:
The normal spread of 15 areas.
- Laboratory
(Sanctum):
- Library
- Patron
(Mentor)
- Repository
(Node)
- Requisitions:
Similar to Resources, but applicable only within the Union to access
goods, services and personnel.
- Resources
- Secret
Weapons: An experimental Device that is temporarily assigned to
you for testing.
- Spies
(Contacts)
Backgrounds
- Sorcerer: Sorcerer PC's have 5 starting dots for backgrounds.
15.
Arete:
16.
Paradox:
17.
Quintessence:
-
[17]
Technocracy - SKIP
-
[17]
Mana (Sorcerer):
18.
Willpower:
19.
Faith:
20.
Secondary Abilities (Traditions only, Crats & Sorcerer Templates
don't have a slot for this but if you can find room in the Primaries
somewhere, you can add them manually.):
Please
add these in before you switch from Initial to Freebies Stage. The
Template crashes if you don't. There is a list of currently approved
Secondary Abilities HERE (link under construction).
(here
is a temp link to use to get an idea of some of them and how they relate
to primary abilities: http://www.geocities.com/TimesSquare/1903/vtm/ability.htm
Another temp SA link from
VOE.
Useful in a general sense but do not take as canon and definitely do not
use any "house rules" FF junk:
http://www.vampyresofeurope.com/chargen/secondaries.htm
21.
Merits & Flaws:
Temp
Links to use for Merits & Flaws. The VOE one is incomplete and VTM
-centric in coverage; the Pen&Paper one doesn't give details but it
DOES give the sourcebook for tons of them in every genre so you know
what's currently legal and what isn't.
http://www.vampyresofeurope.com/files/play-pack/meritflaws.htm
http://www.pen-paper.net/wod.php?op=meritindex
http://www.blarg.net/~rain/ats/Merits.html
http://www.blarg.net/~rain/ats/Flaws.html
http://darkstone.udic.net/merits.htm
http://www.darknexus.com/WhiteWolf/merit.html
http://www.darknexus.com/WhiteWolf/flaw.html
http://www.geocities.com/Paris/Parc/2606/mf.html
Technocratic-Specific
Merits:
-
Unobtrusive
(1)
-
Acute
Sense (1)
-
License
to... (1-5)
-
Confidence
(2)
-
Officially
Dead (2)
-
Poker
Face (2)
-
Iron
Will (4)
-
Perfect
Liar (3)
-
Ties
(3)
-
Master
of Red Tape (4)
-
Inner
Knight (5)
|
Technocratic-Specific
Flaws:
|
22.
Resonance (Traditions Only):
23.
Notes/Extras/Descriptions/Other: If you
need space for miscellaneous things.
After you make your first
pass through, go back and spend your 15 (+ Overages) Freebie Points. Make sure
you have chosen your Merits & Flaws, & Secondary Abilities, and added
any notes to Miscellaneous, prior to switching to Freebies stage.
Professor Hathaway: So tell me, Mitch, are you gonna miss your friends?
Mitch: Well, no, I think I intimidate other kids.
Professor Hathaway: Good boy.
-- Real Genius, 1985
SUGGESTED SOURCEBOOKS:
Backgrounds, (book) WW****, pg. *
Merits and Flaws, (book) WW****, pg. *
"I tell you, Boris, that one of these days we'll look in to our microscope and find ourselves staring right into God's eyes, and the first one who blinks is going to lose his testicles."
- Dr. Harry Wolper in "Creator" (1985)
WHO APPROVES YOUR SHEET / WHO IS MAGE ST?:
"Any
sufficiently advanced technology is indistinguishable from magic."
-- Arthur C. Clarke
MAGE
SOURCEBOOKS
IN USE:
|
White Wolf
# |
Title |
ISBN # |
Content
Notes |
WW5399
|
World
of Darkness: Time of Judgment (March 2004) |
ISBN:
1-58846-475-X |
CtD/DtF/HtR/KOTE/MtR |
WW2020 |
The
Inquisition (1995) (Year of the Hunter™) |
ISBN:
1-56504-228-X |
2nd
Ed. but has not been superceded. Society of Leopold. Released as a
V:tM Sourcebook. |
WW2223 |
Gypsies
(To Times Undreamed Of) |
ISBN
: 1-56-504136-4 |
Gypsies
is 1st Ed. We have converted them to Sorcerer for Crossover
compatibility. Issued as a
V:tM Sourcebook. |
WW2431 |
The
Red Sign (2003) (Time of Judgment™) |
ISBN:
1-58846-245-5 |
M:tA
& V:tM TOJ Crossover: Kindred & Mages conspire to break
Caine's Curse |
WW4006 |
Fragile
Path: Testaments of the First Cabal (Aug. 1995) |
ISBN:
1-56504-432-0 |
Fall
of the First Cabal |
WW4007 |
Beyond
the Barriers: The Book of Worlds (March 1997) |
ISBN:
1-56504-434-7 |
Storyteller's
resource for everything lying within the Umbra, for any of the WoD
games, not just Mage. |
WW4009 |
Halls of the Arcanum: Pilgrims of the Glittering Path (June 1995)
(Year of the Hunter™) |
ISBN:
1-56504-431-2 |
M:tA
/ Hunter / Mortal 2nd Ed. Crossover book. Info on the Arcanum not
superceded in H:tR. Arcanum = Mortals. (See Also: WW4015) |
WW4011 |
Book
of Crafts (1996) |
ISBN:
1-56504-435-5 |
Crafts:
small (usually culturally connected) groups of Mages who choose to
ignore all four sides in the Ascension War. |
WW4012 |
Horizon:
Stronghold of Hope (March 1997) |
ISBN:
1-56504-425-8 |
Horizon
Realm & Level 6+ Sphere Powers. See Also: WW4017. |
WW4013 |
Mage
Chronicles, Vol. 1 (Jan. 1997) |
ISBN:
1-56504-415-0 |
Combines
The Book of Chantries (WW4003, 1993) & Digital Web 1.0
(WW4004, 1994). See Also: WW4016. |
WW4014 |
Guide
to the Technocracy (Aug. 1999) |
ISBN:
1-56504-417-7 |
Technocracy
"Core Book". Supercedes WW4206 (Sept. 1997) |
WW4015 |
Mage
Chronicles, Vol. 2 (Year of the Ally™) |
ISBN
: 1-56504-415-0 |
Combines
Halls of the Arcanum (WW4009) & Ascension's Right Hand
(WW4210). |
WW4016 |
Digital
Web 2.0 (Nov. 1998) |
ISBN:
1-56504-426-6 |
Cyberspace.
Supercedes WW4004, Dec. 1994) |
WW4017 |
Masters
of the Art (Dec. 1999) |
ISBN:
1-56504-427-4 |
High-Powered
Mage Abilities. See also WW4012. |
WW4018 |
Mage
Chronicles, Vol. 3 (March 2000) |
ISBN:
1-56504-444-4 |
Combines
Loom of Fate (WW4002, 1993) and The Chaos Factor (WW4101, 1993) |
WW4030 |
Lost
Paths: Ahl-I-Batin and Taftani (June 2001) (Year of the Scarab™) |
ISBN:
1-56504-429-0 |
M:tA
& M:tR Crossover. Middle Eastern Mages. |
WW4035 |
Convention
Book: Iteration X, Revised Ed. (Dec. 2001) |
ISBN:
1-56504-441-X |
Supercedes
WW4202 (1993) |
WW4040 |
Destiny's
Price: A Handbook for the Gothic-Punk Streets (Oct. 1995) (BLACK
DOG) |
ISBN:
1-56504-450-9 |
Gothic-Punk
streets of the WOD. Though released as a Mage supplement it could be
used by any WW genre. |
WW4043 |
The
Spirit Ways (Oct. 1999) |
ISBN:
1-56504-453-3 |
Shaman
& Spiritualist Mages |
WW4044 |
The
Bitter Road (2000) |
ISBN:
1-56504-407-X |
No
Summary Info Available |
WW4045 |
Dead
Magic (July 2000) (BLACK DOG) (Out of Print) |
ISBN:
1-56504-408-8 |
African,
Mesopotamian, South American, Mexican, Greco-Roman, Arctic
Magic |
WW4046 |
Blood
Treachery (August 2000) (The Year of Revelations™) |
ISBN:
1-56504-409-6 |
V:tM
& M:tA Crossover. OOH Versus Tremere. Ghoul & revenant
mages, the original development of House Tremere and its secret
expatriates in the Orders House Tytalus. |
WW4047 |
Dragons
of the East (Oct. 2000) |
ISBN:
1-56504-428-2 |
Asiatic
Mages & Other Far East Background |
WW4048 |
Dead Magic 2:
Secrets and Survivors (March 2003) |
ISBN:
1-58846-406-7 |
In
the vein of Dead Magic, more magical styles from historical
obscurity to modern places. |
WW4201 |
Technocracy:
Progenitors (1993) |
ISBN:
1-56504-111-9 |
Convention
Book. See Also: Technocracy: Progenitors at Life's Doorway (For Mage, the Ascension , Vol 1) (March 1998, WW????, ISBN: 1-56504-418-5 ) |
WW4203 |
Technocracy:
New World Order (1995) |
ISBN:
1-56504-423-1 |
Convention
Book. 2nd Ed. |
WW4207 |
Technomancer's
Toybox (Jan. 1998) |
ISBN:
1-56504-420-7 |
Devices (talismans) of the Virtual
Adepts, Sons of Ether, Technocracy, & other technically
inclined cliques (mostly Cult of Ecstasy). |
WW4209 |
Technocracy: Assembled Volume 2 (June 2000) |
ISBN:
1-56504-419-3 |
Combines
Technocracy: Syndicate (WW4206, 1997) & Technocracy: Void Engineers (WW4204, 1996) |
WW4210 |
Ascension's
Right Hand: Fellowship in the Line of Fire: The Acolyte's
Sourcebook (1-20-95) |
ISDN:
1-56504-443-6 |
Hedge
Magic (2nd Ed.) (SA: WW4005, WW4015) |
WW4252 |
The Orphan's Survival Guide: A Handbook for the Magickally Fucked (Dec. 1998) |
ISBN:
1-56504-436-3 |
Orphaned
Mages. As close to a Tradition book as they get. |
WW4253 |
Initiates
of the Art (1999) |
ISBN:
1-56504-437-1 |
Mage
Apprentices |
WW4254 |
Sorcerer,
Revised Ed. (2000) |
ISBN:
1-56504-439-8 |
Core
Sorcerer Book (See also Mage Core Book). Rituals, Paths,
Merits & Flaws, etc. |
WW4255 |
Manifesto:
Transmissions from the Rogue Council (Dec. 2002) |
ISBN:
1-58846-407-5 |
The
Rogue Council |
WW4301 |
Hidden Lore (Jan. 1996)
|
ISBN:
1-56504-402-9 |
Seattle.
2nd Ed. |
WW4599 |
Mage:
The Ascension, Revised Ed. (April 2000) (Limited Edition)
|
ISBN:
1-56504-438-X |
Hardbound,
gold leaf, Ltd. edition |
WW4600 |
Mage:
The Ascension, Revised Ed. (April 2000) |
ISBN:
1-56504-405-3 |
Core
Book, Supercedes WW4300 (1995) & WW4000 |
WW4601 |
Mage
Storytellers Companion (2000) |
ISBN:
1-56504-406-1 |
The
Ascension War, Extra Abilities & Spirit Magic |
WW4602 |
Book
of Madness, Revised Ed. (Oct. 2001) |
ISBN:
1-56504-442-8 |
Marauders,
Nephandi, Spirit Hosts. Supercedes WW4251 (1994) |
WW4603 |
Guide
to the Traditions (Aug. 2001) |
ISBN
: 1-56-504455-X |
A
definitive look at the Traditions as a whole |
WW4604 |
Mage
Storytellers Handbook (Nov. 2002) (Out Of Print) |
ISBN:
1-58846-402-4 |
Supercedes
WW4302 (1997) |
WW4631 |
Fallen
Tower: Las Vegas (Feb, 2003) |
ISBN:
1-58846-408-3 |
Conflict
among the Traditions. |
WW4632 |
The
Infinite Tapestry (May 2003) |
ISBN:
1-58846-409-1 |
The
Avatar Storm & The Gauntlet |
WW4640 |
Forged
by Dragon's Fire (Aug. 2003) |
ISBN:
1-58846-410-5 |
Familiars.
Advanced creation rules for Artifacts & Inventions, Charms
& Gadgets, Fetishes, Periapts, Talismans & Devices, etc. |
WW4657 |
Tradition
Book: Akashic Brotherhood, Revised Ed. (2001) |
ISBN:
1-56504-456-8 |
Supercedes
WW4057 (1994) |
WW4658 |
Tradition
Book: Sons of Ether, Revised Ed. (Sept. 2003) |
ISBN:
1-58846-414-8 |
Supercedes
WW4058 (1993) |
WW4659 |
Tradition
Book: Verbena, Revised Ed. (Nov. 2003) |
ISBN:
1-58846-415-6 |
Supercedes
WW4059 (1994) |
WW4660 |
Tradition
Book: Virtual Adepts, Revised Ed. (Dec. 2003) |
ISBN:
1-58846-416-4 |
Supercedes
WW4060 (1994) |
WW4661 |
Tradition
Book: Cult of Ecstasy, Revised Ed. (2001) |
ISBN:
1-56504-449-5 |
Supercedes
WW4061 (1996) |
WW4662 |
Tradition
Book: Dreamspeakers, Revised Ed. (March 2002) |
ISBN:
1-58846-400-8 |
Supercedes
WW4062 (1997) |
WW4663 |
Tradition
Book: Euthanatos, Revised Ed. (April 2002) |
ISBN:
1-58846-401-6 |
Supercedes
WW4063 (1997) |
WW4664 |
Tradition
Book: Order of Hermes, Revised Ed. (7/7/2003) |
ISBN:
1-58846-403-2 |
Supercedes
WW4064 (1997) |
WW4665 |
Tradition
Book: Celestial Chorus, Revised Ed. (2001) |
ISBN:
1-56504-457-6 |
Supercedes
WW4065 (1996) |
WW4666 |
Tradition
Book: Hollow Ones (July 2002) |
ISBN:
1-58846-403-2 |
No
Prior Editions Printed |
WW4800 |
Mage:
The Sorcerers Crusade (June 1998) |
ISBN:
1-56504-489-4 |
Set
in the Dark Fantastic world of the Renaissance. For reference
only, not Modern Day Sourcebook. |
WW4801 |
Crusade
Lore: The Storytellers Screen and Book (July 1998) |
ISBN:
1-56504-490-8 |
For reference
only, not Modern Day Sourcebook. |
WW4802 |
World of Darkness: The Bygone Bestiary
(Sept. 1998) |
ISBN:
1-56504-491-6 |
"Imaginary"
Creatures. For reference
only, not Modern Day Sourcebook. |
WW4803 |
Castles
and Covenants (1998) |
ISBN:
1-56504-492-4 |
Mage
Strongholds. For reference
only, not Modern Day Sourcebook. |
WW4804 |
Artisans
Handbook, The (April 1999) |
ISBN:
1-56504-493-2 |
High
Artisans of the Daedalean league. Predecessors of Iteration X.
For reference
only, not Modern Day Sourcebook. |
WW4805 |
Sorcerers
Crusade Companion, The (Aug. 1999) (Out Of Print) |
ISBN:
1-56504-494-0 |
Expanded
info on Renaissance RP. For reference
only, not Modern Day Sourcebook. |
WW4806 |
Infernalism:
The Path of Screams (Nov. 1999) |
ISBN:
1-56504-495-9 |
Why
sane & intelligent people would embrace evil, what it means to
be evil & the cost. |
WW4807 |
The
Order of Reason (Aug. 2001) (Out
Of Print) |
ISBN:
1-56504-469-X |
Order
of Reason/Eight Conventions of Daedalus. For reference
only, not Modern Day Sourcebook. |
WW4808 |
Swashbuckler's
Handbook, The (Sept. 2000) |
ISBN:
1-56504-470-3 |
Renaissance
Rogue Mages. Somewhat AD&D-like. For reference
only, not Modern Day Sourcebook. |
WW4820 |
Witches
and Pagans (2001) (PDF EBook) |
ISBN:
1-56504-496-7 |
Initiation
rites, practical potions, white magick, dark magick. Origins of
the Verbena, blood rites, storm summoning, Christian witchery,
fertility spells, etc. |
WW4999 |
The
Ascension (March 2004) (Time
of Judgement™) |
ISBN:
1-58846-417-2 |
Mage
sourcebook for TOJ. |
After
all, there is nothing real outside our perception of reality, is there?
-
Brian O'Blivion, "Videodrome" (1983)
**NOTE: A PC may
not assume to know the "aura" or reading of a Mage until they
have earned this knowledge IC, via RP, buying Mage Lore, or info from
an approved background. Otherwise, they may see the reading as
stated, but it has no meaning to them.
MAGE THEMED
MEDIA:
BOOKS:
Harry
Potter Series (Traditions), Anything by William Gibson
(Technocracy/VA's), Day of the Jackal (Euthanatos)
MOVIES
(Traditions): Lord of
Illusions, The Absent Minded Professor [SoE],
Son Of Flubber [SoE],
Weird Science [SoE],
Real Genius [SoE], Back To The
Future I-III [SoE], Creator
[SoE], Boondock Saints I
& II (Euthanatos), Se7en (Euthanatos),
The Dead Zone (Euthanatos), Thunderheart (Dreamspeakers),
The Cell
[Quiet], Kissed [Euthanatos],
The League of
Extraordinary Gentlemen [SoE], Night
of the Comet [The Red Star] MOVIES
(Technocracy, Virtual Adepts): The
Matrix I-III, Men In Black
I-II, Minority Report, Blade
Runner [Replicants/Constructs], Videodrome,
Hackers, The Net, Blue Thunder, War
Games, Lawnmower Man, X-Men
[Progenitors], Gattaca,
Terminator I-III ,
Final Fantasy: The Spirits
Within [Void Engineers]
MUSIC:
"Police
State" by Birmingham 6 [Technocracy], "The Becoming" by
Nine Inch Nails, "Secret Agent Man" or "Mr. DNA" by
Devo [Technocracy], Anything by Kraftwerk
[Technocracy - Iteration X]
POETRY: TELEVISION:
Mission Impossible
[Technocracy], X-Files
[Technocracy], Max
Headroom [Technocracy/VA's], Without
A Trace [Technocracy - NWO], C.S.I.
(Crime Scene Investigation) [Technocracy]
THEATER:
VIDEO
GAMES: Ninja Gaiden
[Akashic Brotherhood],
Deus
Ex Series [Technocracy], Resident Evil [Corporate
Conspiracy/Technocracy]
Quintessential Mage Archetypes in Media
& Myth:
-
Dr. Emmett Brown from
Back to the Future: Son of Ether
-
Druids, Wiccans,
Pagans: Verbena
-
Men in Black, Agent
Smith from The Matrix: Technocrats
-
Native American
Shamen: Dreamspeakers
-
Neo & the crew of
the Nebuchadnezzar, from The Matrix: Virtual Adepts
LINKS
TO MAGE RELATED WEB SITES:
Click to subscribe to
11thHourMage Acolyte
(Mage Mortals) NPCs Index: http://www.pen-paper.net/wod.php?op=npc&npctypeid=7
Arcanum
(Mage Mortals) NPCs Index: http://www.pen-paper.net/wod.php?op=npc&npctypeid=7 Artificial
Intelligence NPCs Index: http://www.pen-paper.net/wod.php?op=npc&npctypeid=38 (Celestial
Chorus) Eternal Grace Congregation Church (FICTITIOUS, but amusing.
There is no #3601 on Calusa Club Dr. in Miami, and their phone # is a
555 exchange ): http://www.father-ramos.com/ Consor
(Mage Mortals) NPCs Index: http://www.pen-paper.net/wod.php?op=npc&npctypeid=7 Familiar
NPCs Index: http://www.pen-paper.net/wod.php?op=npc&npctypeid=36 First
Teams (Pentex Mortals) NPCs Index: http://www.pen-paper.net/wod.php?op=npc&npctypeid=7 Gypsies
NPCs Index: http://www.pen-paper.net/wod.php?op=npc&npctypeid=15 Hunter's
Solace: A Project Twilight RP Site: http://web.ukonline.co.uk/urbanbuda/ Mage
NPCs Index: http://www.pen-paper.net/wod.php?op=npc&npctypeid=3 Mage
Primer: http://ucsub.colorado.edu/~bonhama/mageprim.htm Mage
Timeline of History/Events: http://www.gehenna.org.uk/~dirk/timeline/magetime.htm Pentex
Equipment & Info: http://www.mants-lair.org.uk/Wyrm/pentex.htm Predaphile's
M:tA Page: http://www.geocities.com/predaphile/wod-mage-index.html Technocracy
Lexicon: http://www.geocities.com/techknox/terms.html Void
Engineers (Crats) NPCs Index: http://www.pen-paper.net/wod.php?op=npc&npctypeid=7 White
Wolf Mage Developer's Mage: http://www.white-wolf.com/Games/Pages/MageHome.html White
Wolf Mage Developer's Technocracy Page: http://www.white-wolf.com/Games/Pages/MagePreview/technocracy.html
White Wolf Official Mage
Page: http://www.white-wolf.com/mage.html William's
Unofficial Mage Mechanics FAQ: http://www.geocities.com/qryph/Mage/Unofficial_Mage_Mechanics_FAQ.html
Euthanatos:
Conner
MacManus: Now you will receive us.
Murphy MacManus: We do not ask for your poor, or your hungry.
Conner MacManus: We do not want your tired and sick.
Murphy MacManus: It is your corrupt we claim.
Conner MacManus: It is your evil that will be sought by us.
Murphy MacManus: With every breath, we shall hunt them down.
Conner MacManus: Each day we will spill their blood, 'til it rains down from the skies.
Murphy MacManus: Do not kill. Do not rape. Do not steal. These are principles which every man of every faith can embrace.
Conner MacManus: These are not polite suggestions, these are codes of behavior, and those of you that ignore them will pay the dearest cost.
Murphy MacManus: There are varying degrees of evil. We urge you lesser forms of filth, not to push the bounds and cross over, in to true corruption, into our domain.
Conner MacManus: For if you do, one day you will look behind you and you will see we three, and on that day you will reap it.
Murphy MacManus: And we will send you to whatever god you wish.
-- "Boondock Saints I" by Troy Duffy (1999)
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